Pose-on-the-Go: Approximating User Pose with Smartphone Sensor Fusion and Inverse Kinematics

Full-Body Interaction & Embodied InputHuman Pose & Activity Recognition

Document Title

Pose-on-the-Go: Approximating User Pose with Smartphone Sensor Fusion and Inverse Kinematics

Document Information

  • Subject Area: Smartphone-based user pose estimation and motion capture
  • Keywords: body pose, pose estimation, smartphone, sensor fusion, inverse kinematics, mobile applications, motion capture, human interaction, augmented reality, virtual reality

Research Background and Problem

  • Identified Problems or Challenges:

    • Most current full-body motion capture technologies require additional equipment, such as wearable sensors or multi-camera systems, which are costly and limit usage in mobile scenarios.
    • Even external devices like Xbox Kinect cannot be conveniently used in non-specific environments (e.g., outdoors).
    • There is a lack of self-contained smartphone-based solutions for full-body pose estimation.
  • Significance:

    • Achieving full-body pose estimation on standard smartphones could expand interactive experiences in areas such as gaming, social applications, and health monitoring.
    • The ubiquity of smartphones and their multi-sensor capabilities make them a highly feasible solution.
  • Research Motivation and Related Work:

    • Researchers reviewed previous external sensor and wearable tracking technologies, including optical cameras, IMUs, magnetic fields, and ultrasonic methods.
    • The Pose-on-the-Go system was proposed to leverage existing smartphone hardware (e.g., cameras, IMUs, and depth sensors) to enable a self-contained and low-cost mobile motion capture solution.

Solution

  • Proposed Solution:

    • The Pose-on-the-Go system achieves smartphone-based full-body pose estimation through multi-sensor fusion and inverse kinematics (IK) techniques.
    • It integrates data from the smartphone's front and rear RGB cameras, depth camera, IMU, and touchscreen to generate a real-time animated skeleton of the user.
  • Innovations:

    • The first system to achieve full-body pose estimation using a single smartphone without requiring additional hardware or modifications.
    • Provides dynamic pose estimation for the head, torso, arms, and legs, which, while approximate, is suitable for applications with lower interaction demands.
    • Offers a lightweight software implementation that can theoretically support existing smartphones through software updates.
  • Implementation Steps and Key Techniques:

    • Head Position and Orientation: Head tracking is based on the smartphone's front camera and ARKit API.
    • Torso Orientation Estimation: The depth camera captures the chest region below the head to calculate torso orientation.
    • Arm and Smartphone Motion Estimation: IMU and inverse kinematics are used to generate plausible arm poses.
    • Leg and Walking Animation: Combines the smartphone's absolute position in the environment (6-DOF) with predicted motion patterns (e.g., walking or running) to simulate leg movements through IK animation.
    • A data synchronization mechanism integrates asynchronous data streams from multiple sensors to optimize real-time performance.

Research Outcomes

  • Specific Outcomes:

    • Pose-on-the-Go can capture full-body poses and estimate joint positions with a 3D spatial error of less than 25 cm.
    • Experiments demonstrated the system's adaptability to dynamic movements such as raising hands, turning, and walking.
  • Advantages Compared to Existing Solutions:

    • Compared to external tracking systems, Pose-on-the-Go is more portable and cost-effective, requiring no additional hardware.
    • Compared to similar head-mounted systems, it maximizes accessibility and usability through smartphone sensors.
  • Experimental or Evaluation Results:

    • The system achieved an average angular error of 6-10 degrees for head orientation and a positional error of 9-27 cm for major joints (e.g., shoulders, elbows).
    • Absolute spatial positioning error was approximately 11 cm.
    • User testing indicated that while the system's gait and body pose simulation are approximate, they are sufficient for low-interaction scenarios such as gaming and exercise.
  • Limitations and Future Directions:

    • Key limitations include the inability to accurately track unobserved body parts (e.g., the arm not holding the phone or legs) and reliance on estimation for these areas.
    • The current implementation has latency (~350 ms), which may impact user experience in some real-time interaction scenarios.
    • High power consumption limits usage to approximately 2 hours on an iPhone XR, requiring further optimization.
    • Future research could expand on:
      • Enhancing tracking of the non-phone-holding arm using smartwatches or additional sensors.
      • Improving the precision of touchscreen inputs, such as recognizing finger types and poses.
      • Incorporating facial expression and voice dynamics capture to enhance social interaction capabilities.

Conclusion

Pose-on-the-Go introduces an innovative method for full-body pose estimation, leveraging existing smartphone hardware to enable motion capture without additional equipment. This approach reduces the barrier to entry for users and provides a lightweight solution for various applications, including mobile gaming, health tracking, and remote social interaction. However, further improvements in accuracy and real-time performance are needed.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/chi/47697/2021

AdRecommended

Learn AI Coding at CodeNow

open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3411764.3445582
At a Glance

Paper Snapshot

fact_check
dataset
Source
CHI
calendar_month
Year
2021
emoji_events
Award
No award tagged
group
Authors
4 authors
sell
Subtopics
Full-Body Interaction & Embodied Input, Human Pose & Activity Recognition
work
Professions
—
article
Content Status
Full text indexed
hub
Related Papers
10 related papers