Keep the camera level, not tilted up or down, and square to the wall. Use a spirit level if available. Wall edges should stay parallel to the vertical guides, with no narrowing toward the top or bottom. Calibration checks your distance and stillness before START. Use a normal lens, leave headroom and keep both shoes visible. Height uses whole-body motion and gravity-based flight calibration, not landing duration. Keep all limbs visible and jump in place. These guides are not a centimetre scale; results remain experimental camera estimates, not validated clinical measurements.
Ready to move?
Stand tall, then jump as high as you can
- 1Enable camera›
- 2Start game
Hold Space to load, release to jump — the longer the load, the higher.
Camera
Camera off. Nothing is uploaded; detection runs in your browser.
How to play
- Keep the camera level and square to a wall, without tilting up or down. Use the wall edges and alignment guides, or a spirit level.
- Use the normal lens. Follow the move closer / farther guidance until your head and both shoes fit, with space above your head.
- Stand upright and still on both feet for calibration, then press START. Distance depends on your camera, not a fixed number of metres.
- Every attempt starts with a 3 · 2 · 1 countdown — stand still until it says JUMP!
- Jump straight up on JUMP! and land on the same spot; only then is the flight measured.
- In Auto detect it names the style itself: normal, paused squat, arm swing or single leg left / right.
- Height is experimental COM rise from take-off to apex, using gravity calibration and take-off velocity. It has not been independently validated. Bend your knees safely on landing.
- Keep all limbs visible. Hands on hips improve repeatability. The separate flight-time estimate can differ when your landing posture changes.
- Use bright light and a fixed camera. Unclear or conflicting measurements are rejected; higher actual camera frame rates reduce timing error.
- COM personal bests are stored separately from older flight-time records. Keyboard results are simulations and never save a measured record.
What you train
An experimental camera jump test using a mass-weighted estimate of your whole-body centre of mass. Airborne motion calibrates the image against gravity, then take-off velocity estimates rise to the apex. Flight-time height is shown separately for comparison. Full-body stillness calibration and strict trajectory checks reject unclear attempts. Choose automatic, countermovement, squat or consecutive rebound attempts. This implementation has not been independently validated against a force plate and is not a clinical measurement.
Movement: Vertical jumps, landing control
- Legs
- Power
- Explosiveness
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