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The Lab

A sports science lab
that fits in your pocket.

Film a movement and Luka reads it back the way a coach standing next to you would. Measure a jump and it tells you the number — and how much to trust it.

Movement

How Luka measures it

Countermovement jump

Jump height in cm, and the trend against your own baseline

Luka measures flight time — the last frame with your feet on the ground to the first frame back on it — and converts it. You scrub to the two frames yourself, coarse then fine, so nothing depends on a pose model guessing. Height follows from flight time alone because a body in the air is in free fall: how long you were up there is determined entirely by how fast you left the ground.

h = g·t² / 8 · take-off velocity = g·t / 2

Flight time is read off two frames, so the error is set by the frame period — and height goes as flight time squared. Luka asks what you filmed at and prints the error next to the number.

You filmed atHeight is good to
30 fps± 4.3 cmToo coarse to trust
60 fps± 2.2 cmBorderline — misses small changes
120 fps± 1.1 cmUsable
240 fps± 0.5 cmThe standard. Film in Slo-Mo

A change worth acting on is 2–3 cm. Your phone shoots 240 fps in Slo-Mo; import the clip and the reading is good to half a centimetre.

A drop of more than 5% against your rolling baseline is the signal worth acting on, and Luka reads it against your own history rather than a population norm.

Fuel

  • Meals and snacksMacros estimated from a photo
  • DrinksThe calories that hide in cups
  • Food labelsScans the packet for you

Timing, not calorie counting. Luka knows what you are doing today and what time you kick off, and answers in food rather than percentages.

Luka's jump measurement uses the flight-time method, the established field alternative to a force plate. Luka itself has not been independently validated against one.