The Lab
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 at | Height is good to | |
|---|---|---|
| 30 fps | ± 4.3 cm | Too coarse to trust |
| 60 fps | ± 2.2 cm | Borderline — misses small changes |
| 120 fps | ± 1.1 cm | Usable |
| 240 fps | ± 0.5 cm | The 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
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.