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fix: motion-responsive skeleton + through-wall CSI tracking
- Pose decoder now uses per-cell motion grid to track actual arm/head positions — raising arms moves the skeleton's arms, head follows lateral movement - Motion grid (10x8 cells) tracks intensity per body zone: head, left/right arm upper/mid, legs - Through-wall mode: when person exits frame, CSI maintains presence with slow decay (~10s) and skeleton drifts in exit direction - CSI simulator persists sensing after video loss, ghost pose renders with decreasing confidence - Reduced temporal smoothing (0.45) for faster response to movement Co-Authored-By: claude-flow <ruv@ruv.net>
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@@ -68,13 +68,38 @@ export class CsiSimulator {
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get isLive() { return this.mode === 'live'; }
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/**
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* Update person state from video detection (for correlated demo data)
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* Update person state from video detection (for correlated demo data).
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* When person exits frame, CSI maintains presence with slow decay
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* (simulating through-wall sensing capability).
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*/
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updatePersonState(presence, x, y, motion) {
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this.personPresence = presence;
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this.personX = x;
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this.personY = y;
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this.personMotion = motion;
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if (presence > 0.1) {
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// Person detected in video — update CSI state directly
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this.personPresence = presence;
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this.personX = x;
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this.personY = y;
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this.personMotion = motion;
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this._lastSeenTime = performance.now();
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this._lastSeenX = x;
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this._lastSeenY = y;
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} else if (this._lastSeenTime) {
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// Person NOT in video — CSI "through-wall" persistence
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const elapsed = (performance.now() - this._lastSeenTime) / 1000;
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// CSI can sense through walls for ~10 seconds with decaying confidence
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const decayRate = 0.15; // Lose ~15% per second
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this.personPresence = Math.max(0, 1.0 - elapsed * decayRate);
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// Position slowly drifts (person walking behind wall)
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this.personX = this._lastSeenX;
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this.personY = this._lastSeenY;
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this.personMotion = Math.max(0, motion * 0.5 + this.personPresence * 0.2);
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if (this.personPresence < 0.05) {
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this._lastSeenTime = null;
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}
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} else {
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this.personPresence = 0;
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this.personMotion = 0;
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}
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}
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/**
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