Cornerman Vision — Phase 0 Signal Spike

Infer FPS
Frames / punch
0
Punches
Confidence
2D
No block running. Declare what you are about to throw, then Start Block.
Session progress
1.25
140
0.30
LEAD REACH REAR REACH ELBOW ANGLE THRESHOLD PUNCH
Idle. Tap Start and grant camera access. Prop the phone at ~45° to your stance, full body in frame.

What to look for. Sharp isolated spikes crossing the threshold = detectable. A rounded smear, or guard jitter reaching the same height as a punch, = the signal isn't separable and the product narrows to work rate + guard only. Frames/punch under 4 means classification is dead on arrival.

Work in blocks. Declare the punch type, context and rep count before throwing, then Start Block, throw exactly that many, and End Block. Detected-against-expected is the recall number the model decision turns on, and it cannot be recovered afterwards from an unlabelled trace. Blocks accumulate across model switches; one Export carries the whole session. Reload the page to start a clean session — nothing else clears it. Full procedure: docs/knowledge/processes/capture-protocol.md.

Set stance before the first block. Lead and rear are boxing roles; the pose model reports anatomical left and right. They coincide only for an orthodox operator, so a southpaw left on the default inverts detectedOnDeclaredHand — the number the model decision turns on — and nothing in the trace afterwards reveals it. Session progress tracks the protocol's five stages, not every model × punch × context combination: stage A drops models under 4 frames per punch, and stages B and C only ask for what survives. It resets with the page, like everything else here.