SINES Tools: Video Motion and Audio Feature Analysis (for one person, works only in Chrome; Signal analysis: Meyda)


1. Click on "Start" to set all values on default.
2. Upload an mp4 video file showing a moving person.
3. optional: If you know the exact frame rate of the video, you can enter/correct it here: fps.
Otherwise, rely on the frame rate calculated by the app.
4. optional: Select whether the movement should be detected in real time or frame by frame
    real time (fast, with audio features, but less accurate) or
    frame by frame (slow and as accurate as possible, but without audio features).
5. optional: Select the noise gate setting to avoid artifacts in silent parts of the sound:
    noise gate off (quiet parts will be analysed) or
    noise gate on (quiet parts will not be analysed).
6. Click on "Analyse" and play the video to the end.
7. optional: View data in the plot
8. Click on "Show JS Arrays" or "Export CSV" to show the recorded data as Javascript arrays or to export them as a CSV/Excel file.



Feature Mean Stdev Median Min Max Range
Nose, left <--> right (X)
0
0
0
0
0
0
Nose, up <--> down (Y)
0
0
0
0
0
0
Nose, left <--> right (3DX)
0
0
0
0
0
0
Nose, front <--> back (3DY)
0
0
0
0
0
0
Nose, up <--> down (3DZ)
0
0
0
0
0
0
left Eye, left <--> right (X)
0
0
0
0
0
0
left Eye, up <--> down (Y)
0
0
0
0
0
0
left Eye, left <--> right (X3D)
0
0
0
0
0
0
left Eye, front <--> back (Y3D)
0
0
0
0
0
0
left Eye, up <--> down (Z3D)
0
0
0
0
0
0
left Eye (i.), left <--> right (X)
0
0
0
0
0
0
left Eye (i.), up <--> down (Y)
0
0
0
0
0
0
left Eye (i.), left <--> right (X3D)
0
0
0
0
0
0
left Eye (i.), front <--> back (Y3D)
0
0
0
0
0
0
left Eye (i.), up <--> down (Z3D)
0
0
0
0
0
0
left Eye (o.), left <--> right (X)
0
0
0
0
0
0
left Eye (o.), up <--> down (Y)
0
0
0
0
0
0
left Eye (o.), left <--> right (X3D)
0
0
0
0
0
0
left Eye (o.), front <--> back (Y3D)
0
0
0
0
0
0
left Eye (o.), up <--> down (Z3D)
0
0
0
0
0
0
right Eye, left <--> right (X)
0
0
0
0
0
0
right Eye, up <--> down (Y)
0
0
0
0
0
0
right Eye, left <--> right (X3D)
0
0
0
0
0
0
right Eye, front <--> back (Y3D)
0
0
0
0
0
0
right Eye, up <--> down (Z3D)
0
0
0
0
0
0
right Eye (i.), left <--> right (X)
0
0
0
0
0
0
right Eye (i.), up <--> down (Y)
0
0
0
0
0
0
right Eye (i.), left <--> right (X3D)
0
0
0
0
0
0
right Eye (i.), front <--> back (Y3D)
0
0
0
0
0
0
right Eye (i.), up <--> down (Z3D)
0
0
0
0
0
0
right Eye (o.), left <--> right (X)
0
0
0
0
0
0
right Eye (o.), up <--> down (Y)
0
0
0
0
0
0
right Eye (o.), left <--> right (X3D)
0
0
0
0
0
0
right Eye (o.), front <--> back (Y3D)
0
0
0
0
0
0
right Eye (o.), up <--> down (Z3D)
0
0
0
0
0
0
left Ear, left <--> right (X)
0
0
0
0
0
0
left Ear, up <--> down (Y)
0
0
0
0
0
0
left Ear, left <--> right (X3D)
0
0
0
0
0
0
left Ear, front <--> back (Y3D)
0
0
0
0
0
0
left Ear, up <--> down (Z3D)
0
0
0
0
0
0
right Ear, left <--> right (X)
0
0
0
0
0
0
right Ear, up <--> down (Y)
0
0
0
0
0
0
right Ear, left <--> right (X3D)
0
0
0
0
0
0
right Ear, front <--> back (Y3D)
0
0
0
0
0
0
right Ear, up <--> down (Z3D)
0
0
0
0
0
0
Mouth (left), left <--> right (X)
0
0
0
0
0
0
Mouth (left), up <--> down (Y)
0
0
0
0
0
0
Mouth (left), left <--> right (X3D)
0
0
0
0
0
0
Mouth (left), front <--> back (Y3D)
0
0
0
0
0
0
Mouth (left), up <--> down (Z3D)
0
0
0
0
0
0
Mouth (right), left <--> right (X)
0
0
0
0
0
0
Mouth (right), up <--> down (Y)
0
0
0
0
0
0
Mouth (right), left <--> right (X3D)
0
0
0
0
0
0
Mouth (right), front <--> back (Y3D)
0
0
0
0
0
0
Mouth (right), up <--> down (Z3D)
0
0
0
0
0
0
left Shoulder, left <--> right (X)
0
0
0
0
0
0
left Shoulder, up <--> down (Y)
0
0
0
0
0
0
left Shoulder, left <--> right (X3D)
0
0
0
0
0
0
left Shoulder, front <--> back (Y3D)
0
0
0
0
0
0
left Shoulder, up <--> down (Z3D)
0
0
0
0
0
0
right Shoulder, left <--> right (X)
0
0
0
0
0
0
right Shoulder, up <--> down (Y)
0
0
0
0
0
0
right Shoulder, left <--> right (X3D)
0
0
0
0
0
0
right Shoulder, front <--> back (Y3D)
0
0
0
0
0
0
right Shoulder, up <--> down (Z3D)
0
0
0
0
0
0
left Elbow, left <--> right (X)
0
0
0
0
0
0
left Elbow, up <--> down (Y)
0
0
0
0
0
0
left Elbow, left <--> right (X3D)
0
0
0
0
0
0
left Elbow, front <--> back (Y3D)
0
0
0
0
0
0
left Elbow, up <--> down (Z3D)
0
0
0
0
0
0
right Elbow, left <--> right (X)
0
0
0
0
0
0
right Elbow, up <--> down (Y)
0
0
0
0
0
0
right Elbow, left <--> right (X3D)
0
0
0
0
0
0
right Elbow, front <--> back (Y3D)
0
0
0
0
0
0
right Elbow, up <--> down (Z3D)
0
0
0
0
0
0
left Hand, left <--> right (X)
0
0
0
0
0
0
left Hand, up <--> down (Y)
0
0
0
0
0
0
left Hand, left <--> right (X3D)
0
0
0
0
0
0
left Hand, front <--> back (Y3D)
0
0
0
0
0
0
left Hand, up <--> down (Z3D)
0
0
0
0
0
0
left Thumb, left <--> right (X)
0
0
0
0
0
0
left Thumb, up <--> down (Y)
0
0
0
0
0
0
left Thumb, left <--> right (X3D)
0
0
0
0
0
0
left Thumb, front <--> back (Y3D)
0
0
0
0
0
0
left Thumb, up <--> down (Z3D)
0
0
0
0
0
0
left Index, left <--> right (X)
0
0
0
0
0
0
left Index, up <--> down (Y)
0
0
0
0
0
0
left Index, left <--> right (X3D)
0
0
0
0
0
0
left Index, front <--> back (Y3D)
0
0
0
0
0
0
left Index, up <--> down (Z3D)
0
0
0
0
0
0
left Pinky, left <--> right (X)
0
0
0
0
0
0
left Pinky, up <--> down (Y)
0
0
0
0
0
0
left Pinky, left <--> right (X3D)
0
0
0
0
0
0
left Pinky, front <--> back (Y3D)
0
0
0
0
0
0
left Pinky, up <--> down (Z3D)
0
0
0
0
0
0
right Hand, left <--> right (X)
0
0
0
0
0
0
right Hand, up <--> down (Y)
0
0
0
0
0
0
right Hand, left <--> right (X3D)
0
0
0
0
0
0
right Hand, front <--> back (Y3D)
0
0
0
0
0
0
right Hand, up <--> down (Z3D)
0
0
0
0
0
0
right Thumb, left <--> right (X)
0
0
0
0
0
0
right Thumb, up <--> down (Y)
0
0
0
0
0
0
right Thumb, left <--> right (X3D)
0
0
0
0
0
0
right Thumb, front <--> back (Y3D)
0
0
0
0
0
0
right Thumb, up <--> down (Z3D)
0
0
0
0
0
0
right Index, left <--> right (X)
0
0
0
0
0
0
right Index, up <--> down (Y)
0
0
0
0
0
0
right Index, left <--> right (X3D)
0
0
0
0
0
0
right Index, front <--> back (Y3D)
0
0
0
0
0
0
right Index, up <--> down (Z3D)
0
0
0
0
0
0
right Pinky, left <--> right (X)
0
0
0
0
0
0
right Pinky, up <--> down (Y)
0
0
0
0
0
0
right Pinky, left <--> right (X3D)
0
0
0
0
0
0
right Pinky, front <--> back (Y3D)
0
0
0
0
0
0
right Pinky, up <--> down (Z3D)
0
0
0
0
0
0
left Hip, left <--> right (X)
0
0
0
0
0
0
left Hip, up <--> down (Y)
0
0
0
0
0
0
left Hip, left <--> right (X3D)
0
0
0
0
0
0
left Hip, front <--> back (Y3D)
0
0
0
0
0
0
left Hip, up <--> down (Z3D)
0
0
0
0
0
0
right Hip, left <--> right (X)
0
0
0
0
0
0
right Hip, up <--> down (Y)
0
0
0
0
0
0
right Hip, left <--> right (X3D)
0
0
0
0
0
0
right Hip, front <--> back (Y3D)
0
0
0
0
0
0
right Hip, up <--> down (Z3D)
0
0
0
0
0
0
left Knee, left <--> right (X)
0
0
0
0
0
0
left Knee, up <--> down (Y)
0
0
0
0
0
0
left Knee, left <--> right (X3D)
0
0
0
0
0
0
left Knee, front <--> back (Y3D)
0
0
0
0
0
0
left Knee, up <--> down (Z3D)
0
0
0
0
0
0
right Knee, left <--> right (X)
0
0
0
0
0
0
right Knee, up <--> down (Y)
0
0
0
0
0
0
right Knee, left <--> right (X3D)
0
0
0
0
0
0
right Knee, front <--> back (Y3D)
0
0
0
0
0
0
right Knee, up <--> down (Z3D)
0
0
0
0
0
0
left Foot, left <--> right (X)
0
0
0
0
0
0
left Foot, up <--> down (Y)
0
0
0
0
0
0
left Foot, left <--> right (X3D)
0
0
0
0
0
0
left Foot, front <--> back (Y3D)
0
0
0
0
0
0
left Foot, up <--> down (Z3D)
0
0
0
0
0
0
left Heel, left <--> right (X)
0
0
0
0
0
0
left Heel, up <--> down (Y)
0
0
0
0
0
0
left Heel, left <--> right (X3D)
0
0
0
0
0
0
left Heel, front <--> back (Y3D)
0
0
0
0
0
0
left Heel, up <--> down (Z3D)
0
0
0
0
0
0
left F.Index, left <--> right (X)
0
0
0
0
0
0
left F.Index, up <--> down (Y)
0
0
0
0
0
0
left F.Index, left <--> right (X3D)
0
0
0
0
0
0
left F.Index, front <--> back (Y3D)
0
0
0
0
0
0
left F.Index, up <--> down (Z3D)
0
0
0
0
0
0
right Foot, left <--> right (X)
0
0
0
0
0
0
right Foot, up <--> down (Y)
0
0
0
0
0
0
right Foot, left <--> right (X3D)
0
0
0
0
0
0
right Foot, front <--> back (Y3D)
0
0
0
0
0
0
right Foot, up <--> down (Z3D)
0
0
0
0
0
0
right Heel, left <--> right (X)
0
0
0
0
0
0
right Heel, up <--> down (Y)
0
0
0
0
0
0
right Heel, left <--> right (X3D)
0
0
0
0
0
0
right Heel, front <--> back (Y3D)
0
0
0
0
0
0
right Heel, up <--> down (Z3D)
0
0
0
0
0
0
right F.Index, left <--> right (X)
0
0
0
0
0
0
right F.Index, up <--> down (Y)
0
0
0
0
0
0
right F.Index, left <--> right (X3D)
0
0
0
0
0
0
right F.Index, front <--> back (Y3D)
0
0
0
0
0
0
right F.Index, up <--> down (Z3D)
0
0
0
0
0
0
RMS
0
0
0
0
0
0
Energy
0
0
0
0
0
0
Spectral Centroid [Hz]
0
0
0
0
0
0
Zero Crossing Rate
0
0
0
0
0
0
Spectral Flatness
0
0
0
0
0
0
Spectral Slope
0
0
0
0
0
0
Spectral Rolloff
0
0
0
0
0
0
Spectral Spread
0
0
0
0
0
0
Spectral Skewness
0
0
0
0
0
0
Spectral Kurtosis
0
0
0
0
0
0
Perceptual Spread
0
0
0
0
0
0
Perceptual Sharpness
0
0
0
0
0
0
Chroma C
0
0
0
0
0
0
Chroma C#
0
0
0
0
0
0
Chroma D
0
0
0
0
0
0
Chroma D#
0
0
0
0
0
0
Chroma E
0
0
0
0
0
0
Chroma F
0
0
0
0
0
0
Chroma F#
0
0
0
0
0
0
Chroma G
0
0
0
0
0
0
Chroma G#
0
0
0
0
0
0
Chroma A
0
0
0
0
0
0
Chroma A#
0
0
0
0
0
0
Chroma B
0
0
0
0
0
0
MFCC1
0
0
0
0
0
0
MFCC2
0
0
0
0
0
0
MFCC3
0
0
0
0
0
0
MFCC4
0
0
0
0
0
0
MFCC5
0
0
0
0
0
0
MFCC6
0
0
0
0
0
0
MFCC7
0
0
0
0
0
0
MFCC8
0
0
0
0
0
0
MFCC9
0
0
0
0
0
0
MFCC10
0
0
0
0
0
0
MFCC11
0
0
0
0
0
0
MFCC12
0
0
0
0
0
0
MFCC13
0
0
0
0
0
0
Bark 1 (0-100 Hz)
0
0
0
0
0
0
Bark 2 (100-200 Hz)
0
0
0
0
0
0
Bark 3 (200-300 Hz)
0
0
0
0
0
0
Bark 4 (300-400 Hz)
0
0
0
0
0
0
Bark 5 (400-510 Hz)
0
0
0
0
0
0
Bark 6 (510-630 Hz)
0
0
0
0
0
0
Bark 7 (630-770 Hz)
0
0
0
0
0
0
Bark 8 (770-920 Hz)
0
0
0
0
0
0
Bark 9 (920-1080 Hz)
0
0
0
0
0
0
Bark 10 (1080-1270 Hz)
0
0
0
0
0
0
Bark 11 (1270-1480 Hz)
0
0
0
0
0
0
Bark 12 (1480-1720 Hz)
0
0
0
0
0
0
Bark 13 (1720-2000 Hz)
0
0
0
0
0
0
Bark 14 (2000-2320 Hz)
0
0
0
0
0
0
Bark 15 (2320-2700 Hz)
0
0
0
0
0
0
Bark 16 (2700-3150 Hz)
0
0
0
0
0
0
Bark 17 (3150-3700 Hz)
0
0
0
0
0
0
Bark 18 (3700-4400 Hz)
0
0
0
0
0
0
Bark 19 (4400-5300 Hz)
0
0
0
0
0
0
Bark 20 (5300-6400 Hz)
0
0
0
0
0
0
Bark 21 (6400-7700 Hz)
0
0
0
0
0
0
Bark 22 (7700-9500 Hz)
0
0
0
0
0
0
Bark 23 (9500-12000 Hz)
0
0
0
0
0
0
Bark 24 (12000-15500 Hz)
0
0
0
0
0
0
Loudness (Bark total)
0
0
0
0
0
0


C. Reuter (2024)