Inspiration

Students and developers frequently find themselves sitting for more than 10 hours a day, which can adversely affect their posture, energy levels, and creativity. We aimed to combat this sedentary lifestyle with something enjoyable and engaging. Thus, Questathon was created — a side-scrolling adventure that harnesses your body’s movements, encouraging people to rise from their chairs and get active without the need for any special equipment.

What it does

Questathon is a side-scrolling game where your character runs, jumps, and survives as long as you keep moving. It utilizes your webcam and MediaPipe pose detection to monitor your movements — the more active you are, the quicker your character dashes and dodges incoming threats. There’s no requirement for VR gear or sensors: all you need is your body, your webcam, and your determination to succeed. It transforms screen time into active time.

How we built it

We developed Questathon using:

  • Python & PyQt5 for the game interface and user experience
  • MediaPipe for real-time pose detection through the webcam
  • UDP broadcasting to enable the local leaderboard system
  • Multithreading to handle webcam input without causing lag in the game loop
  • Basic game physics for enemy spawning, collision detection, and character control

Additionally, we implemented a point system based on movement energy and optimized sprite management, event timers, and pose-to-action mapping.

Challenges we ran into

  • Achieving real-time pose data without causing lag in the game was challenging, particularly due to MediaPipe’s processing demands.
  • Occasionally, energy values would spike or crash the game due to misinterpreted movements — we had to develop validation logic to smooth out erratic behavior.
  • Threading bugs and issues with PyQt signal/slot mechanisms slowed our progress.
  • Balancing visual updates while maintaining a steady FPS and keeping pose detection active proved to be tricky.

Accomplishments that we're proud of

  • We successfully created a complete game with custom physics and live camera tracking in a short timeframe.
  • The pose-based control system operates solely with a webcam, eliminating the need for sensors.
  • We made it fun — users can run, jump, and dodge simply by moving their bodies.
  • The leaderboard system functions across multiple devices on the same network.

What we learned

  • Real-time camera input must be managed by background threads to ensure smooth performance.
  • Pose estimation models like MediaPipe are incredibly effective but require careful tuning and validation.
  • At times, visual feedback (such as character movements and enemies) needs to amplify physical input to create a satisfying experience.
  • Working under tight deadlines with creative limitations fosters rapid innovation.

What's next for Questathon

  • Multiplayer Mode: Challenge friends in real-time using synchronized movement data.
  • Character Unlocks: Reward consistent movement with skins, speed boosts, or pets.
  • Mobile Version: Transform your phone into both a camera and a screen — no laptop required.
  • Health Dashboard: Display calories burned, session duration, and progress over time.
  • School Integration: Develop a teacher dashboard for group movement sessions in the classroom.

(CHATGPT WAS USED TO CONVERT TO MARKDOWN)

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