Our Mission

Create ‘markerless’ motion learning systems for the golf, baseball, fitness and medical industries. Solutions used by elite professionals and athletes around the world. By utilizing a combination of software, 3D cameras, and professional development, empower athletes, coaches, trainers, and therapists to achieve superior results faster, smarter, easier.

Our solutions are designed to collect, package, analyze and distribute more live data from a ‘single’ camera, in more detail, than anyone else. Currently, the company provides the world’s most affordable and comprehensive, full body motion analysis and training solution.


See the Unseen. Train Faster. Smarter. Easier. More Effectively.

Company Overview

Guru Motion Systems is a company offering full body, affordable, real-time, wireless, markerless and hands-free 3D motion and balance tracking technology for the masses from a single 3D camera with applications into the medical, physical and sports markets.
Since 2010 Guru Motion Systems has been active in Human Motion Learning Systems. From swing capture to range of motion and biofeedback systems, its technology is now used in every major country around the world. Both professional and consumer versions are available.
As the developer of the industry’s most innovative markerless suite of motion capture products and services, Guru’s mission is focused on intuitive and easy-to-use solutions that accurately measure motion and improve physical performance.


Existing Swinguru products (for Golf and Baseball), help coaches and athletes of every level who wish to improve their skills, achieve and maintain peak performance faster and more effectively. The software significantly speeds the learning process through automatic motion capture and fault detection, instantly informing the coach and athlete of errors in their movements so immediate adjustments can be made.

From dynamic range of motion assessment, to real-time biofeedback, our motion capture systems will also allow medical professionals (physical therapists and chiropractors) to improve client assessment, movement protocols, and insurance billing and reporting.

Guru offers a range of products designed to collect, package, analyze and distribute more live data from a single camera, in more detail, than anyone else.

All users receive a cloud account to store data and videos, track progress and provide or purchase online services and training.

Disruptive Technology

Easy to use software based on gesture recognition, coupled with a single 2D + 3D Microsoft Kinect camera and a Windows PC, enables capture of a User’s full body motion without sensors.

Gesture recognition technology is a method of interpreting human gestures and movements using computer algorithms. The technology applies human gestures, such as movement of hand, fingers, arms, head or an entire body, as input mechanism to perform desired actions in a system. It is a form of replacement of old-fashioned input mechanisms wherein keyboards, mouse, remote controls, and various other control devices are used to perform remote functions.

More Live Data Than Anyone Else

Data analytics are playing an increasingly important role in sports and medical world.Guru is becoming a leading data collector and data supplier around the world. We are the only sports, physical and medical data business that collects (and distributes) through single camera full, time-stamped, contextual data in real-time, featuring complete x/y co-ordinates as well as z co-ordinates where applicable, and a unique granularity of event type.

Our data is collected from all our data collections centers across the world. We believe that it is a unique cutting-edge collection technology that will make our data the most impressive available anywhere. We use proprietary software that allows for deep, quick and accurate collection.

2D Vs 3D

Physical activities are 3 Dimensional activities and therefore require a 3 dimensional measuring device.

Two dimensional video is a great tool and can supply immediate feedback to coaches and players. However it does not provide data and the information obtained may be misleading due to the angle of capture.

Till recently the only way to measure human movement accurately was by using multiple-angle “High Speed” camera motion capture, turning two dimensional “frozen” frame video into 3 dimensional reconstructed or animated computer images.

Nowadays easy to use software based on gesture recognition, coupled with a single Microsoft Kinect camera and a Windows PC, enables capture of a User’s full body motion without sensors in real-time.

It is now possible for computers to measure and display data that would otherwise be impossible; such as

  • An overhead view directly over the player making it possible to measure such things as shoulder / hip separation.  The only way to quantitatively measure hip and shoulder separation is with 3D analysis
  • Superimpose one image over the top of another image making it possible to compare a swing or delivery when a player is performing well vs when he is struggling. Or comparing a professional to an amateur.
  • Using multiple exposure images to track movement patterns
  • Tracking the body’s center of mass throughout the motion.
  • Most Importantly, the ability to measure movements in 3 dimensions accurately

Live (Markerless) vs Lab (With Sensors)

Research shows conclusively what players do biomechanically in a laboratory often doesn’t resemble what happens during live competition or real training. It’s simply impossible to simulate the activities when the game speeds up and the player’s blood is pumping.

In addition, with ballistic activities such as hitting, markers used in simulations often shift during rotation, resulting in inaccurate joint center data.

Advantages of live (markerless):

  • It’s been said there’s not a scientist in the world who will argue against the fundamental truth that the only way to truly find out what the athlete is doing biomechanically is to capture his motion during live competition or training.
  • It’s only possible to evaluate players when it’s captured during live competition.  You can’t call a time out and connect the markers to the player before he hits or swings.
  • It’s only possible to compare a player when he is performing well, versus when he is struggling by capturing his swing during live session, and then superimpose those images over the top of each other to compare the differences.