Inspiration My inspiration for this project stems from a deep desire to make gaming truly inclusive. I believe that everyone, regardless of physical abilities, should have the opportunity to experience the joy of gaming. I was particularly inspired by the potential of emerging technologies like eye-tracking, voice control, and facial gestures, already integrated in the latest released Quest headsets, to break down barriers and create a more accessible gaming landscape.

What it does In this hands-free shooting game, the user becomes the protagonist, navigating through the own rooms or their set gaming environment with their physical abilities or by staying in a fixed position. With the aid of advanced XR technology, my eye movements, voice commands, and facial gestures serve as the primary means of interaction. Eye-gaze interaction serves for interaction with the weapons menu and for pointing to the targets. Facial gestures and voice recognition perform the same shooting action but each is used depending on the type of creature the user has in front.

How I built it My journey began by harnessing the power of cutting-edge XR hardware and software development tools. I meticulously integrated eye-tracking technology from the Quest headsets to precisely gauge my focal points, applied the voice recognition software wit.ai to interpret my spoken directives, and incorporated facial recognition software from the headset itself, to capture specific gestures (e.g. tongue-ou). These elements were seamlessly melded together using Unity and other game development platforms to craft an immersive shooting game experience.

Challenges I ran into The road to creating a seamless hands-free gaming experience was riddled with challenges. Fine-tuning the responsiveness and accuracy of my various input methods required extensive testing and optimization. It was necessary to define what objects would interact with which input technique and thus the input availability. Integrating multiple technologies while maintaining optimal performance for the user, posed another challenge in terms of game design.

Accomplishments that I'm proud of My proudest achievement lies in the creation of a fully functional hands-free shooting game that showcases the transformative potential of XR technology in gaming accessibility. By demonstrating that players can engage in fast-paced gameplay without conventional controllers, I've taken a significant stride towards fostering inclusivity in the gaming community. Besides, this is only a showcase of how these technologies can be integrated and fully deployed for accessibility purposes and more inclusive experiences.

What I learned Through countless iterations and experimentation, I've gained invaluable insights into the capabilities and limitations of emerging technologies. I've learned to more easily access the data from each of the mentioned inputs, as well as how to integrate them into the game design aspects. It allowed me to explore the preset scripts and utilities that Meta already provides in its SDK but that are not commonly used.

What's next for Accessibility through Hands-Free Looking forward, my quest for inclusivity in gaming continues. I aspire to refine and expand my hands-free gaming experience, exploring innovative features and gameplay mechanics tailored to the unique strengths of XR technology. Collaborating with the gaming community, I aim to pursue the cause of accessibility, advocating for the integration of inclusive design principles into game development practices. Together, we'll strive to make gaming a realm where everyone can participate, irrespective of physical limitations.

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