🎮 Project Overview

We designed two playful, movement-based games to help people with Parkinson’s disease improve their motor control and balance:

  1. Naruto Kunai Dodger – dodge incoming kunai, track collisions, and encourage steadiness.
  2. Wii Punch Trainer – punch virtual targets in a timed sequence to build strength and coordination: punch them when both targets are green, avoid them when they turn red, and if they display “0,” wait for the next round. ## 🌟 Inspiration
  3. Naruto Kunai Dodger was inspired by the fast-paced, reflex-driven ninja training scenes in Naruto. We thought: “What if dodging kunai could strengthen fine motor control?”
  4. Wii Punch Trainer grew out of our love for the classic Wii Boxing mini-games. We realized that swapping pads for targets and focusing on precise punches could translate into meaningful hand-eye and upper-body exercise for Parkinson’s patients.
  5. My grandfather’s brother suffered from Parkinson’s disease, and we watched firsthand how this horrific illness slowly took him away. ## 🛠️ How We Built Them
  6. Platform & Language
    • Lens Studio for Snap Spectacles with TypeScript for all game logic, asset management, and collision math.
  7. Core Mechanics
    • Naruto Kunai Dodger
    • Spawn 3D kunai “projectiles” in front of the player’s viewport using Spectacles
    • Track real‐time head and hand movements to detect “hits,” updating a collision counter.
    • Wii Punch Trainer (Spectacles Edition)
    • Render dual floating targets in AR space; each round targets glow green (punch!), red (hold), or display “0” (wait).
    • Use TypeScript routines to measure punch velocity and accuracy only when both targets are green; red-target hits and “0” rounds are filtered out.
  8. Data & Feedback
    • Dynamic HUD overlays in Spectacles view showing collisions, and round status.
      ## ⚠️ Challenges
  9. Tracking Accuracy vs. Responsiveness
    • Early Spectacles prototypes mis-detected head and hand movements, causing false “hits” or misses. We tuned our collision filters and gesture thresholds in TypeScript to strike the right balance.
  10. AR Latency & Jitter
    • Environmental lighting and Surface Detection variability introduced frame drops and jitter in kunai spawning and target rendering. ## 🏆 Accomplishments We’re Proud Of
  11. Harnessed Snap AI for Impact: Built immersive AR games with Snap Spectacles and AI-driven features, making rehabilitation engaging and effective.
  12. On-Time Delivery: Met every milestone and delivered both product on time ## 🎓 What We Learned
  13. Teamwork & Collaboration: Coordinating across roles—from designers to engineers—to bring these games from concept to completion.
  14. Snap Lens Studio Mastery: Leveraging Lens Studio’s AR capabilities and TypeScript to build immersive, reliable experiences on Spectacles.

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