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docs/ADVANCED_ACCESSIBILITY_ROADMAP.md
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docs/ADVANCED_ACCESSIBILITY_ROADMAP.md
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# 🚀 Advanced Accessibility Features - Future Roadmap (v2.0+)
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## 📅 Planning Document
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**Status**: Future Development
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**Target Version**: 2.0+
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**Priority**: Experimental
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---
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## 🎯 Advanced Input Systems
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### **1. Eye Tracking (Tobii)**
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#### **Overview:**
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Support for Tobii eye tracking devices for players who cannot use traditional input methods.
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#### **Hardware Requirements:**
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- Tobii Eye Tracker 5
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- Tobii Eye Tracker 4C
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- Compatible Windows 10/11 PC
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#### **Features to Implement:**
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- [ ] Tobii SDK integration
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- [ ] Gaze-based cursor control
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- [ ] Dwell clicking (look at target for X seconds)
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- [ ] Gaze gestures (look patterns)
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- [ ] Eye-controlled menu navigation
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- [ ] Calibration system
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- [ ] Sensitivity settings
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- [ ] Gaze smoothing
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#### **Technical Notes:**
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```javascript
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// Pseudo-code for Tobii integration
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class EyeTrackingSystem {
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constructor() {
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this.tobiiAPI = null;
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this.gazePoint = { x: 0, y: 0 };
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this.dwellTime = 1000; // ms
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this.calibrated = false;
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}
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async init() {
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// Load Tobii SDK
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this.tobiiAPI = await loadTobiiSDK();
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await this.calibrate();
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}
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update() {
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// Get gaze point
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this.gazePoint = this.tobiiAPI.getGazePoint();
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// Check for dwell click
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if (this.isDwelling()) {
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this.performClick();
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}
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}
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}
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```
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#### **Resources:**
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- Tobii Gaming SDK: https://developer.tobii.com/
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- Documentation: https://developer.tobii.com/tobii-gaming/
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- Unity/Unreal plugins available (adapt for Phaser)
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---
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### **2. Voice Control**
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#### **Overview:**
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Voice commands for hands-free gameplay using speech recognition.
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#### **Features to Implement:**
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- [ ] Web Speech API integration
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- [ ] Custom voice commands
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- [ ] Continuous listening mode
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- [ ] Wake word detection
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- [ ] Multi-language support
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- [ ] Command confirmation
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- [ ] Voice feedback
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- [ ] Noise cancellation
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#### **Voice Commands:**
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```javascript
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const voiceCommands = {
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// Movement
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'move north': () => player.move(0, -1),
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'move south': () => player.move(0, 1),
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'move east': () => player.move(1, 0),
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'move west': () => player.move(-1, 0),
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// Actions
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'attack': () => player.attack(),
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'interact': () => player.interact(),
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'open inventory': () => ui.openInventory(),
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'use item': () => player.useItem(),
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// Menu
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'open map': () => ui.openMap(),
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'save game': () => game.save(),
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'pause': () => game.pause(),
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// Custom
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'help': () => screenReader.announceHelp()
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};
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```
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#### **Technical Implementation:**
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```javascript
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class VoiceControlSystem {
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constructor() {
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this.recognition = new webkitSpeechRecognition();
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this.recognition.continuous = true;
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this.recognition.interimResults = false;
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this.commands = new Map();
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}
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init() {
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this.recognition.onresult = (event) => {
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const command = event.results[0][0].transcript.toLowerCase();
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this.executeCommand(command);
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};
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this.recognition.start();
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}
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registerCommand(phrase, callback) {
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this.commands.set(phrase, callback);
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}
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executeCommand(phrase) {
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if (this.commands.has(phrase)) {
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this.commands.get(phrase)();
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this.speak(`Executing ${phrase}`);
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}
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}
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}
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```
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---
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### **3. Head Tracking**
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#### **Overview:**
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Camera-based head tracking for players with limited hand mobility.
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#### **Hardware:**
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- Webcam (720p minimum)
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- TrackIR (optional)
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- PlayStation Camera (optional)
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#### **Features:**
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- [ ] WebRTC camera access
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- [ ] Face detection (TensorFlow.js)
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- [ ] Head position tracking
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- [ ] Head gesture recognition
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- [ ] Calibration system
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- [ ] Sensitivity adjustment
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- [ ] Deadzone configuration
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#### **Use Cases:**
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- Head tilt = camera rotation
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- Head nod = confirm action
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- Head shake = cancel action
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- Head position = cursor control
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---
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### **4. Foot Pedal Support**
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#### **Overview:**
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USB foot pedal support for alternative input.
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#### **Hardware:**
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- USB foot pedals (generic HID)
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- Programmable foot switches
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#### **Features:**
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- [ ] HID device detection
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- [ ] Pedal mapping system
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- [ ] Multi-pedal support (2-4 pedals)
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- [ ] Pressure sensitivity
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- [ ] Custom bindings
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---
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## 🔊 Audio-Only Mode (Experimental)
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### **Overview:**
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Complete audio-based gameplay for blind players.
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### **1. 3D Positional Audio**
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#### **Features:**
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- [ ] Web Audio API 3D positioning
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- [ ] HRTF (Head-Related Transfer Function)
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- [ ] Distance-based attenuation
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- [ ] Doppler effect
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- [ ] Reverb/echo for spatial awareness
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- [ ] Binaural audio
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#### **Implementation:**
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```javascript
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class Audio3DSystem {
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constructor() {
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this.audioContext = new AudioContext();
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this.listener = this.audioContext.listener;
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this.sources = new Map();
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}
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createPositionalSound(x, y, z, soundFile) {
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const panner = this.audioContext.createPanner();
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panner.panningModel = 'HRTF';
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panner.distanceModel = 'inverse';
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panner.refDistance = 1;
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panner.maxDistance = 100;
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panner.rolloffFactor = 1;
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panner.coneInnerAngle = 360;
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panner.coneOuterAngle = 0;
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panner.coneOuterGain = 0;
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panner.setPosition(x, y, z);
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return panner;
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}
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updateListenerPosition(x, y, z) {
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this.listener.setPosition(x, y, z);
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}
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}
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```
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---
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### **2. Audio Radar**
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#### **Overview:**
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Continuous audio feedback about surroundings.
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#### **Features:**
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- [ ] Sonar-like ping system
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- [ ] Object proximity beeps
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- [ ] Directional audio cues
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- [ ] Material-based sounds
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- [ ] Obstacle detection
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- [ ] Path finding audio
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#### **Audio Cues:**
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- **Nearby object**: Beep frequency increases
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- **Wall ahead**: Low rumble
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- **Enemy nearby**: Growl sound
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- **Item nearby**: Chime sound
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- **Safe path**: Gentle tone
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---
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### **3. Voice Commands (Enhanced)**
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See Voice Control section above.
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---
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### **4. Haptic Feedback**
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#### **Overview:**
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Vibration feedback for mobile/controller.
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#### **Features:**
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- [ ] Gamepad vibration API
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- [ ] Mobile vibration API
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- [ ] Pattern-based feedback
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- [ ] Intensity control
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- [ ] Custom vibration patterns
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#### **Vibration Patterns:**
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```javascript
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const hapticPatterns = {
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damage: [100, 50, 100],
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pickup: [50],
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error: [200, 100, 200, 100, 200],
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success: [50, 50, 50],
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warning: [100, 100, 100, 100],
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heartbeat: [80, 120, 80, 500] // Repeating
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};
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```
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---
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## ✅ Compliance Goals
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### **WCAG 2.1 Level AA**
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#### **Requirements:**
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- [x] **1.1 Text Alternatives**: All non-text content has text alternative
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- [x] **1.2 Time-based Media**: Captions and audio descriptions
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- [x] **1.3 Adaptable**: Content can be presented in different ways
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- [x] **1.4 Distinguishable**: Easy to see and hear
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- [x] **2.1 Keyboard Accessible**: All functionality via keyboard
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- [x] **2.2 Enough Time**: Users have enough time to read/use content
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- [x] **2.3 Seizures**: No content that causes seizures
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- [x] **2.4 Navigable**: Ways to navigate and find content
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- [x] **2.5 Input Modalities**: Multiple input methods
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- [x] **3.1 Readable**: Text is readable and understandable
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- [x] **3.2 Predictable**: Pages appear and operate predictably
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- [x] **3.3 Input Assistance**: Help users avoid and correct mistakes
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- [x] **4.1 Compatible**: Compatible with assistive technologies
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#### **Current Status**: ✅ **COMPLIANT**
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---
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### **CVAA Compliance**
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#### **21st Century Communications and Video Accessibility Act**
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#### **Requirements:**
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- [x] Closed captions
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- [x] Video description
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- [x] User interface accessibility
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- [x] Compatible with assistive technologies
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#### **Current Status**: ✅ **COMPLIANT**
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---
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### **AbleGamers Certification**
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#### **Certification Process:**
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1. Submit game for review
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2. AbleGamers testing with disabled gamers
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3. Feedback and recommendations
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4. Implement improvements
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5. Re-submit for certification
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6. Receive certification badge
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#### **Contact:**
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- Website: https://ablegamers.org/
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- Email: info@ablegamers.org
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#### **Current Status**: 📋 **READY FOR SUBMISSION**
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---
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### **Can I Play That? Review**
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#### **Review Process:**
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1. Submit game for accessibility review
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2. Detailed testing by disabled gamers
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3. Receive accessibility report
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4. Implement recommendations
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5. Feature in accessibility database
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#### **Categories:**
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- Visual
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- Hearing
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- Mobility
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- Cognitive
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#### **Contact:**
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- Website: https://caniplaythat.com/
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- Submit: https://caniplaythat.com/submit-a-game/
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#### **Current Status**: 📋 **READY FOR SUBMISSION**
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---
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## 📊 Implementation Priority
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### **Phase 1 (v2.0):**
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1. Voice Control (Web Speech API)
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2. Enhanced Haptic Feedback
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3. WCAG 2.1 AA Certification
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### **Phase 2 (v2.1):**
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1. 3D Positional Audio
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2. Audio Radar
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3. AbleGamers Submission
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### **Phase 3 (v2.2):**
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1. Head Tracking (Webcam)
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2. Foot Pedal Support
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3. Can I Play That? Submission
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### **Phase 4 (v2.3+):**
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1. Eye Tracking (Tobii)
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2. Audio-Only Mode (Full)
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3. CVAA Certification
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---
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## 💰 Budget Estimates
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### **Development:**
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- Voice Control: 40 hours
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- 3D Audio: 60 hours
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- Head Tracking: 80 hours
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- Eye Tracking: 120 hours
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- Audio-Only Mode: 160 hours
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### **Hardware:**
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- Tobii Eye Tracker 5: $230
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- USB Foot Pedals: $50-150
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- TrackIR: $150
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- Testing Controllers: $200
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### **Certification:**
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- AbleGamers: Free (volunteer-based)
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- Can I Play That?: Free (review-based)
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- WCAG Audit: $2,000-5,000 (optional)
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---
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## 📚 Resources
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### **APIs & SDKs:**
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- Web Speech API: https://developer.mozilla.org/en-US/docs/Web/API/Web_Speech_API
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- Web Audio API: https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API
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- Gamepad API: https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API
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- Tobii SDK: https://developer.tobii.com/
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- TensorFlow.js: https://www.tensorflow.org/js
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### **Standards:**
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- WCAG 2.1: https://www.w3.org/WAI/WCAG21/quickref/
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- CVAA: https://www.fcc.gov/consumers/guides/21st-century-communications-and-video-accessibility-act-cvaa
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- ARIA: https://www.w3.org/WAI/standards-guidelines/aria/
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### **Communities:**
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- AbleGamers: https://ablegamers.org/
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- Can I Play That?: https://caniplaythat.com/
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- Game Accessibility Guidelines: http://gameaccessibilityguidelines.com/
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---
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**Last Updated**: 2025-12-12
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**Version**: 2.5.0
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**Status**: 📋 Planning Phase
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