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