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novafarma/docs/ADVANCED_ACCESSIBILITY_ROADMAP.md
2025-12-12 22:46:38 +01:00

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🚀 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:

// 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:


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:

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:

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:

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:

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:

  • 1.1 Text Alternatives: All non-text content has text alternative
  • 1.2 Time-based Media: Captions and audio descriptions
  • 1.3 Adaptable: Content can be presented in different ways
  • 1.4 Distinguishable: Easy to see and hear
  • 2.1 Keyboard Accessible: All functionality via keyboard
  • 2.2 Enough Time: Users have enough time to read/use content
  • 2.3 Seizures: No content that causes seizures
  • 2.4 Navigable: Ways to navigate and find content
  • 2.5 Input Modalities: Multiple input methods
  • 3.1 Readable: Text is readable and understandable
  • 3.2 Predictable: Pages appear and operate predictably
  • 3.3 Input Assistance: Help users avoid and correct mistakes
  • 4.1 Compatible: Compatible with assistive technologies

Current Status: COMPLIANT


CVAA Compliance

21st Century Communications and Video Accessibility Act

Requirements:

  • Closed captions
  • Video description
  • User interface accessibility
  • 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:

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:

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:

Standards:

Communities:


Last Updated: 2025-12-12
Version: 2.5.0
Status: 📋 Planning Phase