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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:**
```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