Recent comments in /f/IAmA

EzekielNOR OP t1_ix0vnvw wrote

Inspiration after a friend of mine had a brain stroke. Combined with being a indie developer/hobbyist for mange years using Unreal Engine.

I don't know what the best way into the games industry these days is- it can be very hard. But starting off small, doing your own projects and getting noticed, building a portfolio with VR things is always a good way to go about it I believe.

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EzekielNOR OP t1_ix0vdid wrote

I was inspired after a friend of mine suffered a brain stroke in his 40s. He was rather severely afflicted and sits in a wheelchair now - but he never gave up. Always thought. He even bought a belted wheelchair and mounted his gun on it - still goes moose hunting.

I spent a lot of time with him talking about rehab and he told me how extremely boring some of the stuff was, and how Wii games were cool but some were very hard for him. And that kinda started it all.

We spent about 2000 volunteer hours on the project. But making the life of just one patient better was worth it. And we know we did. It's a great blessing to be able to help someone in this way.

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EzekielNOR OP t1_ix0ur9d wrote

Aye, one of the reasons we were accepted by Sunnaas Specialist hospital is that we had the accessibility first mindset.

We designed all of our games to be playable seated or standing - and with only one arm (minus one game). We've got a few variations of the controller scheme - some include hold-to-grab, auto-grab and click to release, or click to grab and click to release.
We also allow for the use of rebinding actions to Microsoft Adaptive Controller if needed.

We spent a lot of time designing the world: We wanted relatively high fidelity (https://youtu.be/RG2JmztWGhY This was a very early concept but gets the point across). We also took care to choose colours that aren't distracting.

The importance of not cluttering the world with too many items, while still making it believable was a difficult but important balancing point too.

Sound and audio adjustments, avoiding distracting or uncomfortable sounds. Voice over on every button and menu, including descriptions for the games.

We also have a menu to adjust more weird settings like hue, contrast. But we do not recommend anyone to use these unless there are specific reasons for it.

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WanderDrift t1_ix0tssx wrote

Can you tell me more about the accessibility aspects of your VR project?

I’m an assistive technologist who dabbles with accessible gaming but more in the aspect of playability with accessible controllers, switches, etc. I’m new to understanding VR and what accessibility features or supplemental devices are available/needed. I understand that this is a developing field and would love to hear what your project learned. It’s great to see accessibility as a focal point.

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EzekielNOR OP t1_ix0n26t wrote

Re-adjustment to "real life" is rather quick - some patients may be disoriented for a few seconds (adjusting to light, space) but nothing serious. Out of our 25 patients we had no one suffer dizziness or falling during or after gameplay.

Most patients are helped with donning the VR kit, and also helped with taking it off. There is always a therapist within arm's reach in case of any issues. Many patients also play seated, while other prefer standing.

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Unlucky_Win_7349 t1_ix0mbny wrote

How do you deal with taking them out of that vr-environment? I assume there's a method to it but I can't imagine how you'd execute that. How do you go about that and why?

Not part of my question, but I study learning and development and digital solutions are very interesting to me, so this is very inspiring. I appreciate you for the work you do and I hope that I can at one point be part of something similar.

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EzekielNOR OP t1_ix0lgpf wrote

Absolutely!

We've got a few different games in our "Tropical Island hub" where you can walk around freely in VR:

Bowling (with a twist) that helps users develop underhand movement and coordination.

Bow Game that helps users with sequential movement, aimed to increase general mobility and arm/eye coordination while aiming at targets. There is also a component of reaction speed as targets go up and down. Speed can be adjusted.

We've got a volleyball style game which promotes overhead movement/boxing. Occupational therapist seems to love this one in particular because of the moment it promotes.

Other games include free hand tower building and something that is similar to beat sabre, but with colour switching on the sword. The latter one in particular is very well received by those with a bit more function - but can be played by everyone.

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