Exploratory Design of a Hands-free Video Game Controller for a Quadriplegic Individual
This addresses accessibility for individuals with neurological and neuromuscular diseases who cannot use traditional controllers, though it appears incremental as it builds on existing assistive technology concepts.
The paper tackled the problem of video game input requiring two-handed dexterity by designing a hands-free controller using real-time facial expression recognition for quadriplegic individuals, with preliminary evaluation showing its potential to enable activities like walking and flying in games.
From colored pixels to hyper-realistic 3D landscapes of virtual reality, video games have evolved immensely over the last few decades. However, video game input still requires two-handed dexterous finger manipulations for simultaneous joystick and trigger or mouse and keyboard presses. In this work, we explore the design of a hands-free game control method using realtime facial expression recognition for individuals with neurological and neuromuscular diseases who are unable to use traditional game controllers. Similar to other Assistive Technologies (AT), our facial input technique is also designed and tested in collaboration with a graduate student who has Spinal Muscular Atrophy. Our preliminary evaluation shows the potential of facial expression recognition for augmenting the lives of quadriplegic individuals by enabling them to accomplish things like walking, running, flying or other adventures that may not be so attainable otherwise.