At the HCI chair at HPI we developed a Unity framework and custom games like "Doom" for a haptic game console for the blind.
In the course of my master thesis and a project seminar at HPI I designed interaction techniques that enable blind people to play Doom on the DualPanto. The DualPanto is a haptic device that enables blind users to track moving objects while acting in a virtual world.
As shown in above figure, the device features two handles, so called "pantographs". Users interact with DualPanto by actively moving the me handle with one hand and passively holding on to the it handle with the other. DualPanto applications generally use the me handle to represent the user’s avatar in the virtual world and theit handle to represent some other moving entity, such as the opponent in a soccer game.
For my master thesis my goal was to enable blind people to play for the first time a real-time interactive game with a high level of spatial sensemaking on a haptic device. Although there exist games for the blind, those are usually audio-based or not real-time interactive. We chose the 1993 first-person shooter "Doom", a fast-paced game designed for sighted people, that is a common benchmark for interactive devices. To enable blind people to play this complex game, I was designing a series of (haptic) interaction techniques for different non-trivial challenges that fell into one of the 4 categories:
Eventually we brought all of these interaction techniques together and tested our version of "PantoDoom" with 3 blindfolded participants in a user study. All participants succeeded at reaching the exit, defeated at least 3 out of 4 enemies, and were able to find and collect an elusive item.