## WalkVR

Our dream is to bring a gamer closer to the virtual world that they are playing in.

Currently, a large problem with virtual reality is the fact that the player is sitting down and stationary. Head-tracking has mostly been solved using headsets like the Oculus Rift, HTC Vive, etc. Hand-tracking is not yet perfect, but is largely solved with the Leap Motion or other tracked sensors.

Body-tracking and in-game directional movement has not yet been solved.
Although there have been innovations like the Omni treadmill or entire-room setups, this is one of the most difficult challenges for virtual reality.

Our attempt to solve this problem uses a simple workaround: the Myo Armband.

We used the Myo SDK to determine if the user took a step (with Myo's accelerometer & gyroscopic data), and then pipes a keyboard press to Unreal Engine 4 for in-game forward movement.

This creates an immersive full-body virtual experience using the Oculus Rift for head tracking, the Leap Motion for hand/arm tracking, and the Myo Armband for leg movement.

Despite the multitude of problems we ran into with body tracking, we are proud of what we accomplished in the short amount of time we had, and we are certain that current problems of virtual reality will one day be solved.

(runawayfromtheballs)
## Inspiration

As technological students and workers, we know how tired the hands and wrists can get by day's end, if not by midday. Along with programmers, there are also gamers who spend many consecutive hours with their hands in the same position on the keyboard, and people with wrist/hand injuries, disorders or syndromes. As such we decided to create a game using LeapMotion and Unity to do wrist exercises at the correct pace, while striving for a high score. This way relaxing the hands, and taking the mind off of the task can be fun as well.

## What it does

The player must align their hand along with a pre-cut design in a moving wall and hold it there to ensure that they get points. If they touch the wall as it passes, points are subtracted. In order to fit most of the design the player must maintain the proper form and be able to hold it for a few seconds.

## How we built it

We used Unity to create a base game, and then added leap motion hand tracking with colliders in order to facilitate the game mechanics.

## Challenges we ran into

We have never done Leap Motion in the past, and it appears the Leap Motion is strongly suggested to be used along with Virtual Reality (which we decided not to do). This means we had to go outside of the given SDK to find ways to get interact-ability with the game scene. Tracking on the Leap Motion isn't the best, so sometimes the animated hand would do unexpected motions. Unity with Leap Motion would sometimes create a collision despite not actually making contact. Finally, Desiree had never used Unity before so it was a learning curve for the both of us.

## Accomplishments that we're proud of

We're proud that we created a way for every day working people to relieve their pain and stiffness. We're also quite proud that we managed to get it to work even at this level.

## What we learned

We used a Leap Motion for the first time and learned how to get the hands to interact with other objects in Unity, we also improved our understanding of how to perform tasks such as movements and collisions.

## What's next for Happy Hands

Hopefully, we can could update our models, make our collisions more seamless, and once fully polished deploy to an open source distributor so that our target audience would actually be able to play.
## Inspiration

Having previously volunteered and worked with children with cerebral palsy, we were struck with the monotony and inaccessibility of traditional physiotherapy. We came up with a cheaper, more portable, and more engaging way to deliver treatment by creating virtual reality games geared towards 12-15 year olds. We targeted this age group because puberty is a crucial period for retention of plasticity in a child's limbs. We implemented interactive games in VR using Oculus' Rift and Leap motion's controllers.

## What it does

We designed games that targeted specific hand/elbow/shoulder gestures and used a leap motion controller to track the gestures. Our system improves motor skill, cognitive abilities, emotional growth and social skills of children affected by cerebral palsy.

## How we built it

Our games use of leap-motion's hand-tracking technology and the Oculus' immersive system to deliver engaging, exciting, physiotherapy sessions that patients will look forward to playing. These games were created using Unity and C#, and could be played using an Oculus Rift with a Leap Motion controller mounted on top. We also used an Alienware computer with a dedicated graphics card to run the Oculus.

## Challenges we ran into

The biggest challenge we ran into was getting the Oculus running. None of our computers had the ports and the capabilities needed to run the Oculus because it needed so much power. Thankfully we were able to acquire an appropriate laptop through MLH, but the Alienware computer we got was locked out of windows. We then spent the first 6 hours re-installing windows and repairing the laptop, which was a challenge. We also faced difficulties programming the interactions between the hands and the objects in the games because it was our first time creating a VR game using Unity, leap motion controls, and Oculus Rift.

## Accomplishments that we're proud of

We were proud of our end result because it was our first time creating a VR game with an Oculus Rift and we were amazed by the user experience we were able to provide. Our games were really fun to play! It was intensely gratifying to see our games working, and to know that it would be able to help others!

## What we learned

This project gave us the opportunity to educate ourselves on the realities of not being able-bodied. We developed an appreciation for the struggles people living with cerebral palsy face, and also learned a lot of Unity.

## What's next for Alternative Physical Treatment

We will develop more advanced games involving a greater combination of hand and elbow gestures, and hopefully get testing in local rehabilitation hospitals. We also hope to integrate data recording and playback functions for treatment analysis.

## Business Model Canvas

<https://mcgill-my.sharepoint.com/:b:/g/personal/ion_banaru_mail_mcgill_ca/EYvNcH-mRI1Eo9bQFMoVu5sB7iIn1o7RXM_SoTUFdsPEdw?e=SWf6PO>