Students at UCL have been working on MotionInput since 2020 with version 3.11 being released by the previous cohort. Developing version 3.2 and presenting it to the windows store is our top priority. Our focus in December was to prepare and deploy version 3.11 to the windows store with functional MFC Graphical User Interfaces based off the previous cohort's work. Researching how to deploy onto the steam store is a problem to tackle in the future.
Jack is an able-bodied video game player. He is looking to enhance his gaming experience by playing video games through motions rather than by simply clicking on buttons. His initial idea would be VR games using a VR headset, but he does not want to buy any more equipment.
Instead, Jack can use MotionInput as it only requires his laptop. He can then choose to play games using pseudo-VR giving him the option to move on the spot and play games simply using his webcam. Overall, it provides a more immersive experience which does not promote sedentariness and has no extra cost.
Olivia is a disabled video game player. So far, her only option when playing games is to buy adapted controllers which are more expensive than the default controller. These controllers may sometimes have uncomfortable designs that limit how much time she can spend playing games.
Olivia can use MotionInput instead as it simply requires having a webcam or a microphone. Once she opens the game, she can choose which controls from MotionInput she will be using in the game and, if these controls are intuitive and easy to learn, she would only need a few minutes to get used to them. Given that the user interface is simple and easy to use, Olivia would be able to play any video game that uses MotionInput without having to pay more for accessibility.