View figma presentation HERE: https://www.figma.com/design/brv93vrTXOdnG73nKhRpGk/Meta-XR-Hackathon?node-id=0-1&t=Q2wta41Vm13YVSe3-1

Inspiration

One of the reasons that VR is still not very popular in the general population is that most VR games today takes too much effort to play. We want to create a game that uses minimal mental energy and helps you relive stress when playing. Observing how small, repetitive movements—like doodling or tapping—help relieve stress, we wanted to bring this calming experience into VR. We decided to incorporate everyday hand movements and make it into an immersive finger excercise.

What it does

HandCraft VR turns finger exercises into an interactive gaming experience. Players engage in colorful, virtual worlds where they complete challenges designed to improve hand-eye coordination and flexibility. HandCraft helps you develop rhythm and hand-eye coordination using tactics like

  • Reinforcing pattern
  • Play With One Hand 
  • Familiar experience that connects to our daily lives
  • Instant feedback

How we built it

Using Unity, we developed the game's code and integrated it with the Meta headset. The project involved creating models, crafting interactive environments, and fine-tuning hand-tracking mechanics to ensure smooth and intuitive gameplay. A presentation with detailed code and design documentation is linked for review.

Challenges we ran into

One of the biggest challenges was optimizing the hand-tracking system for different levels of precision and ensuring it worked seamlessly across various VR platforms. Balancing the therapeutic exercises with gameplay elements was also a challenge—we wanted it to feel like a game without compromising its effectiveness as a therapeutic tool.

Accomplishments that we're proud of

We’re proud of creating a game that makes therapy accessible and fun for people of all ages. Our adaptive difficulty system ensures players of varying abilities can participate. We got feedbacks like:

  • Very intuitive and clear user interfaces "The buttons worked well, I can see the tools on top of each other, and the layout was intuitive. The vitals screen looks clear." Fast learning curve and a easily understood structure "I like playing the game with one hand. It feels like I am playing a piano."

What we learned

We learned quickly that too many false assumptions were made when we didn't test our designs on the device early. I adjusted our timeline so that small adjustments were tested on the HoloLens before we refine the design details. Small details, like responsive sound effects and animations, dramatically improve player satisfaction and immersion.

What's next for HandCraft VR

-Adding new levels with more challenges

  • Integrating music mechanics to create a rhythm-based experience.
  • Enhancing interaction details
  • Introduce multiplayer mode: Allow players to compete or collaborate
  • Partner with therapists: Collaborate with healthcare professionals to help Hand exercise incorporate more scientific and therapeutic evidence

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