I am the next coming of John Carmack
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The goal of this project is to determine the minimum acceptable target size for objects selected by looking at them, in a headset.

This is exposed with a gameplay mechanic. A target is presented in a random location in the user's field of view. The user has to look at it and press a button to "shoot it". We vary:

  • the size of the target
  • the visual feedback to the user (a targeting reticle, lighting up the target, or no feedback)

Users play the game, shooting at 5 points at a time, then resting their heads. We measure:

  • The time to acquire the target
  • The accuracy rate.

We will use this data to determine the minimum appropriate target size.


"Target Size Study for One-Handed Thumb Use on Small Touchscreen Devices" is a good resource.

To Do

This file will be used in lieu of an issue tracker, and like most issue trackers will probably go out of date soon.

  • Effect to blow up the object when you hit spacebar and look at it.
  • Final Score/Leaderboard/Play Again screen
  • Create a target-looking object in Photoshop
  • Add "distractor" targets around the red target


I haven't actually tested this, but you should be able to load this folder as a project in Unity and run it. You may also need the Oculus plugin (version 0.4.3). The important game logic is in TargetScript.cs.


Here is the API for posting data to the server. Data is posted after five single-target rounds and one multi-input round.

    "single_input_trials": [
            "time": 0.5,
            "hit": false,
            "camera_rotation": [4.5, 4, 89],
            "misses": 3
    "multi_input_trial": [
            "target": "4",
            "time": 0.5,
            "hit": false,
            "camera_rotation": [4.5, 4, 89]