Challenges of implementing Accessibility in a Digital Twin in VR of a Chemistry Lab

Christian Cousquer
A cat looking at the Moon ilargia inc. Ilargia Inc.

“An accessible Digitial Twin in VR: it's like sending astronauts to the Moon and creating a lunar base...”

A11yVR - December 2023

A women of the NASA is wearing a virtual reality headset in the early eighties.
Yellow Knomo mascot wears a headset and A11yVR logo CAP'VR logo Le Cnam (the national conservatory of arts and crafts)
JENII Logo
A virtual Chemistry Lab

Agenda

The Saturn 5 Rocket launch in background.

In this Presentation, I do hope you will learn:

  1. Strategies for designing and managing Digital Twins in Virtual Reality (VR) for Learning ,
  2. Strategies for pedagogically scripting VR Content, and addressing XR Accessibility Challenges,
  3. Discover a VR Digital Twin of a Chemistry Lab: from CAP'VR and JENII Projects to Mimbus Chemistry,
  4. Learn when to use VR content in your teaching.
  5. Improve your skills in Frenglish.

Introduction

A photo of John F. Kennedy speaking in public in background

Christian Cousquer

a photo of Christian Cousquer smilling, who has very short hair, fair skin, light blue collared shirt

The National Conservatory of Arts and Crafts (Le Cnam)

  • The library of Le Cnam in Paris
  • A Rocket engine in the Cnam Musuem

Major public higher education institution specializing in lifelong higher vocational training.
Founded by Grégoire Abbot in 1794

“We must enlighten the ignorance that doesn't know and the poverty that doesn't have the means to know.”
The Cnam motto is in Latin: “Teaching everyone everywhere”

This is the very heart of our institution. We're going to insist on these two terms “everyone” and “everywhere”...

What is a Virtual Reality Digital Twin for Learning?

A Saturn 5 Rocket in Lego

Virtual Reality: a powerful teaching medium

VR can offer a far more visceral experience than traditional screen-based media. It can appeal to the user's spatial memory, give them a sense of scale and, in many cases, serve as an emotional amplifier and memory of the experience.

This interactive component has its advantages and disadvantages. Striking a balance between immersion, ease of use, accessibility and experience is the main challenge of VR design.

Students in immersion in the Chemistry Lab during an immersive practical work Session.

Immersive practical courses

We need to differentiate between virtual and immersive practical sessions. A virtual practical session can be a 3D animation on a screen.

An immersive practical session uses a virtual reality headset.

Active teaching: Spect-actor

The virtual reality headset creates the sensation of being transported to another world.

Did you say Immersive Learning?

Immersive Learning Diagram, the importance of interactivity

© J. Leborgne - i2L

How to design?

Focus on your plan.

A Saturn 5 rocket plan in background

Defining a strategy

John Houbolt, engineer who fought for moon landing method

Plan of Saturn 5 Rocket

VR module Design Strategy

A baby step-by-step strategy.

Each stage of the rocket project must benefit from the previous stages of the rocket project, both from an educational and a project management point of view.

Overview by way of example: CAP'VR project phases for the Chemistry laboratory

Two Cnam partners on CAP'VR project:

  • Mimbus for the development,
  • i2L for teacher acculturation to VR.
Mimbus Chemistry project Phases

Request scoping phase

Apollo Engineers discussing around a table

Each Digital Twin has its own pedagogical objectives and specificities.

And therefore their own techniques and management phases...

The CAP'VR Chemistry Laboratory focuses on the learning of professional skills.

Specifications

  • Tutorial for learning how to use controllers
  • Learn the skills gestures and processes involved in chemistry,
  • Focus on the teaching scenario, the technique will follow. The interactivity component is fundamental.
  • Realistic environment,
  • Full internationalization (i18n) in French, English (and Spanish),
  • Focus on usability and accessibility (a11y) wherever possible.

A multi-stage Rocket

Organizational aspects: Let's organize ourselves into "Teams of Teams"

Collective intelligence

  • Perception of the whole / Holoptism,
  • A shared identity (feeling of belonging to a group),
  • A social contract,
  • Rituals,
  • Common goals,
  • Gift economy ("I don't keep things for myself" - idea of sharing),
  • Circulating object-links (something in motion within and between members)
  • Learning organization

ref.: jean Noubel

3 organizations:  Command Organization (top down structure) - Command of Teams Organization - Teams of Teams Oragnization

VR Acculturation Phase

2 Apollo Astronauts are in training on Earth near a replica of the Command lunar Module

A VR project is first and foremost a writing process

  • A content expert, a teacher, no matter how talented, if he or she doesn't know virtual reality, if he or she isn't acculturated to it, won't be able to produce anything in VR.
  • On the other hand, VR content producers often have no expertise in educational scripting, or in the progression of knowledge/skills acquisition.
  • In VR, everything must be formalized in writing: example: Cap'VR specifications => 300 pages
  • Scenario, scenography, storyboard, design-thinking...
People are doing a Design thinking board.
VR Embodiement illusion VR Plausibility illusion

A content expert needs to know :

  • Identify the impact of XR, VR and AR in career guidance and training.
  • Understand the specific terminology of immersive learning.
  • Identify the processes required to implement an action using virtual reality.
  • Understand the nature of immersive mediums, and the physiological, psychological and cognitive mechanisms on which they are based and which underpin their effectiveness.

Lift-off:
First stage of the rocket:
Defining the virtual environment

The Launch of Saturn 5 rocket

Create a first virtual tour module

with tooltips and the dangers addressed by some equipments

Then, a module for the identification and characterization of the environmental equipments

A kind of treasure Hunt, more difficult, pedagogical progression, the learner must now identify and characterize what he has discovered in the first module.

Second Stage of the Rocket:
Make small reusable modules

Make small safety procedures Learning Modules with virtual endangerments

One of the strengths of Virtual Reality is its ability to reproduce dangerous situations in complete safety.

Break down procedures into step-by-step scenarios with branches (over-accidents)

Finding a common language between technique, content expertise and pedagogy

A part of a BPMN Diagram, where every actions are decomposed into unit tasks.

Third stage of the rocket:

make modules that can reuse previous modules

Make more complex modules (Chemical Experiments)

in which you can replay the small safety procedure modules at any time

interactivity Challenges:

Solving unexpected problems and addressing accessibility

Specificities of Virtual Reality development

Do not try to reproduce reality at any cost, find metaphors while always focusing on usability and accessibility.

Work with simple questions:

  • How do you empty or collect contents from a container with a spatula when you have VR controllers in your hands?
  • How do you wash a dirty spatula?
  • Dealing with flexible hoses in VR?

How do you empty or collect precisely contents from a container with a spatula or a syringe when you have VR controllers in your hands?

When something can be done in 2 secondes in real life, it must be done in 2 or 3 secondes in Virtual Reality.

Accessibilty in XR

Accessibility means enabling people with disabilities to fully enjoy their rights and fundamental freedoms, by removing any barriers they may encounter. Digital accessibility is part of this approach to equality, and is an essential political and social challenge to guarantee equal access to information, training and online services for all, without discrimination.

Digital accessibility in XR is a field of research.

It's a combination of web accessibility and video game accessibility, each with its own specificities.

XR Accessibility User Requirements (XAUR) & BBC XR Barriers Research & XRAccess:

Someone with a VR headset in a wheelchair.

Provide your users a Tutorial

In order to familiarise the user with the available interactions, a tutorial scenario can be launched from the module selection menu.

The aim of the tutorial is to teach the user the commands of the virtual reality equipment and the different metaphors used in the application in a clear and progressive way. It will take place in a neutral and uncluttered environment so as not to distract the user from the various actions expected.

The tutorial is presented in the form of successive themed rooms, which the user will have to validate one after the other:

  • Moving around
  • Grabbing and moving an object
  • Interacting with an object
An user in a wheelchair with a VR headset

Provide your users different difficulty Levels

A beginniner mode, an Advanced mode and an Expert mode

A beginniner mode, an Advanced mode and an Expert mode in Mimbus Chemistry

Addressing hearing

Every spoken instruction by a voice-over is reproduced in writing on a wrist-mounted tablet.

A Deaf student was able to pass all her exercises in a practical immersive Chemistry Session

a wrist-mounted tablet in the chemistry Lab

Addressing motor impairment

Objets on the ground with magic grab lasers

All Chemistry modules can be completed in a wheelchair.

When an object falls to the ground, it can be picked up without bending down thanks to a magic grab laser.

Addressing Colorblindness and dislexia

We have in our VR simulations 3 possible actions with the handcontrollers:

  1. teleportation, which we associate with the purple color (1st room),
  2. Grab an object, that we associate to the blue color (2nd room),
  3. activate an object, which is associated with the color yellow (3rd room),

The choice of these blue and yellow colors was made because a person having color blindness, will always distinguish yellow from blue.

But we realized that about ten-ish percent of our students confusent their index finger with their middle finger on their hand. 😅 We imagined some "magic rings" that would associate the right color and therefore the action to the right finger.

The third option are the filters of colors according to the type of color blindness: protanopia, deuteranopia and tritanopia which change completely the colors of the environment (and the rings also...).

The last option addresses dyslexia by changing the fonts for adapted fonts

Addressing Colorblindness part 2

The informations must not be given only by color

Things to come in Accessibility

Adressing the Proteus effect

Proteus Greek God

The Proteus effect describes a phenomenon in which the behavior of an individual, within virtual worlds, is changed by the characteristics of their avatar.

Well, we've got a Protheus effect in the lab: women with virtual male hands have strangely brusker gestures... So we we want to give the hability to the users to choose between male and woman virtual hands.

Suggest an alternative to holding down keys

One click to grab, second click to release

Give the user the ability to modify their input preference or use a variety of input devices.

VR controller

The remapping of keys used to control movement or interaction in virtual environments is more complicated than it seems because it involves modifying the entire experience dynamically, including the tutorial, according to user preferences.

Striking a balance between immersion, ease of use and experience is the main challenge of VR design.

All these Accessibility settings have been built by, tested with, and for people with disability

And we are also testing every module with young kids for usability

To see without any help, if a boy or a girl can do them.

Here, we are testing the ease of use and the understandability of the Lab exercises.

Uses in Classroom

Uses and positioning of VR educational modules in existing curricula

VR for which disciplines? To develop which skills?

Learning of professional gestures in technology, hard sciences, medicine, life sciences, geology... (non exhaustive list), in VR, you have immersive simulations, VR modules

Learning and acquisition of soft skills in all teaching disciplines using role-playing you deals with Avartars, interview simulations, etc.

Immersive language learning

Immersive visualizations of 3D calculation for Mathematics and Hard Sciences.

VR users with VR Headsets in technology and in Mathematics

Where to place a VR module in an existing curriculum?

Potentially, everywhere...

  • In autonomy,
  • Upstream of the course
  • As a support of a course
  • After the course (knowledge renforcement)
  • As an evaluation

VR Learning Analytics: Mimbus Vulcan

An opensource VR Learning Management System

Mimbus Vulcan Competencies follow-up/

Vulcan VR LMS interface

Thank you for your attention

Questions?