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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>A. F. (2021). The Role of
Haptic Feedback and Gamification in Virtual Museum Systems. Journal on Computing and
Cultural Heritage (JOCCH)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Co-design of immersive virtual learning environments: a pilot study involving people with intellectual disability and SLDs</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Silvia Ceccacci</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Catia Giaconi</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maura Mengoni</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Noemi Del Bianco</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ilaria D'Angelo</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Università Politecnica delle Marche</institution>
          ,
          <addr-line>via Brecce Bianche 12, Ancona</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Macerata</institution>
          ,
          <addr-line>p.le Luigi Bertelli 1, Macerata</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>85376</volume>
      <fpage>273</fpage>
      <lpage>278</lpage>
      <abstract>
        <p>This paper describes a pilot study conducted at the University of Macerata, within the project Inclusion 3.0. It aims to explore the possibility of using high-fidelity prototyping in a virtual laboratory to support the co-creation of an immersive virtual learning environment with people with disability and Specific Learning Disorders (SLDs), from the earliest design stages. The paper presents the results of the co-design process and discusses its implications in defining design requirements to ensure the accessibility of immersive solutions for cultural heritage.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Inclusion</kwd>
        <kwd>project</kwd>
        <kwd>SLD</kwd>
        <kwd>specific learning disorders</kwd>
        <kwd>disability</kwd>
        <kwd>virtual</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Inclusion 3.0 is a project initiated by the University of Macerata in July 2017, designed to implement
design actions in the direction of university inclusion of students with disabilities and Specific Learning
Disorders. The significance of the Inclusion 3.0 project fits into a macro level of connection with
international scenarios, and in especially with the European Horizon 2020 program [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and in a micro
level of responding to the national trend of growth in the enrollment of students with disabilities and
SLDs in the university environment, which brings with it the need to build university teaching paths
oriented to personalization inclusion and innovation.
      </p>
      <p>
        Despite research recognizing the value of the study method as the primary compensatory tool [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]
Secondary school students and university students with disabilities and ASDs show deficiencies in
study method and poor use or low autonomy in the use of compensatory tools [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. In detail, Censis
records an adequate level of satisfaction with orientation and disability services of Italian universities,
while the degree of satisfaction with the accessibility of educational materials and the use of
technological aids [5]. Considering the data, it appears necessary to focus on the experimentation of
innovative forms of support for inclusive university didactics, concerning the design of accessible
contexts and integrated technological systems capable of promoting accessibility, usability, and
sustainability.
      </p>
      <p>In this perspective, we emphasize the targeted and pedagogically oriented use of technologies and
methodological paths through a unique aggregate of technological resources that can support students
with disabilities and with SLDs. Therefore, the advancement lies in creating an integrated system of
technologies. This system, on the one hand, would be capable of responding to the need of students
with disabilities and SLDs in finding and interacting with materials and accessible content, on the other
hand, to guide teachers in the design of inclusive teaching materials and paths.</p>
      <p>This goal can be achieved through a research-action process characterized by three phases:
• Phase One: reconnaissance of technologies and creation of an integrated system of devices;
• Second Phase: Experimentation of technological tools;
• Third Phase: Creation of a permanent co-design laboratory.</p>
      <p>According to this methodological framework, co-design approaches are fundamental to integrate
multiple perspectives related to lived experiences, which is extremely important when designing with
people with different abilities [6, 7]. However, traditional co-planning techniques present problems
related to the difficulty of communicating with people with disabilities, who often respond through the
voice of "delegates" (e.g. parents, teachers, caregivers), resulting in unequal power relations. However,
traditional co-planning techniques present problems related to the difficulty of communicating with
people with disabilities, who often respond through the voice of "delegates" (e.g. parents, teachers,
caregivers), resulting in unequal power relations [8]. To overcome these problems and encourage the
direct involvement of people with disabilities in the design process, we conducted a pilot study to
explore the use of immersive virtual reality by people with specific learning disorders and mild
intellectual disabilities. At the same time, they were the co-designer of the informal learning
environment, such as a museum, to ensure the design of an inclusive learning experience.</p>
    </sec>
    <sec id="sec-2">
      <title>2. The proposed method</title>
      <p>Following a user-centred design approach, co-design activities were carried out according to a
design process characterized by three main stages:
1. Reconnaissance of available accessibility design guidelines;
2. Construction of an adaptable and immersive virtual co-design environment;
3. Iterative co-design and testing sessions.</p>
      <p>The first phase aims to identify design guidelines that may be useful in guiding the definition of an
initial design concept. As far as we know, there are no specific guidelines to ensure the accessibility of
immersive virtual museums. However, as accessibility issues that may arise in physical museums
overlap with those in the virtual museum, we started by considering that the main museum accessibility
guidelines currently available (i.e., [9-12]). They provide criteria that can be directly applied also for
the construction of virtual museums, which can be clustered into two categories [13]: Exhibits, concerns
exhibits feature and presentation; Content, provides information about how the text can be presented to
the target audience to promote better understanding. Moreover, to ensure accessibility of VR
application, we considered also accessibility guidelines provided by XR Accessibility User
Requirements [14], and the Oculus VRCs “Accessibility Requirements” [15]. The considered
accessibility guidelines are reported in Table 1.</p>
      <p>The second phase involved a multidisciplinary team, including experts in: UX design, Special
Education and Easy-to-Read guidelines, virtual reality application design, art history, learning
disabilities and intellectual disabilities. The design activities were carried out iteratively to develop an
initial concept of an immersive virtual museum environment accorded to the accessibility guidelines
previously identified. This environment represents the starting concept used to conduct subsequent
codesign activities with end users. The virtual environment used for the research was developed in Unity
3D (https://unity.comIt consists of a floor plan including several rooms (decorated with polychrome
marble and Ionic-style columns) where digital copies of archaeological finds are located. In this virtual
environment, monitors and posters are also used to provide information about the exhibit through
multiple information channels (Figure 1).</p>
      <p>Adaptable features include:
• Adjustment of ambient light exposure and colour temperature;
• Adjustment of the focus level, through the setting of vignetting effects, which allows the width
of the field of view to be narrowed;
• Possibility to choose between different museum guide modalities: text descriptions with highly
readable fonts (i.e., OpenDyslexic) or audio/video guide that repeats slavishly the text of the
description, which can be turned on/off by the user through a dedicated button;
• Possibility to navigate the environment with mouse and keyboard, with a gamepad or by
teleporting to the location and then exploring the surrounding space within a range of 2 meters,
with natural movements (i.e., walking).</p>
      <p>The last phase focuses on co-design activities. Such activities have been carried out at the virtual
laboratory of the Research Centre of Teaching and Learning, Inclusion, Disability, and Educational
Technology (TIncTEC) of the University of Macerata. This phase lasted three days and involved a total
of 30 people: ten children (5 aged 6-10, 5 aged 11-13), five teenagers (aged 14-19), fifteen adults (5
aged 20-25, 5 aged 30-39, 5 aged 40-59). Participants were divided into six groups of equal size (5
subjects each) and similar people characteristics (i.e., age and gender). At least two people with specific
learning disorders or intellectual disabilities were included in each group. Each group took part in
codesign activities in consecutive design iteration stages so that their design contributions could be used
to improve the design solution following an incremental process.</p>
      <p>Each group, one user at a time, was asked to interact with the environment. During the interaction,
they were encouraged to describe their experience with the virtual museum environment through
semistructured interviews designed to assess the users' opinions about the features to highlight their strengths
and limitations.</p>
      <p>The tool used to allow navigation within virtual reality consists of a headset, Oculus Quest 2 [16],
equipped with two multifunction controllers. The headset is connected to a PC workstation running the
Unity application in the "game view" modality using a USB cable. This connection enables environment</p>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>2).
co-design through the possibility of implementing some environment design adjustments in a short time
(a few minutes). The scene of the environment visualized by the user through the headset is
simultaneously shown on a large screen inside the laboratory room, allowing the co-design team to
monitor the users' activity during the immersive experience. At the same time, this set acts as a video
source to record the whole user interaction with the environment.</p>
      <p>Based on the results of each co-design session, the virtual museum features are updated as
difficulties of use are encountered to achieve the greater possible accessibility and user experience.</p>
      <p>The co-design session resulted in a total of six versions of the software have been developed (Table
The second version included the possibility to control movement within the virtual environment,
even by mouse and keyboard. Moreover, to reduce cognitive load, the exhibition path was also reduced
so that the user could explore one room at a time (in the first version, the exhibition route takes place
along three rooms). In fact, during the preliminary steps of co-design with people with intellectual
disabilities, it was necessary to modify and implement the interaction interfaces created into the virtual
environment to increase both usability and interactivity.</p>
      <p>In the third revision, the reflectivity of the floor was reduced to simulate a better marble covering.
Moreover, starting and stopping audio descriptions based on the user's proximity to the artefact that is
the subject of the audio description were incorporated. However, this feature was eliminated in the
fourth version in favour of a start and stop control that requires user input (i.e., pushing a highly visible
red button near the exhibit). Instead, the possibility to choose between several fonts in addition to the
OpenDyslexic was also added (i.e., the serif font Times New Roman and a sans-serif font Arial).</p>
      <p>The fifth revision of the software introduced improvements related to the placement of artefacts
within the virtual environment. The sixth revision enriched keyboard navigability by displaying an
explanatory legend. In addition, the ability to navigate the environment using a gamepad was added.
Finally, to further reduce cognitive load and facilitate an overall view of the exhibition, in the seventh
and final revision (Figure 2), the architectural appearance of the room was changed: the columns
originally arranged to delimit the room in three sections were placed as decoration on the walls.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>Although the potential of immersive technologies has yet to be fully explored, they could be considered
valuable tools for creating inclusive educational experiences that foster the teaching-learning process
of cultural heritage [17,19-21]. In this regard, the following research aims to realize a virtual museum
developed with the Unity 3D graphics engine that includes high-definition digital copies of real
archaeological finds. A pilot study was conducted involving children and people with disabilities as
codesigner to ensure an accessible and inclusive virtual museum experience. However, the results of this
study may have a broader impact, as it provides new insights and guidelines for improving the
accessibility of immersive virtual environments. For example, future applications can be extended to
enable people, to the maximum extent possible, to visit cities and natural environments otherwise
inaccessible to most people (e.g., underwater depths, mountaintops) and to enhance the accessibility of
video games exploiting immersive VR. Future studies should be conducted to evaluate the usefulness
of the proposed co-design process in supporting the development of accessible virtual environments in
other application contexts.</p>
    </sec>
  </body>
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