No One Left Behind in the Citiverse: A Blueprint for Accessible AI-Powered Virtual Worlds
Foreword
Acknowledgements 
Table of contents
Abbreviations and acronyms
Executive summary
1	Introduction 
2	The four pillars of stakeholder engagement
     2.1	Public sector and governance stakeholders
     2.2	Private Sector and Technology Providers
     2.3	Community and civil society stakeholders
     2.4	Academic and standardization stakeholders
3	Framework for virtual worlds interaction
     3.1	Introduction 
     3.2	Objective of the framework 
     3.3	Components of the framework 
          3.3.1	Atomic interactions 
          3.3.2	Support services 
          3.3.3	User-centric design
     3.4	Atomic interactions 
          3.4.1	Authentication 
          3.4.2	Role and permission management 
          3.4.3	Navigation 
          3.4.4	Proprioception 
          3.4.5	Object manipulation 
          3.4.6	Communication 
          3.4.7	Consent management 
          3.4.8	Environmental customization 
          3.4.9	Contextual help and guidance 
          3.4.10	Feedback and interaction confirmation
          3.4.11	Session persistence and state management
     3.5	Framework interoperability and integration 
4	Tools, terminologies and technologies in XR 
5	Accessibility services
     5.1	Textual alternatives 
     5.2	Audio alternatives 
     5.3	Visual gestural alternatives 
     5.4	Haptic alternatives 
     5.5	Easy-to-understand languages 
     5.6	Final considerations 
6	Use cases
     6.1	Accessible learning platforms: students with disabilities in immersive environments 
          6.1.1	Overview 
          6.1.2	Background and context 
          6.1.3	Objectives 
          6.1.4	Implementation 
          6.1.5	Challenges and barriers 
          6.1.6	Outcomes and impact 
          6.1.7	Lessons to consider 
          6.1.8	Case study conclusion 
     6.2	Immersive training: Bank of America's integration of virtual reality and AI in workforce development 
          6.2.1	The challenge 
          6.2.2	The opportunity 
          6.2.3	The action
          6.2.4	The results 
          6.2.5	Lessons learned
          6.2.6	Looking ahead 
     6.3	Accessible cultural heritage visits in virtual worlds 
          6.3.1	Overview 
          6.3.2	Background and context 
          6.3.3	Objectives
          6.3.4	Implementation
          6.3.5	Challenges and barriers
          6.3.6	Outcomes and impact
          6.3.7	Lessons learned
          6.3.8	Case study conclusion
     6.4	e-Extended Reality training for automation 
          6.4.1	The challenge 
          6.4.2	The opportunity 
          6.4.3	The action 
          6.4.4	The results 
          6.4.5	Lessons learned 
          6.4.6	Looking ahead
     6.5	Enabling mouth-based interaction in XR 
          6.5.1	The challenge 
          6.5.2	The opportunity 
          6.5.3	The action 
          6.5.4	The results 
          6.5.5	Lessons learned 
          6.5.6	Looking ahead
     6.6	e-Extended Reality boxing: An accessible VR platform for blind users 
          6.6.1	The challenge 
          6.6.2	The opportunity 
          6.6.3	The action 
          6.6.4	The results 
          6.6.5	Lessons learned 
          6.6.6	Looking ahead
     6.7	Summary
     6.8	Conclusion
7	Standardization
     7.1	ITU 
     7.2	ISO/IEC JTC 1
     7.3	W3C 
8	Conclusions
About the Global Initiative on Virtual Worlds and AI – Discovering the Citiverse
References