Being There: Developing VR for Culinary Arts
In August of 2024, members of CTLR were invited to test new VR training systems beng developed by VCC’s Culinary Arts program.
The team I’m in, CTLR, is a small department, serving all schools and centres in VCC with a diverse collection of academic and technical skills and experience.
CTLR contains two functional teams: Instructional Associates, who are former department leaders, instructors, and academics providing pedagogical and project management support to VCC’s faculty. The other team is eLearning Support, who combine technical skills in system administration, programming, and web design with creative skills in graphics, sound, eLearning, and digital media.
Usually, members of eLearning Support (aka “eLSupport”) consult on the technical and implementation aspects of a learning design. We might look at a design through the lens of our college’s various technology platforms, considering interoperability, data communications, or practicality in terms of user support — the “how” aspects. The Instructional Associates (“IAs”) are usually asked to provide expertise on the strategy and quality of the instructional design and its learning outcomes — the “why” aspects.
My first hands-on demonstration
I was asked to help test the Culinary Arts department’s early prototype virtual reality lessons for baking and cooking processes. One of Culinary’s large steel teaching kitchens provided the testing environment, and a laptop and Meta VR headset and hand controllers were set up for me to use. Putting on the headset and holding a controller in each hand, I was guided through some initial setup and orientation steps by my host and guide, Chef Michael Knie.

That first exploration was very fun, but also a bit of a challenge for me. Aside from the fact that I can barely cook more than to fry an egg, I’d never used a Meta Oculus VR set before. It had actually been at least a couple of years since I’d played with any kind of VR system; VCC’s CAD-BIM department had demonstrated theirs for 3D VR walk-throughs of architectural models. During that brief tour of the CAD-BIM department’s architectural application, the basic challenge in front of me had been “walk through this building” (or fly through the building, which was even cooler). But for the Culinary Arts program, the challenge was much more complicated: I had to actually mix a dough and pipe out a choux pastry onto a baking sheet. I did not know what choux pastry was, but I doubted that I could make it with my own hands, much less with a pair of digital ones operated using hand-held game controllers.
The software had a kind of virtual host or guide; a system narrator with a calm, neutral voice talked in my ear to guide me through the recipe step-by-step, telling me when I’d done something correctly or if I made an error. I’ll call the narrator “Juliet”. She sounded like she was from a London telephone company; pleasant and ever so slightly detached.
I’m not a gamer, much less a pastry chef, so as I lurched and flailed around in the empty air over an empty stainless steel countertop, my VR hand struggled to grip a ladle or to pour virtual milk into its virtual bowl. I basically demonstrated all the culinary finesse of a draft horse on roller-skates, blundering my way through all the essential moves. Suffice to say, I heard from my English VR narrator Juliet a lot.
Have a look
The company that did the system development for Culinary Arts also created a demo video of the VCC solution in action. You can see the video below and read more about the software they designed, on their website: https://sbanimation.com/case-studies/vr-training-for-cooks/
Where’s the sweet spot?
After I did that first VR demo, I did have some mixed feelings…
There’s definitely a gaming culture baked into the VR skills training proposition: you must have some facility with the handheld game controllers, and not be subject to dizziness or disorientation when what your eyes are being presented with doesn’t match what your fingertips are signaling back to your brain. It takes some practice, but in the end, it became really quite a fun application to learn with.
From an expense and access perspective, the pluses of a VR tool seem very straightforward: No travel, no dangerous hot stovetop, no sharp knives, and no wasted ingredients. Since you’re just pushing pixels around on a head-mounted display, you can practice the sequence of steps for as long or as often as you need to.
At some level, a kind of muscle memory must become associated with the mental model of the recipe steps. Playing a virtual cook in VR must have some kind of experiential overlap with real processes in a real kitchen, but how close does that overlap get? How much can a virtual practice lesson environment like this prepare someone to work in a real kitchen with real food, real colleagues, and real results? I feel like the data on that question is “out there” somewhere. For now, it may reduce down to something resembling “close enough”, since there are already scores of applications using VR to train people for real-world situations in all kinds of disciplines.
Personally, I’m not sold on VR as a medium for learning in every application or scenario, but there must be an efficacy “sweet spot” that can be reached, somewhere between initial user orientation and training, and an effective, practical application that helps a student achieve a real-world learning outcome. For this kind of VR tech and immersive experience, more testing and experimentation will help to reveal that sweet spot. It was exciting to speculate how real users with real goals would undoubtedly light a fire under their virtual cooking lessons.
I must add that I loved the low-cost, consumer-grade VR tech being used in this project. I think it effectively moves the perception of accessibility and usage barriers down to the living-room level for an average household, and meets users where they are in terms of a friendly, “gaming” approach to practicing new skills. All of that can help to dispel the notion that this VR simulation is an exclusive or highly technical tool. The Culinary Arts VR cooking and baking applications are actually referred to as “games”, which makes the whole training proposition feel very approachable.
The Bottom Line
Regardless of any hesitations I may have had, my first experience with their software simulations ended up being fun and successful: I got my choux pastry dough piped out on my baking sheet, and popped it all into the virtual oven.
In the real world, the Culinary Arts team did get usability feedback from other VCC staff, and then forged ahead with a pilot VR cooking course using real VCC students. We’ll look at those results in more detail in the next post on this topic…