scholarly journals Augmented reality flavor: cross-modal mapping across gustation, olfaction, and vision

Author(s):  
Osama Halabi ◽  
Mohammad Saleh

AbstractGustatory display research is still in its infancy despite being one of the essential everyday senses that human practice while eating and drinking. Indeed, the most important and frequent tasks that our brain deals with every day are foraging and feeding. The recent studies by psychologists and cognitive neuroscientist revealed how complex multisensory rely on the integration of cues from all the human senses in any flavor experiences. The perception of flavor is multisensory and involves combinations of gustatory and olfactory stimuli. The cross-modal mapping between these modalities needs to be more explored in the virtual environment and simulation, especially in liquid food. In this paper, we present a customized wearable Augmented Reality (AR) system and olfaction display to study the effect of vision and olfaction on the gustatory sense. A user experiment and extensive analysis conducted to study the influence of each stimulus on the overall flavor, including other factors like age, previous experience in Virtual Reality (VR)/AR, and beverage consumption. The result showed that smell contributes strongly to the flavor with less contribution to the vision. However, the combination of these stimuli can deliver richer experience and a higher belief rate. Beverage consumption had a significant effect on the flavor belief rate. Experience is correlated with stimulus and age is correlated with belief rate, and both indirectly affected the belief rate.

2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
Lisa Stähli ◽  
Ioannis Giannopoulos ◽  
Martin Raubal

This work addresses recent research in the area of pedestrian navigation aids that aims at finding alternatives to the widely used map-based turn-by-turn navigation systems in the context of Smart City environments. Four different approaches of pedestrian navigation systems were compared to each other in a user experiment that was conducted in a virtual environment: (1) map-based, (2) landmark-based, (3) augmented reality, and (4) public display navigation. The results of the experiment with 45 participants conducted in a virtual environment suggest that the augmented reality navigation performs best concerning efficiency and effectiveness and the landmark-based navigation performs worst in the context of Smart Cities.


Author(s):  
Stephanie G. Fussell ◽  
Jessyca L. Derby ◽  
Joshua K. Smith ◽  
William J. Shelstad ◽  
Jacob D. Benedict ◽  
...  

Immersive simulation technology has transformed the training and learning environment. Virtual reality (VR) and augmented reality (AR) devices have been adopted by medical professionals, military forces, and marketing firms. Aviation training facilities are also integrating VR and AR technology into a variety of training. To ensure students begin training on equal footing, an engaging, guided tutorial for the virtual environment (VE) was created. A usability study was conducted to evaluate the tutorial’s learnability, effectiveness, and satisfaction for two user groups varying in VR experience. Results show users found the tutorial enjoyable with high usability and playability. Novice users reported the tutorial as more mentally effortful than expert users and were less comfortable with self-maneuvering. Users successfully completed most tasks on the first attempt after completing the tutorial. Those who noted difficulty in completing tasks in a post-assessment reported user error and corrected themselves without instruction. The tutorial demonstrated learnability, effectiveness, and satisfaction ensuring that users will be able to enter the VE with more confidence after engaging with the tutorial.


With advent of new technologies in communication and security in IoT and advantages of Cloud computing, have multiplied, the opportunities in Smart homes, Offices and Equipments. Augmented Reality (AR) adds another dimension to the experience. The proposed system makes use of all these concepts including Edge computing to design a Smart Boutique. A boutique is a unique store that sells stylish, luxury and fashion clothing, jewelry, or other exquisite goods. Considering the richness to be experienced by the Customers, the usage of these techniques would amply complement their senses. VEoT or Virtual Environment of Things is a framework for combining all these technologies to mix both real world objects and Virtual Reality. It is very important to cater to the needs of customer in a unique way, giving personal touch to the business. This would create repeat orders and would attract more customer footfalls. The base paper gives a concrete architecture for combining IoT and AR with the help of Edge server. We have tried to make the system robust, including a kiosk touch screen to enable the customer to have more information on Boutique and its articles. The goal of the system is to produce renewed customer experience and create a Smart Boutique with technology.


i-Perception ◽  
2021 ◽  
Vol 12 (2) ◽  
pp. 204166952198973
Author(s):  
Agnieszka Sabiniewicz ◽  
Elena Schaefer ◽  
Guducu Cagdas ◽  
Cedric Manesse ◽  
Moustafa Bensafi ◽  
...  

The present study aimed to investigate whether the perception of still scenes in a virtual environment in congruent versus incongruent condition can be influenced by odors. Ninety healthy participants were divided into three groups, including two experimental virtual reality (VR) environments: a rose garden, an orange basket, and a control condition. In each VR condition, participants were exposed to a rose odor, an orange odor, or no odor, resulting in congruent, incongruent, and control conditions. Participants were asked to describe (a) the content of the VR scene and rate its overall pleasantness and (b) the smell and to rate its intensity and pleasantness. For each condition, participants were tested twice. During the second test, participants provided ratings and descriptions of the content of the VR scenes without being exposed to odors or VR environments. Virtual scenarios tended to be remembered as more pleasant when presented with congruent odors. Furthermore, participants used more descriptors in congruent scenarios than in incongruent scenarios. Eventually, rose odor appeared to be remembered as more pleasant when presented within congruent scenarios. These findings show that olfactory stimuli in congruent versus incongruent conditions can possibly modulate the perception of the pleasantness of visual scenes but not the memorization.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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