scholarly journals What am I drinking? Vision modulates taste of drinks, but flavour does not alter color perception

2020 ◽  
Author(s):  
Lorena Stäger ◽  
Marte Roel ◽  
Bigna Lenggenhager

Flavour is one of the best-known examples of multi-modal perception. Recent advances in and democratization of virtual reality has further stimulated research on cross modulations, however, gustatory cues have been vastly disregarded. We investigated bidirectional modulation of color and flavour perception using mismatching visuogustatory stimuli in an embodied and immersive virtual reality setup. While embodying a virtual avatar from a first-person perspective, participants were given a beverage in a syringe which with a different flavour as the seen beverage (visuogustatory conflict) which was compared to either just seeing the beverage or just tasting it (unimodal conditions). To quantify a potential influence of vision on subjective taste perception we used visual analogue scales assessing the four dimensions of taste (sweetness, bitterness, sourness and saltiness). To quantify a potential influence of flavour on color perception, we used color selection task using a color wheel. Confirming previous findings in different settings, our results showed that vision predictively influences taste perception of the beverage. However, color perception was, at least overall, not modulated by the flavour of the beverage. These findings extend current research on the multimodal nature of flavour and might be of importance both for fundamental research as well as for applied virtual reality technologies.

Perception ◽  
2018 ◽  
Vol 47 (5) ◽  
pp. 477-491 ◽  
Author(s):  
Barbara Caola ◽  
Martina Montalti ◽  
Alessandro Zanini ◽  
Antony Leadbetter ◽  
Matteo Martini

Classically, body ownership illusions are triggered by cross-modal synchronous stimulations, and hampered by multisensory inconsistencies. Nonetheless, the boundaries of such illusions have been proven to be highly plastic. In this immersive virtual reality study, we explored whether it is possible to induce a sense of body ownership over a virtual body part during visuomotor inconsistencies, with or without the aid of concomitant visuo-tactile stimulations. From a first-person perspective, participants watched a virtual tube moving or an avatar’s arm moving, with or without concomitant synchronous visuo-tactile stimulations on their hand. Three different virtual arm/tube speeds were also investigated, while all participants kept their real arms still. The subjective reports show that synchronous visuo-tactile stimulations effectively counteract the effect of visuomotor inconsistencies, but at slow arm movements, a feeling of body ownership might be successfully induced even without concomitant multisensory correspondences. Possible therapeutical implications of these findings are discussed.


Author(s):  
Sameer Kishore ◽  
Bernhard Spanlang ◽  
Guillermo Iruretagoyena ◽  
Dalila Szostak ◽  
Mel Slater

There is an alarming level of violence by police in the US towards African Americans. Although this may be rooted in explicit racial bias, the more intractable problem is overcoming implicit bias, bias that is non-conscious but demonstrated in actual behavior. If bias is implicit it is difficult to change through explicit methods that attempt to change attitudes. We carried out a study using virtual reality (VR) with 38 officers in a US police department, who took part in an interrogation of an African American suspect alongside an officer who was racially abusive towards the suspect. Seventeen of the participants witnessed the interview again from a third person perspective (Observer) and 21 from the embodied perspective of the suspect, now a victim of the interrogation (Victim condition), having been assigned randomly to these two groups. Some weeks later all witnessed aggression by an officer towards an African American man in a virtual cafe scenario. The results show that the actions of those who had been in the Victim condition were coded as being more helpful towards the victim than those in the Observer condition. We argue that such VR exposures operate at the experiential and implicit level rather than the explicit, and hence are more likely to be effective in combating aggression rooted in implicit bias.


2019 ◽  
Vol 9 (1) ◽  
pp. 98 ◽  
Author(s):  
Luca Provenzano ◽  
Giuseppina Porciello ◽  
Sofia Ciccarone ◽  
Bigna Lenggenhager ◽  
Gaetano Tieri ◽  
...  

We combined virtual reality and multisensory bodily illusion with the aim to characterize and reduce the perceptual (body overestimation) and the cognitive-emotional (body dissatisfaction) components of body image distortion (BID) in anorexia nervosa (AN). For each participant (20 anorexics, 20 healthy controls) we built personalized avatars that reproduced their own body size, shape, and verisimilar increases and losses of their original weight. Body overestimation and dissatisfaction were measured by asking participants to choose the avatar that best resembled their real and ideal body. Results show higher body dissatisfaction in AN, caused by the desire of a thinner body, and no body-size overestimation. Interpersonal multisensory stimulation (IMS) was then applied on the avatar reproducing participant’s perceived body, and on the two avatars which reproduced increases and losses of 15% of it, all presented with a first-person perspective (1PP). Embodiment was stronger after synchronous IMS in both groups, but did not reduce BID in participants with AN. Interestingly, anorexics reported more negative emotions after embodying the fattest avatar, which scaled with symptoms severity. Overall, our findings suggest that the cognitive-emotional, more than the perceptual component of BID is severely altered in AN and that perspective (1PP vs. 3PP) from which a body is evaluated may play a crucial role. Future research and clinical trials might take advantage of virtual reality to reduce the emotional distress related to body dissatisfaction.


10.2196/18888 ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. e18888
Author(s):  
Susanne M van der Veen ◽  
Alexander Stamenkovic ◽  
Megan E Applegate ◽  
Samuel T Leitkam ◽  
Christopher R France ◽  
...  

Background Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are driven by the visual display (head-mounted display versus 3DTV) or avatar perspective during virtual gameplay. Objective This study aimed to determine the influence of avatar perspective on joint excursion in healthy individuals playing virtual dodgeball using a head-mounted display. Methods Participants (n=29, 15 male, 14 female) performed full-body movements to intercept launched virtual targets presented in a game of virtual dodgeball using a head-mounted display. Two avatar perspectives were compared during each session of gameplay. A first-person perspective was created by placing the center of the displayed content at the bridge of the participant’s nose, while a third-person perspective was created by placing the camera view at the participant’s eye level but set 1 m behind the participant avatar. During gameplay, virtual dodgeballs were launched at a consistent velocity of 30 m/s to one of nine locations determined by a combination of three different intended impact heights and three different directions (left, center, or right) based on subject anthropometrics. Joint kinematics and angular excursions of the ankles, knees, hips, lumbar spine, elbows, and shoulders were assessed. Results The change in joint excursions from initial posture to the interception of the virtual dodgeball were averaged across trials. Separate repeated-measures ANOVAs revealed greater excursions of the ankle (P=.010), knee (P=.001), hip (P=.0014), spine (P=.001), and shoulder (P=.001) joints while playing virtual dodgeball in the first versus third-person perspective. Aligning with the expectations, there was a significant effect of impact height on joint excursions. Conclusions As clinicians develop treatment strategies in virtual reality to shape motion in orthopedic populations, it is important to be aware that changes in avatar perspective can significantly influence motor behavior. These data are important for the development of virtual reality assessment and treatment tools that are becoming increasingly practical for home and clinic-based rehabilitation.


Author(s):  
Yu Wang ◽  
Ziran Hu ◽  
Pengyu Li ◽  
Shouwen Yao ◽  
Hui Liu

AbstractVirtual reality (VR) has been proved as a promising tool for industrial design, but the traditional VR interface of first-person perspective (1PP) is not efficient to support assemblability assessment in narrow assembly spaces. In this paper, we proposed the multi-perspectives interface (MPI) which integrates the 1PP and the third-person perspective (3PP) using the handheld world-in-miniature (WIM). The MPI allows users to simulate the assembly operations in a natural manner similar to 1PP, while providing users with an overview of the assembly status through the WIM to assess the assemblability with superior spatial awareness. Two studies were conducted to test the performance of the proposed MPI. The first study tested user’s interaction performance in MPI using a common interaction task, which reveals stronger spatial awareness in MPI than in 1PP without the cost of losing natural interaction. Based on the results of the first study, the second study tested the performance, usability, and workload of MPI in an assemblability assessment task. The results show the advantages of MPI in the reachability evaluation in the narrow spaces. The main contribution of this paper is improving the interface and user-interface interaction in VR-aided assembly assessment system to improve user’s interaction performance and assessment ability in narrow assembly spaces.


Humaniora ◽  
2013 ◽  
Vol 4 (1) ◽  
pp. 326
Author(s):  
Meilani Meilani

Understanding and application of color theory in the color wheel to create a harmonious color has been researched and developed from ancient times. Until now, the color theory that often used by practitioners of design like, graphic designer, interior designer, fashion designer and etc, based on the color theory by Prang. Simplifying color theory made by Prang makes his theory as a reference in creating harmonious color combinations. Now, the discussion of harmonious color combinations is in fashion matching appearance. Looks is the first impression in socializing with other people, with an understanding of color and aesthetic intuition of good matching, will create an attractive and not-boring appearance. In addition to improving mood, good cloth matching can also help a person to appear more attractive. Of course, such expertise cannot be obtained in a short time, it takes some extra knowledge in addition to understanding harmonious color combinations theory in general. We must consider other factors such as how to recognize skin color that will sustain the intensity of the color selection for our appearance. Hopefully, with this writing, the reader can see and learn a fashion matching appearance better. 


2016 ◽  
Vol 9 (1) ◽  
Author(s):  
Alexander J. Lemheney, Ed.D. ◽  
William F. Bond, M.D. ◽  
Jason C. Paden ◽  
Matthew W. LeClair, M.S. ◽  
Jeannine N. Miller, M.S.N. ◽  
...  

Virtual reality simulation may significantly benefit a geographically dispersed learner demographic in the medical outpatient setting. Our research used an immersive virtual reality platform as a novel way to recreate high-risk medical scenarios targeted for office-based emergencies. Using a design-based research approach we designed virtual-reality-based simulation scenarios to prepare interprofessional office personnel for emergencies. Learners were connected using laptop computers, via a browser interface, with learner controlled team member avatars and educator controlled patient avatars. The virtual environment was modeled after a multi-provider healthcare office setting in a large suburban health network. Evaluation occurred via post-event surveys and feedback transcribed from video recordings and debriefings. Three office-based emergency scenarios were created (chest pain, respiratory distress/allergic reaction, and suicidal risk), with progressively smaller changes to the virtual environment with each iterative improvement. In total, 18 individuals representative of a typical outpatient office interprofessional care team participated in the pilot study. Qualitative design-related feedback from participants and faculty improved the educational environment, artifacts, and scenarios. Participant feedback was overwhelmingly positive and enthusiastic about the use of virtual reality-based simulations to explore teamwork, build scope of practice, and rehearse infrequently used clinical skills. We successfully created novel outpatient virtual reality simulations in a first-person-perspective virtual environment. Pilot testing revealed successful rapid development, implementation, and participant orientation, with the ability to present learning opportunities. Future efforts will include assessments and attempt to overcome development barriers by switching to a more versatile platform.


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