scholarly journals Environmental Immersion’s Influence on Hedonics, Perceived Appropriateness, and Willingness to Pay in Alcoholic Beverages

Foods ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 42 ◽  
Author(s):  
Benjamin Picket ◽  
Robin Dando

The eating experience is multimodal. As we consume a dish, we perceive much more than that which initially activates the senses, including influences from our surroundings. Foods sampled in experimental settings are largely evaluated within a sensory booth, an environment designed to be devoid of such external or non-standardized stimuli, so that participants can focus solely on the sample itself. In natural experiences, we rarely consume food in such isolation—context is actually key to many dining experiences and can have an integral role in how we perceive the foods we eat. Using virtual reality to artificially provide this context, we tested how the setting in which a beverage was consumed influenced perception of two different samples. Virtual environments were formed by processing custom-recorded 360 degree videos and overlaying audio, text, and sensory scales to simulate a typical sensory evaluation. Participants were asked to taste two alcoholic beverages, a beer and a sparkling wine, in two virtual contexts, a bar and a winery. The results indicated that participants’ willingness to pay for, and overall enjoyment of the sparkling wine increased when placed in the winery context, with no change between the two virtual contexts for the beer sample. This occurred without alteration of the samples’ sensory properties or the ability of panelists to identify the beverage they were drinking; however, perceived appropriateness of the samples for the setting was strongly influenced by the context in which they were sampled, suggesting that perceived appropriateness for a surrounding may play a role in the degree to which we enjoy a food. Results provide further proof that artificially-applied context, such as that provided by virtual reality, can further the sensory testing of foods.

2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2021 ◽  
Vol 11 (4) ◽  
pp. 1510
Author(s):  
Charles Morizio ◽  
Maxime Billot ◽  
Jean-Christophe Daviet ◽  
Stéphane Baudry ◽  
Christophe Barbanchon ◽  
...  

People who survive a stroke are often left with long-term neurologic deficits that induce, among other impairments, balance disorders. While virtual reality (VR) is growing in popularity for postural control rehabilitation in post-stroke patients, studies on the effect of challenging virtual environments, simulating common daily situations on postural control in post-stroke patients, are scarce. This study is a first step to document the postural response of stroke patients to different challenging virtual environments. Five subacute stroke patients and fifteen age-matched healthy adults were included. All participants underwent posturographic tests in control conditions (open and closed eyes) and virtual environment without (one static condition) and with avatars (four dynamic conditions) using a head-mounted device for VR. In dynamic environments, we modulated the density of the virtual crowd (dense and light crowd) and the avoidance space with the avatars (near or far). Center of pressure velocity was collected by trial throughout randomized 30-s periods. Results showed that more challenging conditions (dynamic condition) induced greater postural disturbances in stroke patients than in healthy counterparts. Our study suggests that virtual reality environments should be adjusted in light of obtaining more or less challenging conditions.


2018 ◽  
Vol 10 ◽  
pp. 117957351881354 ◽  
Author(s):  
Thais Massetti ◽  
Talita Dias da Silva ◽  
Tânia Brusque Crocetta ◽  
Regiani Guarnieri ◽  
Bruna Leal de Freitas ◽  
...  

Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.


2003 ◽  
Vol 51 (4) ◽  
pp. 302-315 ◽  
Author(s):  
Evelyn K. Orman

This study is an examination of the effect of computer-generated virtual reality graded exposure on the physiological and psychological responses of performing musicians. Eight university saxophone majors, five men and three women, participated in twelve 15- to 20-minute weekly practice sessions during which they were immersed in one of four different virtual environments designed to elicit various anxiety levels. Baseline heart rates and subjective measurements were taken prior to immersion and continued throughout the exposure period. In addition, heart rate and subjective measurements were recorded for three live performances given by each subject before beginning the virtual reality exposure and after completion of the sixth and the twelfth exposure sessions. Findings indicated that the virtual environments did elicit a sense of presence and may have provided the means for desensitization. Heart-rate readings and psychological indications of anxiety did not always correspond.


2020 ◽  
Vol 15 (3) ◽  
pp. 15-23
Author(s):  
J.B. Hussein ◽  
J.O.Y. Ilesanmi ◽  
H.M Aliyu ◽  
V. Akogwu

The possible combination of cowpea with moringa seed flour for the production of nutrient dense moimoi (steamed cowpea paste) and akara (deep-fat fried balls) were investigated. Composite blends of cowpea and moringa seed flour in different proportions (98:2, 96:4 and 94:6) were used in moimoi and akara production while 100% cowpea flour served as control. The proximate and sensory analyses of the products were determined using standard methods. The results showed a positive influence in the proximate compositions of these products as the proportion of moringa seed flour substitution increased. The moimoi samples ranged between 10.77 – 26.92%, 18.27 – 21.16%, 8.12 – 10.72%, 1.80 – 2.19%, 0.76 – 0.84%, 44.07 – 53.99% and 269.87 – 335.18 Kcal/100g while akara samples ranged between 9.73 – 10.77%, 19.51 – 22.12%, 7.41 – 9.90%, 2.39 – 2.71%, 0.87 – 0.93%, 54.69 – 59.00% and 320.26 – 332.08 Kcal/100g respectively for moisture contents, protein contents, crude fats, ash, crude fibers, carbohydrates and energy values. The sensory evaluation results of these products favourably competed with the control except samples D (94:6) which showed a slight difference in all parameters tested. Thus, the substitution of cowpea with moringa seed flour up to 2% and 4% proportions are adequate to produce acceptable moimoi and akara, respectively.The possible combination of cowpea with moringa seed flour for the production of nutrient dense moimoi (steamed cowpea paste) and akara (deep-fat fried balls) were investigated. Composite blends of cowpea and moringa seed flour in different proportions (98:2, 96:4 and 94:6) were used in moimoi and akara production while 100% cowpea flour served as control. The proximate and sensory analyses of the products were determined using standard methods. The results showed a positive influence in the proximate compositions of these products as the proportion of moringa seed flour substitution increased. The moimoi samples ranged between 10.77 – 26.92%, 18.27 – 21.16%, 8.12 – 10.72%, 1.80 – 2.19%, 0.76 – 0.84%, 44.07 – 53.99% and 269.87 – 335.18 Kcal/100g while akara samples ranged between 9.73 – 10.77%, 19.51 – 22.12%, 7.41 – 9.90%, 2.39 – 2.71%, 0.87 – 0.93%, 54.69 – 59.00% and 320.26 – 332.08 Kcal/100g respectively for moisture contents, protein contents, crude fats, ash, crude fibers, carbohydrates and energy values. The sensory evaluation results of these products favourably competed with the control except samples D (94:6) which showed a slight difference in all parameters tested. Thus, the substitution of cowpea with moringa seed flour up to 2% and 4% proportions are adequate to produce acceptable moimoi and akara, respectively. Keywords: Moimoi, Akara, Cowpea flour, Moringa oleifera seed flour and Sensory properties: Moimoi, Akara, Cowpea flour, Moringa oleifera seed flour and Sensory properties


2015 ◽  
Vol 39 (5) ◽  
pp. 514-522 ◽  
Author(s):  
Simone de Souza Montes ◽  
Laís Maciel Rodrigues ◽  
Ryzia de Cássia Vieira Cardoso ◽  
Geany Peruch Camilloto ◽  
Renato Souza Cruz

ABSTRACTTapioca flour is derived from the starch extracted from manioc and is a widely used food product in Brazil. Rice flour is produced from grains of rice and is used in the production of bread, porridge, cakes and cookies, which are recommended for people with celiac disease. The goal of this work was to add value to the aforementioned products by developing cookies based on tapioca and rice flours. Five formulations were prepared: A 100:0, B 75:25, C 50:50, D 25:75 and E 0:100 to tapioca and rice flour respectively, with the addition of brown sugar, and analyses its technological, nutritional and sensory properties. The following physical, physicochemical and nutritional properties were analyzed: dough texture profile, cookie weight, diameter and volume, acidity, water activity, carbohydrates, lipids, proteins, dietary fiber, ash content and moisture. A sensory evaluation was held using an affective test with 90 judges and a structured nine-point hedonic scale ranging from 'like extremely' to 'dislike extremely' for the attributes scent, color, texture, taste and overall impression in addition to purchase intent. The results indicate that cookies made of tapioca and rice flours with the addition of brown sugar have technological, physicochemical and nutritional profiles within legal standards; however, the fiber contents were below recommendations. The sensory evaluation showed good acceptance of the cookies, with average scores above 7.0. This study is part of an attempt to raise further discussions regarding the production of new low-cost bakery products that are nutritionally enriched, viable and easily accessible to all, including to people with celiac disease.


Author(s):  
Randall Spain ◽  
Benjamin Goldberg ◽  
Jeffrey Hansberger ◽  
Tami Griffith ◽  
Jeremy Flynn ◽  
...  

Recent advances in technology have made virtual environments, virtual reality, augmented reality, and simulations more affordable and accessible to researchers, companies, and the general public, which has led to many novel use cases and applications. A key objective of human factors research and practice is determining how these technology-rich applications can be designed and applied to improve human performance across a variety of contexts. This session will demonstrate some of the distinct and diverse uses of virtual environments and mixed reality environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment (VE) and a description of how it has been used to address a particular problem or research need. Following the description portion of the session, each VE will be set-up at a demonstration station in the room, and session attendees will be encouraged to directly interact with the virtual environment and ask demonstrators questions about their research and inquire about the effectiveness of using VE for research, training, and evaluation purposes. The overall objective of this alternative session is to increase the awareness of how human factors professionals use VE technologies and increase the awareness of the capabilities and limitations of VE in supporting the work of HF professionals.


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