scholarly journals Effects of Context and Virtual Reality Environments on the Wine Tasting Experience, Acceptability, and Emotional Responses of Consumers

Foods ◽  
2020 ◽  
Vol 9 (2) ◽  
pp. 191 ◽  
Author(s):  
Damir D. Torrico ◽  
Yitao Han ◽  
Chetan Sharma ◽  
Sigfredo Fuentes ◽  
Claudia Gonzalez Viejo ◽  
...  

Wine tasting is a multidimensional experience that includes contextual information from tasting environments. Formal sensory tastings are limited by the use of booths that lack ecological validity and engagement. Virtual reality (VR) can overcome this limitation by simulating different environmental contexts. Perception, sensory acceptability, and emotional responses of a Cabernet Sauvignon wine under traditional sensory booths, contextual environments, and VR simulations were evaluated and compared. Participants (N = 53) performed evaluations under five conditions: (1) traditional booths, (2) bright-restaurant (real environment with bright lights), (3) dark-restaurant (real environment with dimly lit candles), (4) bright-VR (VR restaurant with bright lights), and (5) dark-VR (VR restaurant with dimly lit candles). Participants rated the acceptability of aroma, sweetness, acidity, astringency, mouthfeel, aftertaste, and overall liking (9-point hedonic scale), and intensities of sweetness, acidity, and astringency (15-point unstructured line-scale). Results showed that context (booths, real, or VR) affected the perception of the wine’s floral aroma (dark-VR = 8.6 vs. booths = 7.5). Liking of the sensory attributes did not change under different environmental conditions. Emotional responses under bright-VR were associated with “free”, “glad”, and “enthusiastic”; however, under traditional booths, they were related to “polite” and “secure”. “Nostalgic” and “daring” were associated with dark-VR. VR can be used to understand contextual effects on consumer perceptions.

Foods ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 515 ◽  
Author(s):  
Yanzhuo Kong ◽  
Chetan Sharma ◽  
Madhuri Kanala ◽  
Mishika Thakur ◽  
Lu Li ◽  
...  

Traditional booths where sensory evaluation usually takes place are highly controlled and therefore have limited ecological validity. Since virtual reality (VR) is substantially interactive and engaging, it has the potential to be applied in sensory science. In this preliminary study, three chocolate types (milk, white, and dark) were evaluated under three contextual settings, including sensory booths (control) and two VR environments (360-degree videos using VR headsets: (i) a pleasant sightseeing tour, and (ii) a live music concert). Untrained participants (n = 67) were asked to rate their liking and the intensity of different chocolate attributes based on the 9-point hedonic scale and just-about-right-scale (JAR). Emotions were evaluated using the check-all-that-apply (CATA) method. Results showed that there were no significant effects of context type on the tasting experience; however, there were significant effects of chocolate type. Milk and white chocolates were preferred over dark chocolate irrespective of the context type. Additionally, more positive emotions were elicited for the dark chocolate in the “virtual live concert” environment. Dark chocolate under the other two environments was associated with negative emotional terms, such as “bored” and “worried.” In terms of more reliable and ecologically valid sensory responses, further research is needed to match suitable VR environments to different chocolate types.


LWT ◽  
2021 ◽  
Vol 137 ◽  
pp. 110383
Author(s):  
Damir Dennis Torrico ◽  
Chetan Sharma ◽  
Wei Dong ◽  
Sigfredo Fuentes ◽  
Claudia Gonzalez Viejo ◽  
...  

2013 ◽  
Author(s):  
Ellie Perniskie ◽  
Nic Ward ◽  
John Dalrymple-Alford ◽  
Joyce Alberts ◽  
Ashok Jansari ◽  
...  

Foods ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 1237
Author(s):  
Mitali Gupta ◽  
Damir D. Torrico ◽  
Graham Hepworth ◽  
Sally L. Gras ◽  
Lydia Ong ◽  
...  

Hedonic scale testing is a well-accepted methodology for assessing consumer perceptions but is compromised by variation in voluntary responses between cultures. Check-all-that-apply (CATA) methods using emotion terms or emojis and facial expression recognition (FER) are emerging as more powerful tools for consumer sensory testing as they may offer improved assessment of voluntary and involuntary responses, respectively. Therefore, this experiment compared traditional hedonic scale responses for overall liking to (1) CATA emotions, (2) CATA emojis and (3) FER. The experiment measured voluntary and involuntary responses from 62 participants of Asian (53%) versus Western (47%) origin, who consumed six divergent yogurt formulations (Greek, drinkable, soy, coconut, berry, cookies). The hedonic scales could discriminate between yogurt formulations but could not distinguish between responses across the cultural groups. Aversive responses to formulations were the easiest to characterize for all methods; the hedonic scale was the only method that could not characterize differences in cultural preferences, with CATA emojis displaying the highest level of discrimination. In conclusion, CATA methods, particularly the use of emojis, showed improved characterization of cross-cultural preferences of yogurt formulations compared to hedonic scales and FER.


2020 ◽  
pp. 102986492097472
Author(s):  
Katherine O’Neill ◽  
Hauke Egermann

Recent research has explored the role of empathy in the context of music listening. Here, through an empathy priming paradigm, situational empathy was shown to act as a causal mechanism in inducing emotion, although the way empathy was primed had low levels of ecological validity. We therefore conducted an online experiment to explore the extent to which information about a composer’s expressive intentions when writing a piece of music would significantly affect the degree to which participants reportedly empathise with the composer and in turn influence emotional responses to expressive music. A total of 229 participants were randomly assigned to three groups. The experimental group read short texts describing the emotions felt by the composer during the process of composition. To control for the effect of text regardless of its content, one control group read texts describing the characteristics of the music they were to hear, and a second control group was not given any textual information. Participants listened to 30-second excerpts of four pieces of music, selected to express emotions from the four quadrants of the circumplex theory of emotion. Having heard each music excerpt, participants rated the valence and arousal they experienced and completed a measure of situational empathy. Results show that situational empathy in response to music is significantly associated with trait empathy. As opposed to those in the control conditions, participants in the experimental group responded with significantly higher levels of situational empathy. Receiving this text significantly moderated the effect of the expressiveness of stimuli on induced emotion, indicating that it induced empathy. We conclude that empathy can be induced during music listening through the provision of information about the specific emotions of a person relating to the music. These findings contribute to an understanding of the psychological mechanisms that underlie emotional responses to music.


2013 ◽  
Vol 2013 ◽  
pp. 1-9 ◽  
Author(s):  
Michelle Wang ◽  
Denise Reid

Background. This pilot study investigated the efficacy of a novel virtual reality-cognitive rehabilitation (VR-CR) intervention to improvecontextual processing of objectsin children with autism. Previous research supports that children with autism show deficits in contextual processing, as well as deficits in its elementary components: abstraction and cognitive flexibility.Methods. Four children with autism participated in a multiple-baseline, single-subject study. The children were taught how tosee objects in contextby reinforcing attention to pivotal contextual information.Results. All children demonstrated statistically significant improvements in contextual processing and cognitive flexibility. Mixed results were found on the control test and changes in context-related behaviours.Conclusions. Larger-scale studies are warranted to determine the effectiveness and usability in comprehensive educational programs.


2021 ◽  
Vol 99 (Supplement_3) ◽  
pp. 380-380
Author(s):  
Isabella Cristina F de Faria Maciel ◽  
Jeannine P Schweihofer ◽  
Jenifer I Fenton ◽  
Jennifer Hodbod ◽  
Melissa McKendree ◽  
...  

Abstract Beef genotypes and diets can improve the eating quality and consistency of beef. A 2-yr study was conducted to evaluate the effects of beef genotypes and diet on consumer acceptability of beef. Steaks were from Red Angus (RA) and RA x Akaushi (AK) crossbreed, fed one of two finishing systems: grazing (GRASS) and feedlot (GRAIN). Consumers (n = 105 in each year) evaluated cooked steaks for flavor, tenderness, juiciness, and overall acceptability using a 9-point hedonic scale. Demographical information was collected and used as covariates in the statistical model. There was no difference in sensory attributes (P > 0.05) between the genotypes, except that steaks from AK tended to be juicier than RA (P = 0.06). Sensory attributes were scored better in GRAIN than GRASS beef (P < 0.01) for all variables. There was a genotype by system interaction for flavor (P = 0.02), where beef from RA had a lower flavor rating in GRASS than in GRAIN, and no difference was observed for AK. Demographic effects showed that gender and beef consumption location had significant effects on flavor. Flavor scores were higher for females than males (6.1 vs 5.7, P = 0.02), and higher from consumers who eat beef in restaurants than consumers who do not eat beef in restaurants (6.6 vs 5.3, P < 0.01). Juiciness scores were impacted by the frequency of beef consumption. Panelists who eat beef once every 2–3 weeks rated the steaks juicier than those who eat beef once every 2–3 months (6.5 vs 4.3, P = 0.04), and consumers who eat grass-fed beef twice a year rated the steaks worse than those who eat it less than once a year (P = 0.02). Our results suggest that the beef finishing system had a marked impact on consumer acceptability, and AK might produce meat juicier than RA. Some demographic factors may influence consumer perceptions of beef.


2017 ◽  
Vol 21 (5) ◽  
pp. 1035-1061 ◽  
Author(s):  
DAVID PEETERS ◽  
TON DIJKSTRA

Bilinguals often switch languages as a function of the language background of their addressee. The control mechanisms supporting bilinguals' ability to select the contextually appropriate language are heavily debated. Here we present four experiments in which unbalanced bilinguals named pictures in their first language Dutch and their second language English in mixed and blocked contexts. Immersive virtual reality technology was used to increase the ecological validity of the cued language-switching paradigm. Behaviorally, we consistently observed symmetrical switch costs, reversed language dominance, and asymmetrical mixing costs. These findings indicate that unbalanced bilinguals apply sustained inhibition to their dominant L1 in mixed language settings. Consequent enhanced processing costs for the L1 in a mixed versus a blocked context were reflected by a sustained positive component in event-related potentials. Methodologically, the use of virtual reality opens up a wide range of possibilities to study language and communication in bilingual and other communicative settings.


2021 ◽  
Author(s):  
Cosimo Urgesi ◽  
Niccolò Butti ◽  
Alessandra Finisguerra ◽  
Emilia Biffi ◽  
Enza Maria Valente ◽  
...  

AbstractIt has been proposed that impairments of the predictive function exerted by the cerebellum may account for social cognition deficits. Here, we integrated cerebellar functions in a predictive coding framework to elucidate how cerebellar alterations could affect the predictive processing of others’ behavior. Experiment 1 demonstrated that cerebellar patients were impaired in relying on contextual information during action prediction, and this impairment was significantly associated with social cognition abilities. Experiment 2 indicated that patients with cerebellar malformation showed a domain-general deficit in using contextual information to predict both social and physical events. Experiment 3 provided first evidence that a social-prediction training in virtual reality could boost the ability to use context-based predictions to understand others’ intentions. These findings shed new light on the predictive role of the cerebellum and its contribution to social cognition, paving the way for new approaches to the rehabilitation of the Cerebellar Cognitive Affective Syndrome.


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