TY - JOUR
T1 - Getting Started with Virtual Reality for Sensory and Consumer Science
T2 - Current Practices and Future Perspectives
AU - Wang, Qian Janice
AU - Barbosa Escobar, Francisco
AU - Alves Da Mota, Patricia
AU - Velasco, Carlos
PY - 2021/7
Y1 - 2021/7
N2 - While virtual reality (VR) has become increasingly popular in
food-related research, there has been a lack of clarity, precision, and
guidelines regarding what exactly constitutes a virtual reality study,
as well as the options available to the researcher for designing and
implementing it. This review provides a practical guide for sensory and
consumer scientists interested in exploring the emerging opportunities
offered by VR. We take a deep dive into the components that make up a VR
study, including hardware, software, and response measurement methods,
all the while being grounded in immersion and presence theory. We then
review how these building blocks are put together to create two major
categories of research scenarios: product selection, which can be
entirely created in VR, and food evaluation, which involve tasting
products in real life. For each category, we review current literature
with a focus on experimental design, then highlight future avenues and
technical development opportunities within sensory and consumer
research. Finally, we evaluate limitations and ethical issues in VR food
research, and offer future perspectives which go above and beyond
ensuring ecological validity in product testing.
AB - While virtual reality (VR) has become increasingly popular in
food-related research, there has been a lack of clarity, precision, and
guidelines regarding what exactly constitutes a virtual reality study,
as well as the options available to the researcher for designing and
implementing it. This review provides a practical guide for sensory and
consumer scientists interested in exploring the emerging opportunities
offered by VR. We take a deep dive into the components that make up a VR
study, including hardware, software, and response measurement methods,
all the while being grounded in immersion and presence theory. We then
review how these building blocks are put together to create two major
categories of research scenarios: product selection, which can be
entirely created in VR, and food evaluation, which involve tasting
products in real life. For each category, we review current literature
with a focus on experimental design, then highlight future avenues and
technical development opportunities within sensory and consumer
research. Finally, we evaluate limitations and ethical issues in VR food
research, and offer future perspectives which go above and beyond
ensuring ecological validity in product testing.
KW - Food evaluation
KW - Immersion
KW - Presence
KW - Product selection
KW - Virtual reality
KW - Virtual reality
KW - Presence
KW - Immersion
KW - Product selection
KW - Food evaluation
U2 - 10.1016/j.foodres.2021.110410
DO - 10.1016/j.foodres.2021.110410
M3 - Review article
C2 - 34112413
AN - SCOPUS:85106293509
SN - 0963-9969
VL - 145
JO - Food Research International
JF - Food Research International
M1 - 110410
ER -