Submitted:
26 September 2025
Posted:
29 September 2025
You are already at the latest version
Abstract
Keywords:
1. Introduction
- H1 — the Sense-AV system would support a high level of perceived presence, immersion and sensory awareness;
- H2 — the Sense-AV system would allow for an intuitive and natural product tasting experience, in terms of sample manipulation, task comprehension, and response;
- H3 — participants would consider the Sense-AV system usable and efficient, with positive evaluations of its functionality, interface, and overall satisfaction.
2. Materials and Methods
2.1. System Setup and Architecture
2.1.1. Hardware Configuration

2.1.2. Software Development, Data Capture and Synchronization
2.1.3. Environmental Setup
2.2. System Validation: A User Study in Sensory Evaluation
2.2.1. Participants
2.2.2. Products
2.2.3. Study Environments
2.2.3.1. Laboratory Setting
2.2.3.2. Sense-AV Setting
2.2.3. Evaluation Methodologies
2.2.3.1. Sensory Evaluation
2.2.3.2. Food Intake
2.2.3.3. Post-Session Questionnaires
2.2.3.4. Semi-Structured Individual Interviews
2.2.4. Semi-Structured Individual Interviews
3. Results
3.1. Sensory Evaluation
3.1.1. Overall Liking
3.1.2. Open Comments
3.2. Food Intake
3.3. Post-Session Questionnaires
3.3.1. Manipulation, Comprehension, Reading and Response
3.3.2. Engagement
3.3.3. System Usability Scale (SUS) and Virtual Reality System Usability Questionnaire (VRSUQ)
3.3.4. Presence and Sensory Awareness
3.3.5. Effects of Age, Sex, and Experience on Questionnaire Responses
3.4. Semi-Structured Individual Interviews
3.4.1. Initial Impressions
3.4.2. Immersion and Presence
3.4.3. User Experience
3.4.4. Recommendations and Suggestions for Improvement
4. Discussion
4.1. Sensory Evaluation
4.1.1. Overall Liking
4.1.2. Overall Liking
4.2. Food Intake
4.3. Questionnaires
4.3.1. Manipulation, Comprehension, Reading and Response
4.3.2. Engagement
4.3.3. System Usability Scale (SUS) and Virtual Reality System Usability Questionnaire (VRSUQ)
4.3.4. Presence and Sensory Awareness
4.3.5. Effects of Age, Sex, and Experience on Questionnaire Responses
4.4. Semi-Structured Individual Interviews
5. Limitations
6. Conclusions
7. Patents
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| XR type | Study field | Technological system | Digital environment format | Digital environments | Food products in XR | Study |
|---|---|---|---|---|---|---|
| AR | Sensory | HoloLens 2 | 3D development | 1) Enhanced palm tree and coconut setting 2) Enhanced pasture and cow setting |
Yoghurts | Dong, et al. [21] |
| AR | Sensory | Varjo XR-3 (with additional olfactory and haptic augmentation equipment) | NA | NA | 1) Meatball 2) Plant-based ball with visual, olfactory and haptic augmentations |
Vanhatalo, et al. [22] |
| AV | Sensory | Oculus Rift CV1 (paired with helmet-mounted RealSense SR300) | 3D development | 1) Kitchen 2) Public park |
1) Cookies 2) Pastry 3) Lemon mousse 4) Energy drink |
Korsgaard, et al. [23] |
| AV | Sensory | Microsoft HoloLens | 360-degree video | Café | Tea-break snacks | Low, et al. [24] |
| AV | Sensory | Meta Quest Pro | 3D development | 1) Sensory booth 2) Non-textured restaurant 3) Full-textured restaurant |
1) Pasta dish 2) Grapes 3) Cookies 4) Glass of water |
Long, et al. [25] |
| AV | Sensory | Lenovo Explorer (paired with 120° Full HD wide-angle webcam) | 1) 360-degree videos 2) 3D development (table and questionnaires only) |
1)Living room 2) Food court |
Nectars | Ribeiro, et al. [26] |
| VR | Consumer (food choice) | Oculus Rift DK 2 (paired with hand-tracking system) | 3D development | Buffet | 1) VR carrot 2) VR pasta 3) VR chicken |
Ung, et al. [27] |
| VR | Consumer (food choice) | HTC Vive | 3D development | Food court | VR food menus | Allman-Farinelli, et al. [28] |
| VR | Consumer (food choice) | Oculus Rift DK2 | 3D development | Grocery store | VR general food | Lombart, et al. [29] |
| VR | Consumer (food choice) | Oculus Rift DK 2 (with HTC Vive controllers) | 3D development | Supermarket | VR breakfast cereal packaging | Siegrist, et al. [30] |
| VR | Consumer (food choice) | ND | 3D development | Supermarket | VR general food | Schnack, et al. [31] |
| VR | Consumer (food choice) | HTC VIVE Pro (paired with controllers) | 3D development | Empty room (with a grocery store display table) | VR breakfast cereal packaging | Xu, et al. [32] |
| VR | Consumer (food choice) | Oculus Quest 1 and Quest 2 | 3D development | Living room | VR general food | Plechatá, et al. [33] |
| VR | Consumer (food disgust) | HTC Vive | 3D development | 1) No context (control) 2) Dog defecating |
1) VR chocolate 2) Chocolate |
Ammann, et al. [34] |
| VR | Sensory (thinking-based) | Samsung Gear VR (paired with Galaxy S7 smartphone) | 360º video | Beach | NA (only assessed the desire to drink different beverages) | Andersen, et al. [35] |
| VR | Sensory | Samsung Gear VR (paired with Galaxy S6 smartphone) | 360-degree videos | 1) Bar 2) Winery |
1) Beer 2) Sparkling wine |
Picket and Dando [36] |
| VR | Sensory | Trust Urban VR (paired with Galaxy S6 smartphone) | 1) 3D development 2) 360-degree video |
Pub | Beer | Sinesio, et al. [37] |
| VR | Sensory | Oculus Go VR | 360º videos | 1) Sightseeing tour in 5-star hotel (relaxing environment) 2) Electronic music festival (noisy environment) |
Chocolates | Kong, et al. [38] |
| VR | Sensory | Oculus Go VR | 360-degree videos | (1) Restaurant with bright lights (bright environment) 2) Restaurant with weakly glowing candles (dark environment) |
Wine | Torrico, et al. [39] |
| VR | Sensory (odour-based) | Oculus Go VR | 360º images | 1) No context (control) 2) Farm 3) City |
Ground coffee | Barbosa Escobar, et al. [40] |
| VR | Sensory | Oculus Go VR | 360º videos | 1) Restaurant 2) Countryside 3) City |
1) Beef steak 2) Chocolate |
Crofton, et al. [41] |
| VR | Sensory | DELL visor VR headset (paired with controllers) | 360º images | 1) Forest (positive environment) 2) Old room (negative environment) |
Chocolate | Torrico, et al. [42] |
| VR | Sensory | HTC Vive | 3D development | 1) Empty room (control) 2) Restaurant |
Pizza rolls | Oliver and Hollis [43] |
| VR | Sensory (appearance-based) | Oculus Rift S | 3D development | Sensory booth | VR cakes | Alba-Martínez, et al. [44] |
| VR | Sensory | HTC Vive (paired with tracking devices) | 1) 360º video 2) 3D development (table, chairs, food products and questionnaires only) |
Bar | Beer | Yang, et al. [45] |
| VR | Sensory | Samsung Gear VR (paired with Galaxy S7 smartphone and audio headset) | 360-degree video | 1) Restaurant 2) Cinema |
Rye bread | Song, et al. [46] |
| VR | Sensory | Oculus Go VR | 360-degree videos | 1) Beach (summer environment) 2) Snow (winter environment) |
1) Watermelon 2) Chocolate truffle 3) Cracker |
Schouteten, et al. [47] |
| VR | Sensory | HTC Vive Pro Eye | 3D development | Sensory booth | Lemonade | Zulkarnain, et al. [48] |
| VR | Sensory | Oculus Quest 2 | 3D development | Sensory booth | 1) Juice 2) Biscuits |
Zulkarnain, et al. [49] |
| VR | Sensory (appearance-based) | Oculus Rift S | 3D development | 1) Dining Room 2) Back seat of a car |
VR cakes | Alba-Martínez, et al. [50] |
| VR | Sensory (odour-based) | HTC VIVE Pro Eye | 3D development | Sensory booth | 1) Sensory sticks (lemon, strawberry, cinnamon, vanilla, and caramel) 2) VR bakery products (pretzel, bread, croissant, baguette, and donut) |
Zulkarnain, et al. [51] |
| Products | Overall liking | p value* | |
|---|---|---|---|
| Laboratory (Booth) | Sense-AV system | ||
| Sausage | 8.22 (± 0.74) | 8.20 (± 0.70) | 0.869 |
| Mayonnaise | 7.78 (± 1.19) | 8.01 (± 0.88) | 0.019 |
| Nectar | 8.11 (± 1.10) | 8.10 (± 0.96) | 0.794 |
| Beer | 7.94 (± 1.29) | 8.00 (± 0.89) | 0.850 |
| Products | Intake | p value* | |
|---|---|---|---|
| Laboratory (Booth) | Sense-AV system | ||
| Sausage (initial serving: 41.22 ± 1.84 g) | 31.50 (± 9.94) g | 24.69 (± 11.85) g | <0.001 |
| Mayonnaise (nominal capacity: 450 mL) | 7.61 (± 5.73) g | 6.54 (± 4.79) g | 0.091 |
| Chips (initial serving: 46.63 ± 14.37 g) | 23.24 (± 10.95) g | 19.86 (± 15.16) g | 0.023 |
| Nectar (initial serving: 200 mL) | 151.02 (± 49.97) mL | 102.52 (± 53.65) mL | <0.001 |
| Beer (initial serving: 200 mL) | 144.12 (± 44.90) mL | 109.92 (± 47.04) mL | <0.001 |
| MCRRQ Factor | Session | p value* | |
|---|---|---|---|
| Laboratory (Booth) | Sense-AV system | ||
| Manipulation | 6.74 (± 0.42) / 98.88% | 5.97 (± 0.96) / 90.20% | <0.001 |
| Reading through the phone | 6.62 (± 0.63) / 99.02% | 4.70 (± 1.87) / 57.84% | <0.001 |
| Response through the phone | 6.68 (± 0.61) 99.02% | 5.38 (± 1.71) / 75.49% | <0.001 |
| Understanding the info (Booth – provided by the assistant; Sense-AV – provided by voice prompts) | 6.86 (± 0.34) 100% | 6.67 (± 0.63) / 98.04% | 0.002 |
| Providing the open comment (Booth – written; Sense-AV – verbal) | 6.78 (± 0.50) / 100% | 6.26 (± 1.04) / 91.18% | <0.001 |
| EQ Factor | Session | p value* | |
|---|---|---|---|
| Laboratory (Booth) | Sense-AV system | ||
| Active Involvement | 19.57 (± 3.11) | 19.08 (± 2.77) | 0.024 |
| Purposeful Intent | 26.54 (± 2.03) | 26.22 (± 2.35) | 0.114 |
| Affective Value | 18.70 (± 2.45) | 18.84 (± 2.41) | 0.616 |
| Questionnaires | Age | p value* | |
|---|---|---|---|
| Younger consumers (18-49) (n = 52) |
Older consumers (50-65) (n = 50) |
||
| MCRRQ | |||
| Manipulation (Booth) | 6.70 (±0.43) | 6.78 (±0.40) | 0.042 |
| Manipulation (Sense-AV) | 5.67 (±1.09) | 6.28 (±0.69) | 0.005 |
| Reading through the phone (Booth) | 6.50 (±0.72) | 6.73 (±0.49) | 0.113 |
| Reading through the phone (Sense-AV) | 4.26 (±1.86) | 5.16 (±1.80) | 0.011 |
| Response through the phone (Booth) | 6.56 (±0.72) | 6.79 (±0.45) | 0.090 |
| Response through the phone (Sense-AV) | 4.98 (±1.77) | 5.81 (±1.56) | 0.003 |
| Understanding the info provided by the assistant (Booth) | 6.92 (±0.26) | 6.79 (±0.40) | 0.061 |
| Understanding the info provided by voice prompts (Sense-AV) | 6.60 (±0.68) | 6.73 (±0.56) | 0.325 |
| Providing the written comment (Booth) | 6.81 (±0.52) | 6.75 (±0.48) | 0.279 |
| Providing the verbal comment (Sense-AV) | 6.13 (±1.20) | 6.40 (±0.81) | 0.467 |
| EQ | |||
| EQ – Active Involvement (Booth) | 19.41 (±3.03) | 19.73 (±3.24) | 0.079 |
| EQ – Active Involvement (Sense-AV) | 18.62 (±3.25) | 19.57 (±2.08) | 0.253 |
| EQ – Purposeful Intent (Booth) | 26.15 (±2.31) | 26.95 (±1.6) | 0.030 |
| EQ – Purposeful Intent (Sense-AV) | 25.86 (±2.76) | 26.59 (±1.79) | 0.253 |
| EQ – Affective Value (Booth) | 18.62 (±2.29) | 18.77 (±2.65) | 0.482 |
| EQ – Affective Value (Sense-AV) | 18.84 (±2.56) | 18.83 (±2.28) | 0.751 |
| SUS score | 80.75 (±15.65) | 82.65 (±13.18) | 0.796 |
| VRSUQ | |||
| VRSUQ Efficiency score | 83.54 (±14.61) | 85.26 (±14.54) | 0.538 |
| VRSUQ Satisfaction score | 85.42 (±16.99) | 89.22 (±14.62) | 0.264 |
| PSAQ | |||
| PSAQ – Physical Presence | 5.51 (±1.12) | 5.61 (±1.27) | 0.489 |
| PSAQ – Social Presence | 5.08 (±1.22) | 5.02 (±1.29) | 0.891 |
| PSAQ – Self-Presence | 5.12 (±1.21) | 5.42 (±1.36) | 0.136 |
| PSAQ – Sensory Awareness | 5.34 (±1.05) | 5.70 (±0.95) | 0.067 |
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