Virtual reality (VR)'s effectiveness as a medium for training, education, research, and entertainment, is based in large part on the fact that users can be deeply immersed and feel present within virtual environments. Olfaction has received less attention regarding its ability to add realism to VR environments. It is important to investigate under which circumstances olfactory stimuli are likely to add to user experience and help achieve the goals of VR applications. This study examined the role of scent in a VR-based buffet restaurant environment. French fry scented oil was administered while participants made a plate of food in the VR Buffet. Participants were asked afterwards to report on smells they perceived. Only 18% of participants perceived the olfactory stimulus, 78% of whom correctly identified it. Perceiving the olfactory stimulus was associated with higher levels of presence in the VR Buffet. Correctly identifying the olfactory stimulus was associated with heightened presence and increased likelihood of choosing french fries from the VR Buffet. These results demonstrate the potential for variability in scent perception and related user experience in VR. Additionally, this study highlights a need for future research into factors that underlie and moderate olfactory perception in VR environments.
Background
With the influx of medical virtual reality (VR) technologies, cybersickness has transitioned from a nuisance experienced during leisure activities to a potential safety and efficacy concern for patients and clinicians. To improve health equity, it is important to understand any potential differences in cybersickness propensity among demographic groups, including racial groups.
Objective
This study aims to explore whether cybersickness propensity differs across racial groups.
Methods
We collected self-reported cybersickness ratings from 6 racially diverse independent samples within 1 laboratory group (N=931). In these studies, the participants were asked to perform tasks in VR such as traversing environments, pointing at and selecting objects, and interacting with virtual humans.
Results
Significant racial differences in cybersickness were found in 50% (3/6) of studies. A mini meta-analysis revealed that, on average, Black participants reported approximately one-third of SD less cybersickness than White participants (Cohen d=−0.31; P<.001), regardless of the nature of the VR experience. There was no overall difference in reported cybersickness between the Asian and White participants (Cohen d=−0.11; P=.51).
Conclusions
Racial differences in cybersickness indicate that researchers, practitioners, and regulators should consider patient demographics when evaluating VR health intervention outcomes. These findings lay the groundwork for future studies that may explore racial differences in cybersickness directly.
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