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在增强虚拟现实系统中进行的感官分析:对享乐得分、参与度和临场感水平的影响。

Sensory Analysis Performed within Augmented Virtuality System: Impact on Hedonic Scores, Engagement, and Presence Level.

作者信息

Ribeiro José Carlos, Rocha Célia, Barbosa Bruna, Lima Rui Costa, Cunha Luís Miguel

机构信息

GreenUPorto/INOV4Agro & DGAOT, Faculty of Sciences of the University of Porto, Rua da Agrária, 747, 4485-646 Vairão, Portugal.

Sense Test, Lda, Rua Zeferino Costa, 341, 4400-345 Vila Nova de Gaia, Portugal.

出版信息

Foods. 2024 Aug 3;13(15):2456. doi: 10.3390/foods13152456.

DOI:10.3390/foods13152456
PMID:39123647
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11311452/
Abstract

Sensory analysis methodologies are performed in sensory booths designed to minimise external stimuli, lacking ecological validity. Immersive environments are used to introduce contextual cues, but there is a lack of studies using mixed reality systems. The main goal of this study was to evaluate an augmented virtuality (AV) system where participants are inserted into a virtual environment and evaluate a real product, being able to interact with both dimensions. A panel of 102 consumers evaluated five samples of commercial peach nectars in three sessions, each in a different environment: public food court, living room (AV environments), and laboratory (traditional sensory booth). Consumers rated overall liking, followed by open comments, and also answered an Engagement (EQ) and a Presence Questionnaire (PQ). The type of environment only affected hedonic discrimination among samples, with the laboratory setting being the only one with sample discrimination. Nonetheless, each sample was not evaluated differently across the different environments. Concerning engagement, the environment only significantly influenced the EQ's 'Affective Value' factor, being higher when using an AV system. The level of presence in the virtual environment was significantly higher in the public food court, being significantly correlated with the EQ factor scores.

摘要

感官分析方法是在旨在尽量减少外部刺激的感官测试间中进行的,缺乏生态效度。沉浸式环境被用于引入情境线索,但使用混合现实系统的研究较少。本研究的主要目标是评估一种增强虚拟现实(AV)系统,在该系统中参与者被置身于虚拟环境中并评估真实产品,能够在两个维度上进行交互。一个由102名消费者组成的小组在三个不同环境下分三次评估了五个商业桃子花蜜样品:公共美食广场、客厅(AV环境)和实验室(传统感官测试间)。消费者对总体喜好进行评分,随后进行开放式评论,并且还回答了一份参与度问卷(EQ)和一份临场感问卷(PQ)。环境类型仅影响样品间的享乐性辨别,其中实验室环境是唯一能区分样品的环境。尽管如此,每个样品在不同环境下的评估结果并无差异。关于参与度,环境仅对EQ的“情感价值”因素有显著影响,在使用AV系统时该因素得分更高。在公共美食广场中,虚拟环境中的临场感水平显著更高,且与EQ因素得分显著相关。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/be45/11311452/4a999e618bb4/foods-13-02456-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/be45/11311452/005dda7845a1/foods-13-02456-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/be45/11311452/4a999e618bb4/foods-13-02456-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/be45/11311452/005dda7845a1/foods-13-02456-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/be45/11311452/4a999e618bb4/foods-13-02456-g002.jpg

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Food Res Int. 2023 Mar;165:112492. doi: 10.1016/j.foodres.2023.112492. Epub 2023 Jan 25.
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Shopping in Reality or Virtuality? A Validation Study of Consumers' Price Memory in a Virtual vs. Physical Supermarket.
在现实还是虚拟环境中购物?虚拟与实体超市中消费者价格记忆的验证研究。
Foods. 2022 Jul 15;11(14):2111. doi: 10.3390/foods11142111.
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Investigating the relative merits of using a mixed reality context for measuring affective response and predicting tea break snack choice.研究使用混合现实环境来衡量情感反应和预测茶歇零食选择的相对优势。
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