Journal
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Volume 28, Issue 2, Pages 1428-1442Publisher
IEEE COMPUTER SOC
DOI: 10.1109/TVCG.2020.3010088
Keywords
Systematics; Haptic interfaces; Olfactory; Statistical analysis; Virtual environments; Pain; Systematic review; virtual reality; multisensory
Categories
Funding
- ERDF - European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 Programme
- National Funds through the Portuguese funding agency, FCT - Fundacao para a Ciencia e a Tecnologia [POCI-01-0145-FEDER-028618]
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This systematic review examines the impact of haptic, olfactory, and taste cues on audiovisual virtual reality (VR) experiences. The findings indicate that multisensory VR experiences have a positive impact, with haptics being the most commonly used stimulus. Non-immersive and immersive VR setups are preferred, and the healthcare and science/engineering fields widely adopt VR technology. There is potential for further exploration of smell and taste in VR applications.
The majority of virtual reality (VR) applications rely on audiovisual stimuli and do not exploit the addition of other sensory cues that could increase the potential of VR. This systematic review surveys the existing literature on multisensory VR and the impact of haptic, olfactory, and taste cues over audiovisual VR. The goal is to identify the extent to which multisensory stimuli affect the VR experience, which stimuli are used in multisensory VR, the type of VR setups used, and the application fields covered. An analysis of the 105 studies that met the eligibility criteria revealed that 84.8 percent of the studies show a positive impact of multisensory VR experiences. Haptics is the most commonly used stimulus in multisensory VR systems (86.6 percent). Non-immersive and immersive VR setups are preferred over semi-immersive setups. Regarding the application fields, a considerable part was adopted by health professionals and science and engineering professionals. We further conclude that smell and taste are still underexplored, and they can bring significant value to VR applications. More research is recommended on how to synthesize and deliver these stimuli, which still require complex and costly apparatus be integrated into the VR experience in a controlled and straightforward manner.
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