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Re-Introduction of Social Context in Consumer Sensory Tests Using Immersive and Virtual Reality Technologies
Re-Introduction of Social Context in Consumer Sensory Tests Using Immersive and Virtual Reality Technologies
상세정보
- 자료유형
- 학위논문 서양
- 최종처리일시
- 20260202105829
- ISBN
- 9798270221201
- DDC
- 641
- 서명/저자
- Re-Introduction of Social Context in Consumer Sensory Tests Using Immersive and Virtual Reality Technologies
- 발행사항
- [Sl] : The Ohio State University, 2024
- 발행사항
- Ann Arbor : ProQuest Dissertations & Theses, 2024
- 형태사항
- 150 p
- 주기사항
- Source: Dissertations Abstracts International, Volume: 87-06, Section: B.
- 주기사항
- Advisor: Simons, Christopher T.
- 학위논문주기
- Thesis (Ph.D.)--The Ohio State University, 2024.
- 초록/해제
- 요약Typical sensory and consumer testing is often done in isolated booths where external environmental stimuli and extrinsic product attributes are removed or controlled for the purpose of yielding responses from panelists that are influenced solely by a product?s intrinsic sensorial products. The issue with this is that food is not consumed in such neutral environments, but rather in environments with various contextual elements that influence human behavior and perception of food. There is currently a growing body of research investigating the reintroduction of contextual elements into sensory and consumer tests using immersive technologies. A gap that currently lies in this body of literature is the impact of social context on panelist perception, liking, and behavior. This is a large oversight as many food consumption scenarios are completed in social contexts. In these commensal scenarios, humans exhibit behaviors and changes in perception as a result of social elements in the environment. By not including these social elements, responses from panelists may not be reflective of real-life perceptions of food. Therefore, we aimed to introduce social elements to sensory evaluations using immersive technologies such as video walls and VR headsets. In Chapter 3, panelists evaluated popcorn samples in three different environments: a solo environment, and two environments where social context was added via video of an actor eating popcorn playing on a video wall. The two social environments differed in rate of popcorn consumption of the actor. Results revealed that panelists consumed more popcorn when evaluating in the social environments than in the solo environment. Ecological validity increased in the social environments as evidenced by the observation of the social facilitation of eating, a phenomenon commonly observed in commensal scenarios. In Chapter 4, we investigated emotional responses to a positive carbonated cola and a negative flat cola when evaluations occurred in a solo context, in a social context where pairs of panelists evaluated samples while sitting side-by-side, and in a social context where video footage of each panelist's partner consuming soda was played on a video wall. We found that positive responses to both stimuli were higher in the two social conditions than in the solo condition. The two social conditions never differed on any emotional metrics, indicating high ecological validity in the way virtual social context was implemented. Chapter 5 investigated how social context implemented in the form of video of an actor eating a healthy or unhealthy snack impacts food choices made by panelists. Utilizing the Meta Quest 3 headset's capability for passthrough functionality, an application was built that incorporated social context via spatial video and allowed for sensory evaluation of products where panelists could visually see samples and questionnaires in the real-world. Results showed panelists were influenced to choose snacks that matched the healthiness of the snack eaten by their virtual eating partner. Our VR system was also evaluated and found to surpass industry benchmarks for usability. Ultimately, our results show that social context can be introduced to sensory tests and yield more ecologically valid behaviors from panelists.
- 일반주제명
- Food science
- 일반주제명
- Information technology
- 키워드
- Virtual reality
- 키워드
- Commensalism
- 기타저자
- The Ohio State University Food Science and Technology
- 기본자료저록
- Dissertations Abstracts International. 87-06B.
- 전자적 위치 및 접속
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■00520260202105829
■006m o d
■007cr#unu||||||||
■020 ▼a9798270221201
■035 ▼a(MiAaPQ)AAI32455551
■040 ▼aMiAaPQ▼cMiAaPQ
■0820 ▼a641
■1001 ▼aReis, Thomas Ferreira Alves.
■24510▼aRe-Introduction of Social Context in Consumer Sensory Tests Using Immersive and Virtual Reality Technologies
■260 ▼a[Sl]▼bThe Ohio State University▼c2024
■260 1▼aAnn Arbor▼bProQuest Dissertations & Theses▼c2024
■300 ▼a150 p
■500 ▼aSource: Dissertations Abstracts International, Volume: 87-06, Section: B.
■500 ▼aAdvisor: Simons, Christopher T.
■5021 ▼aThesis (Ph.D.)--The Ohio State University, 2024.
■520 ▼aTypical sensory and consumer testing is often done in isolated booths where external environmental stimuli and extrinsic product attributes are removed or controlled for the purpose of yielding responses from panelists that are influenced solely by a product?s intrinsic sensorial products. The issue with this is that food is not consumed in such neutral environments, but rather in environments with various contextual elements that influence human behavior and perception of food. There is currently a growing body of research investigating the reintroduction of contextual elements into sensory and consumer tests using immersive technologies. A gap that currently lies in this body of literature is the impact of social context on panelist perception, liking, and behavior. This is a large oversight as many food consumption scenarios are completed in social contexts. In these commensal scenarios, humans exhibit behaviors and changes in perception as a result of social elements in the environment. By not including these social elements, responses from panelists may not be reflective of real-life perceptions of food. Therefore, we aimed to introduce social elements to sensory evaluations using immersive technologies such as video walls and VR headsets. In Chapter 3, panelists evaluated popcorn samples in three different environments: a solo environment, and two environments where social context was added via video of an actor eating popcorn playing on a video wall. The two social environments differed in rate of popcorn consumption of the actor. Results revealed that panelists consumed more popcorn when evaluating in the social environments than in the solo environment. Ecological validity increased in the social environments as evidenced by the observation of the social facilitation of eating, a phenomenon commonly observed in commensal scenarios. In Chapter 4, we investigated emotional responses to a positive carbonated cola and a negative flat cola when evaluations occurred in a solo context, in a social context where pairs of panelists evaluated samples while sitting side-by-side, and in a social context where video footage of each panelist's partner consuming soda was played on a video wall. We found that positive responses to both stimuli were higher in the two social conditions than in the solo condition. The two social conditions never differed on any emotional metrics, indicating high ecological validity in the way virtual social context was implemented. Chapter 5 investigated how social context implemented in the form of video of an actor eating a healthy or unhealthy snack impacts food choices made by panelists. Utilizing the Meta Quest 3 headset's capability for passthrough functionality, an application was built that incorporated social context via spatial video and allowed for sensory evaluation of products where panelists could visually see samples and questionnaires in the real-world. Results showed panelists were influenced to choose snacks that matched the healthiness of the snack eaten by their virtual eating partner. Our VR system was also evaluated and found to surpass industry benchmarks for usability. Ultimately, our results show that social context can be introduced to sensory tests and yield more ecologically valid behaviors from panelists.
■590 ▼aSchool code: 0168.
■650 4▼aFood science
■650 4▼aInformation technology
■653 ▼aImmersive technology
■653 ▼aVirtual reality
■653 ▼aCommensalism
■653 ▼aSocial facilitation
■653 ▼aIngestive behavior
■690 ▼a0489
■690 ▼a0359
■71020▼aThe Ohio State University▼bFood Science and Technology.
■7730 ▼tDissertations Abstracts International▼g87-06B.
■790 ▼a0168
■791 ▼aPh.D.
■792 ▼a2024
■793 ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17361301▼nKERIS▼z이 자료의 원문은 한국교육학술정보원에서 제공합니다.


