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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 Re...
Re-Introduction of Social Context in Consumer Sensory Tests Using Immersive and Virtual Reality Technologies

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자료유형  
 학위논문 서양
최종처리일시  
20260202105829
ISBN  
9798270221201
DDC  
641
저자명  
Reis, Thomas Ferreira Alves.
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  
Immersive technology
키워드  
Virtual reality
키워드  
Commensalism
키워드  
Social facilitation
키워드  
Ingestive behavior
기타저자  
The Ohio State University Food Science and Technology
기본자료저록  
Dissertations Abstracts International. 87-06B.
전자적 위치 및 접속  
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MARC

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■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.

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