Improving immersive consumption contexts using virtual & mixed reality

Imogen Barker , Qian Yang , Martin Flintham , Rachel Ankeny , Rebecca Ford
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Abstract

Immersive technologies, such as Virtual Reality (VR), provide a great opportunity to create relevant contexts in consumer studies. However, challenges persist in consuming food and drink during immersion and ensuring effective data collection. This study addressed these challenges using an innovative approach incorporating Mixed Reality (MR), embedding virtual questionnaires responsive to hand gestures and using custom-made wine glasses. Two virtual contexts were created – a sensory booth and a wine bar with integrated audio and avatars. The purpose of this study was to investigate the effect of context elements on participant experiences. Thirteen participants consumed two different rosé wines (40mls each) in the two different virtual contexts, Participant insights regarding their immersive experience were collected using a structured questionnaire. Results showed participants effectively used hand gestures to respond to various questionnaires, whilst zones of real-world visibility enabled wine glass interactions. Audio and avatars played pivotal roles in creating a realistic and immersive virtual bar environment. Using MR, custom glassware, hand gesture recognition, embedded questionnaires and wireless headsets proved to be an effective approach for collecting data from multiple fully immersed participants, simultaneously. This innovative approach demonstrated sensory evaluations can be undertaken entirely within virtual environments, eliminating the need to break immersion. This advancement could yield more valuable consumer insights, enhancing understanding of consumer preferences and experiences.

利用虚拟和混合现实技术改善沉浸式消费环境
虚拟现实(VR)等沉浸式技术为消费者研究提供了一个创造相关情境的绝佳机会。然而,在沉浸式体验中消费食品和饮料以及确保有效的数据收集方面仍然存在挑战。本研究采用了一种创新方法来应对这些挑战,该方法结合了混合现实技术(MR),嵌入了可响应手势的虚拟问卷,并使用了定制酒杯。研究人员创建了两个虚拟情境--一个感官展台和一个集成了音频和头像的葡萄酒吧。本研究的目的是调查情境元素对参与者体验的影响。13 名参与者在两个不同的虚拟情境中饮用了两种不同的桃红葡萄酒(各 40 毫升),并通过结构化问卷收集了参与者对其沉浸式体验的看法。结果显示,参与者有效地使用了手势来回答各种问卷,而现实世界中的可视区域实现了酒杯互动。音频和化身在创建逼真、身临其境的虚拟酒吧环境中发挥了关键作用。事实证明,使用磁共振、定制玻璃器皿、手势识别、嵌入式问卷和无线耳机,是同时从多个完全沉浸其中的参与者那里收集数据的有效方法。这种创新方法证明,感官评估可以完全在虚拟环境中进行,无需打破沉浸感。这一进步可以产生更有价值的消费者洞察力,增强对消费者偏好和体验的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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