0000000000406612
AUTHOR
Maëlle-ahou Gouton
showing 4 related works from this author
Comparison of sensory visual properties of food products in real and virtual conditions
2018
International audience; As Virtual Reality usages expand, as professional tools in one hand and as gaming devices in another hand, the use of these technologies for consumer science and sensory science is more and more interesting to be investigated. Before using Virtual Reality to evaluate new products, it seems necessary to check the similarities and differences of the visual attributes of products in real and in virtual. All the experiments were conducted with Unity software and HTC Vive Helmet. First, we designed virtual sensory booths, similar to the booths of AgroParisTech sensory Lab. Then, we choose a set of real products (cookies from the market) and digitalize them. At last, virtu…
How to rebuild a consumption episode? An immersive “breakfast”
2019
International audience; Rebuilt environments aim to consider context during food evaluation, while keeping under control testing conditions. Whether immersive rooms or virtual reality, the difficulty is to evoke a consumption episode, not only a place. According to Bisogni (2007), eight interconnecting dimensions characterize a consumption episode: food and drink, location, time, recurrence, activities, social setting, mental processes, and physical condition. If all those dimensions are part of consumption episodes, it seems necessary to evoke them inside the rebuilt environment where only “location” and “food and drinks” are actually provided to participants. In the present study, the con…
Comparison of immersive room and virtual reality, through the consumption episode "Eating a sandwich in a park"
2020
International audience; Conventional approaches for consumers’ tests, CLT and HUT, lead respectively to a high either internal or external validity. In recent years, several immersive approaches have been developed to achieve both internal and external validity at the same time, i.e. environments close to actual consumption context while keeping parameters under control. Virtual reality (VR) is one of the most promising one.In this study, we assess two immersive strategies in terms of internal and external validity for a consumption episode “having a sandwich for lunch in a park”. The two experimental conditions were an immersive room (N = 57, Fig. 1) and a VR environment (N = 55, Fig. 2). …
Influence of common landmarks between real and virtual worlds on presence feeling
2020
International audience