0000000000406614

AUTHOR

David Blumenthal

Comparison of sensory visual properties of food products in real and virtual conditions

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…

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Influence of common landmarks between real and virtual worlds on presence feeling

International audience

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How to rebuild a consumption episode? An immersive “breakfast”

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…

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Comparison of immersive room and virtual reality, through the consumption episode "Eating a sandwich in a park"

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). …

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Finding k -dissimilar paths with minimum collective length

Shortest path computation is a fundamental problem in road networks. However, in many real-world scenarios, determining solely the shortest path is not enough. In this paper, we study the problem of finding k-Dissimilar Paths with Minimum Collective Length (kDPwML), which aims at computing a set of paths from a source s to a target t such that all paths are pairwise dissimilar by at least \theta and the sum of the path lengths is minimal. We introduce an exact algorithm for the kDPwML problem, which iterates over all possible s-t paths while employing two pruning techniques to reduce the prohibitively expensive computational cost. To achieve scalability, we also define the much smaller set …

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