| Literature DB >> 35353816 |
Nicholas S Archer1, Andrew Bluff2, Andrew Eddy3, Chreshall K Nikhil4, Nick Hazell2, Damian Frank1, Andrew Johnston2.
Abstract
Virtual reality (VR) headsets provide immersive audio-visual experiences for users, but usually neglect to provide olfactory cues that can provide additional information about our environment in the real world. This paper examines whether the introduction of smells into the VR environment enhances users' experience, including their sense of presence through collection of both psychological and physiological measures. Using precise odour administration with an olfactometer, study participants were exposed to smells while they were immersed in the popular PlayStation VR game "Resident Evil 7". A within-subject study design was undertaken where participants (n = 22) walked-through the same VR environment twice, with or without the introduction of associated congruent odour stimuli. Directly after each gameplay, participants completed a questionnaire to determine their sense of presence from the overall gameplay and their sense of immersion in each of the virtual scenes. Additionally, physiological measurements (heart rate, body temperature and skin electrodermal activity) were collected from participants (n = 11) for each gameplay. The results showed the addition of odours significantly increased participants' sense of spatial presence in the VR environment compared to VR with no odour. Participants also rated the realism of VR experience with odour higher compared to no odour, however odour addition did not result in change in emotional state of participants (arousal, pleasure, dominance). Further, the participants' physiological responses were impacted by the addition of odour. Odour mediated physiological changes were dependent on whether the VR environment was novel, as the effect of odour on physiological response was lost when participants experienced the aroma on the second gameplay. Overall, the results indicate the addition of odours to a VR environment had a significant effect on both the psychological and physiological experience showing the addition of smell enhanced the VR environment. The incorporation of odours to VR environments presents an opportunity to create a more immersive experience to increase a person's presence within a VR environment. In addition to gaming, the results have broader applications for virtual training environments and virtual reality exposure therapy.Entities:
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Year: 2022 PMID: 35353816 PMCID: PMC8967033 DOI: 10.1371/journal.pone.0265039
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Overview of experimental set-up for the study.
Zone 1: participant briefing and post-gameplay questionnaires, Zone 2: the gameplay area, Zone 3: olfactometer, and Zone 4: the monitoring/supervision area.
Odour solutions prepared for loading into olfactometer.
| Volatile | MW ( | Amount added to 0.5 L H2O (mg) | Conc. (1:100) | Odour character |
|---|---|---|---|---|
|
| ||||
| Cis-3-hexen-1-ol | 100.16 (1.3) | 400 | 4 | |
|
| ||||
| Liquid smoke Mesquite (Stubbs) | Neat solution | NA | NA | |
|
| ||||
| Dimethyl trisulphide | 126.26 (1.3) | 80 | 0.8 | |
| Trimethylamine | 59.1 (0.3) | 100 | 1 | |
| Ethyl butanoate | 116.16 (1.7) | 15 | 0.15 | |
|
| ||||
| 2,3,5-trimethyl-pyrazine | 122.1 (1.3) | 100 | 1 | |
| 1-octen-3-ol | 128.21 (0.65) | 100 | 1 | |
MW = molecular weight, LogP = octanol-water coefficient (a measure of fat solubility, if applicable), Conc. (1:100) = diluted concentration (1:100 dilution) delivered to subjects (ppm).
List of the gameplay events and the percentage of each odour mixed together and delivered to the participant.
| Event | Odour 1: Forest | Odour 2: Smoke | Odour 3: Rotten | Odour 4: Dank |
|---|---|---|---|---|
|
| ||||
| Start next to car | 0 | 0 | 0 | 0 |
| Forest Walk | 100 | 0 | 0 | 0 |
| Swamp | 80 | 0 | 0 | 20 |
| Horse Sculpture | 60 | 0 | 40 | 0 |
| Forest Walk | 100 | 0 | 0 | 0 |
| Fire/Smoke | 20 | 100 | 0 | 0 |
| Near House | 20 | 20 | 0 | 0 |
| Hallway | 0 | 0 | 0 | 0 |
| Kitchen | 0 | 0 | 10 | 0 |
| Casserole | 0 | 0 | 100 | 0 |
| Kitchen | 0 | 0 | 10 | 0 |
| Fridge | 0 | 0 | 10 | 0 |
| No odour | 0 | 0 | 0 | 0 |
| Fireplace | 0 | 20 | 0 | 0 |
| Basement | 0 | 0 | 0 | 60 |
| Water | 0 | 0 | 0 | 100 |
| Rotten head | 0 | 0 | 100 | 100 |
| All off | 0 | 0 | 0 | 0 |
|
| ||||
aPercent of each odour refers to the percent of airflow contributed to by the saturator (containing the odour headspace) for that individual stream of the olfactometer. Individual streams of the olfactometer are combined prior to delivery of a combined smell across all streams.
Effect of odour addition and order of gameplay on post gameplay questionnaire measures.
| Questionnaire | Odour effect | Order effect | Interaction effect | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Odour | Control | F-value | P-value | Gameplay 1 | Gameplay 2 | F-value | P-value | F-value | P-value | |
|
| ||||||||||
| Spatial presence | 3.70 | 3.35 | 5.72 |
| 3.41 | 3.64 | 2.46 | 0.125 | 2.39 | 0.131 |
| Engagement | 3.88 | 3.66 | 1.68 | 0.202 | 3.75 | 3.79 | 0.08 | 0.778 | 3.35 | 0.075 |
| Ecological validity/naturalness | 3.61 | 3.43 | 0.88 | 0.355 | 3.50 | 3.54 | 0.04 | 0.840 | 2.56 | 0.118 |
| Negative effects | 2.73 | 2.60 | 0.21 | 0.653 | 2.70 | 2.63 | 0.04 | 0.837 | 0.42 | 0.520 |
| “The smells I experienced matched the virtual environment” | 4.10 | 2.63 | 32.25 |
| 3.23 | 3.49 | 1.00 | 0.325 | 1.07 | 0.308 |
| Arousal (Calm/Anxious) | 5.25 | 4.25 | 3.85 | 0.057 | 4.89 | 4.61 | 0.29 | 0.593 | 0.19 | 0.663 |
| Pleasure (Unhappy/Happy) | 6.29 | 6.25 | 0.01 | 0.938 | 6.29 | 6.25 | 0.01 | 0.938 | 0.00 | 0.981 |
| Dominance (Weak/Powerful) | 5.55 | 5.60 | 0.01 | 0.920 | 5.82 | 5.32 | 0.98 | 0.328 | 0.69 | 0.413 |
|
| ||||||||||
| Pleasantness (5-point scale with anchors: Very unpleasant/Very pleasant) | ||||||||||
| Forest | 3.39 | 3.29 | 0.11 | 0.741 | 3.20 | 3.47 | 0.80 | 0.376 | 2.77 | 0.104 |
| Horse sculpture | 2.57 | 2.66 | 0.06 | 0.805 | 2.52 | 2.71 | 0.24 | 0.626 | 0.02 | 0.899 |
| Outside fire/smoke | 3.19 | 3.02 | 0.35 | 0.558 | 2.96 | 3.25 | 1.05 | 0.313 | 0.17 | 0.684 |
| Hallway | 2.82 | 2.80 | 0.00 | 0.948 | 2.75 | 2.86 | 0.15 | 0.698 | 1.08 | 0.304 |
| Pot with rotten food | 1.56 | 1.89 | 1.19 | 0.283 | 1.65 | 1.80 | 0.24 | 0.628 | 1.50 | 0.229 |
| Fridge | 2.00 | 1.94 | 0.02 | 0.884 | 1.95 | 1.99 | 0.01 | 0.909 | 0.19 | 0.665 |
| Fireplace | 2.90 | 2.81 | 0.17 | 0.681 | 2.71 | 2.99 | 1.72 | 0.198 | 0.30 | 0.590 |
| Basement water | 2.12 | 2.26 | 0.18 | 0.672 | 1.94 | 2.44 | 2.50 | 0.122 | 1.21 | 0.278 |
| Rotten head | 1.46 | 2.04 | 2.75 | 0.106 | 1.69 | 1.81 | 0.12 | 0.736 | 1.42 | 0.241 |
| Realism (5-point scale with anchors: Did not match the game/Perfectly matched) | ||||||||||
| Forest | 3.90 | 3.42 | 3.15 | 0.084 | 3.44 | 3.88 | 2.72 | 0.107 | 0.03 | 0.860 |
| Horse sculpture | 3.76 | 3.27 | 2.53 | 0.120 | 3.40 | 3.63 | 0.58 | 0.450 | 0.15 | 0.705 |
| Outside fire/smoke | 4.00 | 3.47 | 3.31 | 0.077 | 3.59 | 3.88 | 1.02 | 0.318 | 0.12 | 0.727 |
| Hallway | 3.63 | 3.62 | 0.00 | 0.959 | 3.68 | 3.57 | 0.12 | 0.728 | 1.99 | 0.166 |
| Pot with rotten food | 4.15 | 3.66 | 2.33 | 0.135 | 3.87 | 3.93 | 0.04 | 0.846 | 0.29 | 0.593 |
| Fridge | 4.05 | 3.77 | 0.79 | 0.380 | 3.82 | 4.00 | 0.32 | 0.574 | 0.79 | 0.380 |
| Fireplace | 3.80 | 3.49 | 1.21 | 0.279 | 3.57 | 3.72 | 0.29 | 0.593 | 0.81 | 0.373 |
| Basement water | 4.14 | 3.96 | 0.27 | 0.607 | 3.91 | 4.19 | 0.73 | 0.399 | 0.00 | 0.976 |
| Rotten head | 4.04 | 3.90 | 0.16 | 0.689 | 3.90 | 4.04 | 0.14 | 0.712 | 0.18 | 0.670 |
| Strength (5-point scale with anchors: Did not smell/Extremely smelly) | ||||||||||
| Forest | 2.55 | 1.48 | 15.35 |
| 1.59 | 2.43 | 9.62 |
| 0.83 | 0.369 |
| Horse sculpture | 3.37 | 1.47 | 42.71 |
| 2.24 | 2.61 | 1.61 | 0.212 | 0.01 | 0.934 |
| Outside fire/smoke | 3.51 | 1.62 | 30.17 |
| 2.38 | 2.75 | 1.18 | 0.284 | 0.02 | 0.881 |
| Hallway | 2.27 | 1.16 | 21.86 |
| 1.55 | 1.88 | 2.01 | 0.165 | 0.75 | 0.391 |
| Pot with rotten food | 4.00 | 1.82 | 35.79 |
| 2.87 | 2.95 | 0.06 | 0.814 | 0.58 | 0.453 |
| Fridge | 3.56 | 1.73 | 33.75 |
| 2.88 | 2.41 | 2.20 | 0.146 | 10.34 |
|
| Fireplace | 3.09 | 1.35 | 36.55 |
| 2.13 | 2.30 | 0.36 | 0.555 | 0.49 | 0.488 |
| Basement water | 3.41 | 1.50 | 43.11 |
| 2.27 | 2.63 | 1.51 | 0.226 | 2.48 | 0.123 |
| Rotten head | 3.51 | 1.63 | 29.16 |
| 2.33 | 2.81 | 1.86 | 0.181 | 0.02 | 0.889 |
Table shows mean data from 22 participants,
*Interaction effect assessed Odour*Order interaction. Bold values highlight significant findings.
Fig 2Comparison of ITC-SOPI scores (SEM) post VR gameplay with and without the presence of odour.
* p < 0.05.
Effect of odour addition and the events combined on smell recall questionnaire measures.
| Factor | Odour effect | Combined event effect | Interaction | |||||
|---|---|---|---|---|---|---|---|---|
| Odour | Control | F-value | P-value | F-value | P-value | F-value | P-value | |
| Pleasantness | 2.46 | 2.53 | 0.46 | 0.496 | 14.04 |
| 0.78 | 0.620 |
| Realism | 3.88 | 3.58 | 8.22 |
| 1.63 | 0.115 | 0.58 | 0.795 |
| Strength | 3.21 | 1.52 | 250.18 |
| 4.60 |
| 1.54 | 0.141 |
Bold values highlight significant findings.
*Interaction effect assessed Odour*Combined event interaction.
Effect of odour addition, order of gameplay and fright on physiological response.
| Measure | Odour Effect | Order Effect | Fright Effect | Interaction effect* | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| No Odour | Odour | F-value | P-value | Gameplay 1 | Gameplay 2 | F-value | P-value | Benign | Scary | F-value | P-value | Odour*Order | Odour*Fright | Order*Fright | Odour*Order*Fright | |||||
| F-value | P-value | F-value | P-value | F-value | P-value | F-value | P-value | |||||||||||||
|
| 82.06 | 82.13 | 0.00 | 0.956 | 85.02 | 79.16 | 20.16 |
| 81.99 | 82.25 | 0.04 | 0.845 | 37.38 |
| 0.98 | 0.323 | 0.12 | 0.727 | 1.27 | 0.261 |
|
| 0.140 | 0.224 | 3.68 | 0.056 | 0.232 | 0.131 | 5.08 |
| 0.181 | 0.183 | 0.00 | 0.959 | 3.52 | 0.062 | 0.89 | 0.347 | 0.20 | 0.652 | 0.04 | 0.843 |
|
| 31.58 | 32.18 | 0.01 | 0.908 | 31.58 | 32.18 | 10.43 |
| 31.78 | 32.04 | 1.84 | 0.177 | 119.30 |
| 0.27 | 0.601 | 0.33 | 0.567 | 1.78 | 0.184 |
|
| 0.019 | 0.015 | 2.93 | 0.088 | 0.019 | 0.015 | 2.59 | 0.109 | 0.018 | 0.016 | 0.48 | 0.488 | 1.74 | 0.188 | 6.15 |
| 6.66 |
| 2.46 | 0.118 |
|
| 3.93 | 2.22 | 19.39 |
| 3.68 | 2.47 | 9.30 |
| 2.66 | 3.73 | 7.28 |
| 27.11 |
| 4.30 |
| 2.05 | 0.154 | 0.92 | 0.339 |
|
| 0.095 | 0.073 | 1.18 | 0.278 | 0.091 | 0.077 | 0.46 | 0.496 | 0.053 | 0.135 | 14.86 |
| 0.00 | 0.944 | 0.61 | 0.436 | 1.56 | 0.213 | 0.28 | 0.595 |
HR—heart rate, Temp—body temperature EDA—electrodermal activity. Delta refers to the maximum [measure] minus the starting [measure] for an individual event with measure being one of HR, temperature or EDA. Bold values highlight significant findings.