Sensory VR: Smelling, Touching, and Eating Virtual Reality
Virtual environments were made in Unity and sand was bought from Canadian Tire.
- Virtual reality
- Human-centered computing
- Interaction design
- Embodied interaction
Project Scope
- Oculus DK2
- Samsung Gear
- Unity
- Microsoft Word
Tools
Objective
To explore models of diegetic design and the extent to which a broader consideration towards human senses and tangible experiences can enhance immersiveness within virtual reality.
Background
Many efforts to make VR more immersive is aimed at heightening realism
within the virtual world, but does this effectively lessen the gap between
tangible and digital experiences? Is this the goal of VR?
While VR is seen as a mainly visual medium, a rise in digitally mediated
touch, taste and smell in VR has also been observed. However, how can the
current methods of delivering and digitizing these interactions
leverage the ways we naturally take in the world around using our innate senses?
Responsibilities
For this research project, I mostly worked on conceptualizing and fleshing out the tangible experience of each interaction scenario. This meant conducting user interviews, creating a user interaction guide, design rationale and sourcing the materials needed to pull it all together! You can read the paper here.