Sensory VR: Smelling, Touching, and Eating Virtual Reality

Virtual environments were made in Unity and sand was bought from Canadian Tire.



    Project Scope

  • Virtual reality
  • Human-centered computing
  • Interaction design
  • Embodied interaction

    Tools

  • Oculus DK2
  • Samsung Gear
  • Unity
  • Microsoft Word

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.