The present study investigates the role of vir tual contextual information, including affective information, in gustatory perception of crisps (fried potato chips). In a first preliminary experiment, we evaluated the association among three augmented reality (AR) animations (a pear-like character jumping a rope, a black-and-white car toon character, a Venus flytrap carnivorous plant) and a different series of feelings and emotional states (i.e., cheerfulness, sadness, anger, aggressiveness, fear, anxiety, disgust, sur-prise, shame, tiredness, boredom). In a second experiment, the par ticipants evaluated the gustatory perception of three different kinds of chips on several dimensions (e.g., pleasantness, crispiness, healthiness, purchase intention) by using visual analog scales. The chips were presented within an AR environment where the animations evaluated in Experiment 1 were placed close to the serving plate. The results of our study demonstrated that the chips tasted with the pear-like character animation (catego-rized as cheerful in Experiment 1) were judged as healthier than those tasted with black-and-white (i.e., sad) and Venus flytrap character animations (i.e., aggressive). Moreover, people’s purchase intentions were higher with the pear-like character an-imation, as compared with the black-and-white character animation. These results showed that the context created by AR can affect par ticipants’ food perception across several dimensions.
Risso, P., Sansone, M., Gallace, A. (2023). Food Evaluation in Augmented Reality Environments: Can AR Affect Behavioral and Psychophysiological Responses?. PRESENCE, 29 (2023)(2020), 201-222 [10.1162/pres_a_00362].
Food Evaluation in Augmented Reality Environments: Can AR Affect Behavioral and Psychophysiological Responses?
Risso P.
;Sansone M.;Gallace A.
2023
Abstract
The present study investigates the role of vir tual contextual information, including affective information, in gustatory perception of crisps (fried potato chips). In a first preliminary experiment, we evaluated the association among three augmented reality (AR) animations (a pear-like character jumping a rope, a black-and-white car toon character, a Venus flytrap carnivorous plant) and a different series of feelings and emotional states (i.e., cheerfulness, sadness, anger, aggressiveness, fear, anxiety, disgust, sur-prise, shame, tiredness, boredom). In a second experiment, the par ticipants evaluated the gustatory perception of three different kinds of chips on several dimensions (e.g., pleasantness, crispiness, healthiness, purchase intention) by using visual analog scales. The chips were presented within an AR environment where the animations evaluated in Experiment 1 were placed close to the serving plate. The results of our study demonstrated that the chips tasted with the pear-like character animation (catego-rized as cheerful in Experiment 1) were judged as healthier than those tasted with black-and-white (i.e., sad) and Venus flytrap character animations (i.e., aggressive). Moreover, people’s purchase intentions were higher with the pear-like character an-imation, as compared with the black-and-white character animation. These results showed that the context created by AR can affect par ticipants’ food perception across several dimensions.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.