Olfaction is an important perceptual function that is often neglected in immersive media (IM) and virtual reality (VR) applications. Because the effects of olfaction have not been researched as much as those of visual, auditory, or haptic senses, the effects of olfactory stimuli on IM experiences are mainly unexplored, largely unknown, and debatable in many examples. A major factor limiting olfaction research is the lack of olfactory display options. Commercial solutions are often inadequate and expensive. Prior research on olfactory displays is helpful, but pertinent details are normally missing, and the devices are often too complex to replicate. To address this issue, we have developed a simple, low-cost olfactory display by using inexpensive components and leveraging airflow for vaporization and scent delivery. In this paper, we detail the development of our display and describe an informal study evaluating its effectiveness.
In this paper, we present a new framework for analyzing and designing virtual reality (VR) techniques. This framework is based on two concepts -system fidelity (i.e., the degree with which real-world experiences are reproduced by a system) and memory (i.e., the formation and activation of perceptual, cognitive, and motor networks of neurons). The premise of the framework is to manipulate an aspect of system fidelity in order to assist a stage of memory. We call it the Altered-Fidelity Framework for Enhancing Cognition and Training (AFFECT). AFFECT provides nine categories of approaches to altering system fidelity to positively affect learning or training. These categories are based on the intersections of three aspects of system fidelity (interaction fidelity, scenario fidelity, and display fidelity) and three stages of memory (encoding, implicit retrieval, and explicit retrieval). In addition to discussing the details of our new framework, we show how AFFECT can be used as a tool for analyzing and categorizing VR techniques designed to facilitate learning or training. We also demonstrate how AFFECT can be used as a design space for creating new VR techniques intended for educational and training systems.
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