Deception Sensory Vocktail Brings a Tasteful Experience to VR

On November 15, 2017, virtual reality has become a sensory experience that engages at least two of our senses—sight and sound. Benjy Li, a postdoctoral researcher at Stanford’s Virtual Interactive Lab, notes: “Visual and auditory elements have always been central to VR environments.” Now, tactile feedback is beginning to offer basic touch sensations, but the next big breakthrough in VR might come from something more unexpected: your nose—or even your mouth. The idea of using scent to enhance artistic experiences isn’t entirely new. In fact, it has been tried before, though often with mixed results. In 1959, the Aromarama system was introduced during the film *Behind the Great Wall*. It released odors through theater air conditioning systems, changing scents every 90 seconds. However, the *New York Times* dismissed it as just a gimmick, calling it “an artificial attempt to engage the senses.” Bosley Crowther, a well-known film critic at the time, criticized the system, stating that the artistic value was minimal. He pointed out that while the scents were present, they didn’t match the scenes effectively, and the timing was inconsistent. The irregular flow of smells made the experience feel more like a novelty than an enhancement. Despite this early failure, the concept of scent in movies didn’t disappear. A few weeks later, the *Smell-O-Vision* system was introduced alongside the film *Scent of Mystery*. This system used diffusers under theater seats, aiming to provide an immersive olfactory experience. The promotional slogan claimed, “First they moved (1895)! Then they spoke (1927)! Now they taste!” But again, audiences weren’t impressed, and the system quickly faded into obscurity. A similar attempt came in 1981 with John Waters’ film *Polyester*, which used Odorama technology. Audiences would rub numbered cards to release specific scents. While this was slightly better than the DigiScents iSmell device from 2001, it still failed to gain widespread acceptance. PC World even listed Odorama as one of the “25 worst products in history.” The iSmell, a USB-connected device that could emit 128 different scents, never made it past the prototype stage due to poor market reception. However, with the rise of VR over the past 16 years, the landscape has changed. VR headsets are now becoming common household items, and with their growing popularity comes a stronger demand for more immersive experiences. Li explains, “Virtual reality creates a sense of presence, making users feel like they’re actually there. When users experience higher levels of presence, the impact of VR becomes much stronger.” Li’s team at Nanyang Technological University in Singapore recently published research on how virtual food can influence eating behavior. He said, “Though the paper is still under review, we’ve found that adding smell and taste to the VR experience can affect people’s sense of fullness.” With the addition of scent and taste, VR could also have therapeutic benefits. For example, the smell of gunpowder could help treat PTSD, or lavender could create a calming atmosphere. Looking ahead, Li hopes to use VR to trick the brain into feeling healthier, both for individuals and the planet. He imagines a future where you could “see, smell, and taste a steak in VR, cut it, feel its tenderness, and enjoy every bite—yet in reality, it’s made from plant-based ingredients.” That vision is already becoming a reality with Vocktail, a device developed by Nimesha Ranasinghe and his team at the National University of Singapore. Vocktail uses light, smell, and “virtual” flavors to transform any liquid—like tap water—into something that tastes like anything you want. The device works by combining color, aroma, and taste. Users can even experiment with creating new flavor combinations, such as a chocolate or strawberry mojito. Inside the cup, hidden electronics include three odor tubes, a mini air pump, LED lights, and electrodes on the rim. The LEDs change the color of the drink, while the electrodes deliver gentle electrical currents to the tongue, simulating salty, bitter, or sweet tastes. By adjusting the current intensity, the device can mimic different flavors. Ranasinghe says, “We want to bring this to bars. Imagine being able to customize your drink’s flavor on the spot.” Before long, they hope to add more features, like simulating carbonation or temperature. Other projects, like *Project Nourished*, are also exploring ways to simulate food through VR. They combine head-up displays, aromas, bone conduction headphones, virtual utensils, and 3D-printed foods to recreate real dining experiences in virtual worlds. Even the adult entertainment industry has jumped on the bandwagon. Camsoda, an adult content platform, developed the *OhRoma* VR perfume machine, which offers 30 different scents to enhance the viewing experience. Performers like Victoria Ryan have reported that viewers often express a desire to smell the performer's fragrance. Daryn Parker, Camsoda’s deputy director, believes scent can deeply engage audiences. “Models can choose specific scents to set the mood, from sweet to fruity, to musky—everything that enhances the sexual experience.” The company is also working on a sensor that detects the ambient scent in the model’s room and adjusts the output accordingly. Looking ahead, Parker envisions integrating more interactive tools, like adult dolls, to enhance the overall VR experience. However, as VR becomes more realistic, there are risks. Li warns, “Realistic VR can have negative effects, such as trauma from violent or inappropriate content. As VR continues to evolve, we must be cautious about its impact on users’ mental health and real-life behavior.”

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