Deception Sensory Vocktail Brings a Tasteful Experience to VR

On November 15, 2017, virtual reality has evolved into a multi-sensory experience, engaging at least two of our senses—sight and sound. Benjy Li, a postdoctoral researcher at Stanford’s Virtual Interactive Lab, explained: “Visual and auditory elements have always been central to VR environments.” Now, tactile feedback is beginning to simulate touch, but the next major breakthrough in VR may come from an unexpected place: your nose and mouth. The idea of using scent to enhance artistic experiences isn’t new. In fact, it has been attempted many times before, often with mixed results. One of the earliest attempts was the Aromarama system, introduced in 1959 for the film *Behind the Great Wall*. This system released odors through theater air conditioning, changing scents every 90 seconds. However, critics were unimpressed. The *New York Times* dismissed it as just a “gimmick,” and film critic Bosley Crowther noted that while the smells were present, they lacked precision and failed to align with the film’s scenes effectively. Despite the lack of success, the concept didn’t die. A few weeks later, the film *Scent of Mystery* debuted with a system called “Smell-O-Vision.” Unlike Aromarama, this one used individual diffusers under each seat, aiming to deliver specific scents during key moments in the movie. The slogan claimed, “At first they moved (1895)! Then they began to speak (1927)! Now they have taste!” But again, the public didn’t embrace it, and Smell-O-Vision faded into obscurity. In 1981, director John Waters brought scent back to the big screen with his film *Polyester*, which used a system called Odorama. Audience members would scratch cards to release specific scents at certain points in the film. Though it was slightly more advanced than the iSmell device from 2001, which connected via USB to a computer and released 128 different odors, both faced criticism. *PC World* even ranked Odorama among the “25 worst products in history.” However, the landscape has changed over the years. With the rise of VR headsets and their increasing presence in homes, the demand for more immersive experiences has grown. Li explains, “Virtual reality creates a sense of presence, making users feel like they are truly there. As presence increases, so does the impact of VR.” Li’s team at Nanyang Technological University recently published a study on how virtual food might influence eating behavior. He shared, “We’ve found that adding smell and taste can affect satiety. Although the paper is still under review, these findings suggest a powerful connection between sensory input and perception.” Beyond entertainment, scent and taste could also be used therapeutically. For example, the smell of lavender can promote relaxation, while gunpowder may help treat PTSD. Looking ahead, Li hopes to use VR to create healthier habits by tricking the brain into experiencing real-world benefits without the physical consequences. Imagine being able to enjoy a steak in VR—feeling its texture, smelling its aroma, and savoring every bite—while the actual meal is made entirely from plant-based ingredients. This vision is becoming a reality with projects like Vocktail, developed by Nimesha Ranasinghe and his team at the National University of Singapore. Vocktail uses light, scent, and “virtual” flavors to transform any liquid, even tap water, into something delicious. The device features hidden electronics, odor tubes, an LED, and electrodes that stimulate the tongue to create salty, sweet, or bitter tastes. Users can experiment with new flavors, such as a chocolate or strawberry mojito. Meanwhile, Project Nourished is taking things further by combining head-mounted displays, aromas, bone conduction headphones, virtual cutlery, and 3D-printed food to simulate any kind of meal. Their website imagines dining in a storybook world or enjoying gourmet dishes in a virtual setting. Even the adult entertainment industry has jumped on the scent bandwagon. Camsoda launched OhRoma, a $200 VR perfume machine that delivers 30 different scents to enhance the experience. Performers like Victoria Ryan have reported that viewers often wish they could actually smell the fragrance during a performance. Camsoda is also working with adult toy companies to integrate more interactive elements into VR, including devices that simulate touch. Daryn Parker, the company’s deputy director, said, “The biggest challenge is detecting the model’s natural scent and adjusting the output accordingly. But that’s exactly what users want.” Yet, as VR becomes more realistic, risks arise. Li warned, “If VR experiences become too lifelike, they could have serious negative effects. We’ve already seen cases of sexual harassment in VR, where the trauma felt by users is similar to real-life situations. Future realistic VR games, especially those involving violence, could have harmful impacts on players.”

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