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Carl James Petersen

dblp:225/8264 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 62% Immersive interaction · 19% Haptics and multimodal interaction · 19%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
olfactory stimulation
0.112018
The Effects of Olfactory Stimulation and Active Participation on Food Cravings in Virtual Reality · VR 2018
Immersive interaction
virtual reality
0.112018
The Effects of Olfactory Stimulation and Active Participation on Food Cravings in Virtual Reality · VR 2018

Methods — techniques the papers use, named apart from their topics

olfactory display · 0.3experimental study · 0.3
YearPublicationVenuePosition
2018 The Effects of Olfactory Stimulation and Active Participation on Food Cravings in Virtual Reality
abstract
Previous work on combining Virtual Reality (VR) and visual cue-exposure therapy has shown promising results that suggest its potential as a tool to support treatments for eating disorders. Visual food cues can elicit cravings in people no matter where they get their exposure from (e.g., photograph, real world, or virtual world). However, there is little work on the influence of olfactory stimuli in VR. Consequently, we investigated the effects of olfactory stimuli and VR on food cravings. In particular, we examined the hypothesis that olfactory and interaction with food in VR can further increase food cravings. The results of this study show that VR can elicit similar effects as exposure to traditional cues when compared to a neutral baseline. Furthermore, the added olfactory cues increased food cravings and the urge to eat the presented food, which also increased when participants were allowed to interact with the virtual food. In conclusion, VR was shown to have considerable potential to be a valid alternative to traditional food-exposure interventions.
Nikita Mae Harris, Simon Hoermann, Carl James Petersen, Robert W. Lindeman
VR3