Olfactory Display

Edible interfaces for immersive human-food interaction to enhance flavor, play, and presence with retronasal olfaction

Year Active: 2024–current

I collaborated on a project related to novel edible interfaces designed to synchronize natural eating behaviors with immersive digital experiences by integrating flavor, scent, and touch directly into virtual reality (VR). By leveraging retronasal olfaction (the sensation of flavor when odors travel from mouth to nose), this system goes beyond visual and auditory feedback, unlocking new multisensory applications for games, playful food interaction, and immersive learning.

Read more about the fabrication and performance study on the edible interface AromaBite: (Li et al., 2025).

Research Highlights


  • Edible Scent Releasing Chambers: Constructed from rice paper, these are filled with food-safe scents (fruity, herbal, spicy, even “non-edible” scents for playful experiences) and carefully designed to release flavor as users chew.
  • Dynamic Haptic Feedback: Different preparation methods create a variety of textures so the tactile sensation of eating.
  • Immersive VR Integration: A custom Unity/Quest 3 system aligns physical and digital food, letting users naturally reach, bite, and taste in sync with the VR environment.
  • User Evaluation: Studies show the approach increases immersion and presence without increasing cognitive workload, and users can actively modulate their own flavor experience during gameplay or exploration.

My Contributions


As a game developer and researcher, I developed the VR research prototype and led the design of envisioned applications for playful and immersive experiences using this edible VR food system. The research paper is currently under review. More information will be released after publication.

References

2025

  1. aromabite_library.jpg
    AromaBite: Augmenting Flavor Experiences Through Edible Retronasal Scent Release
    Yucheng Li, Yanan Wang, Mengyuan Xiong, Max Chen, Yifan Yan, and 3 more authors
    In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, , 2025