<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Harley, Daniel</style></author><author><style face="normal" font="default" size="100%">Verni, Alexander</style></author><author><style face="normal" font="default" size="100%">Willis, Mackenzie</style></author><author><style face="normal" font="default" size="100%">Ng, Ashley</style></author><author><style face="normal" font="default" size="100%">Bozzo, Lucas</style></author><author><style face="normal" font="default" size="100%">Mazalek, Ali</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Sensory VR: Smelling, Touching, and Eating Virtual Reality</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">TEI '18</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">diegetic design</style></keyword><keyword><style  face="normal" font="default" size="100%">interactive narratives</style></keyword><keyword><style  face="normal" font="default" size="100%">non-digital.</style></keyword><keyword><style  face="normal" font="default" size="100%">sensory design</style></keyword><keyword><style  face="normal" font="default" size="100%">tangible and embodied interaction</style></keyword><keyword><style  face="normal" font="default" size="100%">virtual reality</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2018</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">https://doi.org/10.1145/3173225.3173241</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Association for Computing Machinery</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">386–397</style></pages><isbn><style face="normal" font="default" size="100%">9781450355681</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">We present two proof of concept sensory experiences designed for virtual reality (VR). Our experiences bring together smell, sound, taste, touch, and sight, focusing on low-cost, non-digital materials and on passive interactions. We also contribute a design rationale and a review of sensory interactions, particularly those designed for VR. We argue that current sensory experiences designed for VR often lack a broader consideration of the senses, especially in their neglect of the non-digital. We discuss some implications of non-digital design for sensory VR, suggesting that there may be opportunities to expand conceptions of what sensory design in VR can be.</style></abstract></record></records></xml>