• Are large portions always bad? Using the Delboeuf illusion on food packaging to nudge consumer behaviour 

      Petit, Olivia; Velasco, Carlos; Spence, Charles (Journal article; Peer reviewed, 2018)
      Exaggerated portion sizes are generally pictured on the front of product packaging in order to stimulate food craving and encourage consumer purchasing decisions. However, one problem with such images is that they can set ...
    • Consumer consciousness in multisensory extended reality 

      Petit, Olivia; Velasco, Carlos; Wang, Qian J; Spence, Charles (Peer reviewed; Journal article, 2022)
      The reality-virtuality continuum encompasses a multitude of objects, events and environments ranging from real-world multisensory inputs to interactive multisensory virtual simulators, in which sensory integration can ...
    • Digital sensory marketing: Integrating new technologies into multisensory online experience 

      Petit, Olivia; Velasco, Carlos; Spence, Charles (Journal article; Peer reviewed, 2019)
      People are increasingly purchasing (e.g., food, clothes) and consuming (e.g., movies, courses) online where, traditionally, the sensory interaction has mostly been limited to visual, and to a lesser extent, auditory inputs. ...
    • Going to great lengths in the pursuit of luxury: How longer brand names can enhance the luxury perception of a brand 

      Pathak, Abhishek; Velasco, Carlos; Petit, Olivia; Calvert, Gemma (Journal article; Peer reviewed, 2019)
      Brand names are a crucial part of the brand equity and marketing strategy of any company. Research suggests that companies spend considerable time and money to create suitable names for their brands and products. This paper ...
    • Impossible (food) experiences in extended reality 

      Velasco, Carlos; Barbosa Escobar, Francisco; Petit, Olivia; Wang, Qian Janice (Journal article; Peer reviewed, 2021)
      We introduce a model to think about impossible experiences in mixed and virtual reality, while emphasizing the role of said experiences in the context of food. This reality-impossibility model includes two continua, namely, ...
    • Multisensory experiences and technology in the context of wine experiences 

      Velasco, Carlos; Vargas, Jessica; Petit, Olivia (Journal article; Peer reviewed, 2024)
      In the context of the experience economy, multisensory experiences have certainly received growing attention and interest from both researchers and practitioners to guide the design and management of experiences. Importantly, ...
    • Multisensory technology for flavor augmentation: A mini review 

      Velasco, Carlos; Obrist, Marianna; Petit, Olivia; Spence, Charles (Journal article; Peer reviewed, 2018)
      There is growing interest in the development of new technologies that capitalize on our emerging understanding of the multisensory influences on flavor perception in order to enhance human–food interaction design. This ...
    • On the localization of tastes and tasty products in 2D space 

      Velasco, Carlos; Adams, Carmen; Petit, Olivia; Spence, Charles (Journal article; Peer reviewed, 2019)
      People map different sensory stimuli, and words that describe/refer to those stimuli, onto spatial dimensions in a manner that is non-arbitrary. Here, we evaluate whether people also associate basic taste words and products ...
    • Virtual terroir and the premium coffee experience 

      Barbosa Escobar, Francisco; Petit, Olivia; Velasco, Carlos (Journal article; Peer reviewed, 2021)
      With its origin-centric value proposition, the specialty coffee industry seeks to educate consumers about the value of the origin of coffee and how the relationship with farmers ensures quality and makes coffee a premium ...
    • We eat first with our (digital) eyes: Enhancing mental simulation of eating experiences via visual-enabling technologies 

      Petit, Olivia; Javornik, Ana; Velasco, Carlos (Journal article; Peer reviewed, 2021)
      This research examines how consumers’ intentions to purchase food change depending on the visualisation mode (3D vs. AR) and product format (served vs. packaged). In three studies, we demonstrate that mental simulation of ...