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The paper argues that current VR relies heavily on sight, leaving tactile, olfactory and environmental feedback largely unexplored.
This study examines how embodied interaction and multi-modal sensory design can make virtual reality plant experiences more immersive and emotionally engaging. Its central argument is that most current VR treats plants as static visual backdrops and relies heavily on sight, leaving tactile, olfactory, and environmental feedback largely unexplored. Drawing on embodied interaction theory and a review of commercial titles and multi-sensory installations, the work proposes a design framework that combines user demand analysis, SpeedTree and Unity modeling of plant ecosystems, Arduino-driven haptic and odor hardware, and iterative user testing, with the aim of positioning plants as interactive subjects rather than scenery.
The prototype integrates visual rendering, vibration and a rope-based "aerial root" haptic interface, miniature odor generators, and spatial audio. Field observations of local residents' interactions with trees found such encounters to be brief and largely incidental, which the authors cite as motivation for designing deeper engagement. The principal finding is that a user study with thirty participants, comparing a multi-modal scene that adds wind and scent to a conventional visual-auditory control, reported substantial gains in immersion, engagement, and satisfaction. Questionnaire responses also suggested increased willingness among participants to take part in real-world tree planting and environmental volunteering.
The evidence base, however, is limited. The paper does not report sample statistics, effect sizes, or significance tests, so the magnitude and reliability of the claimed improvements cannot be independently verified from the presented material. The authors acknowledge practical constraints, including high hardware cost, substantial rendering demands, and limited portability, which would restrict adoption in museums, education, or public installations. The work's contribution is therefore best understood as a conceptual and design-stage exploration of multi-sensory plant interaction, with its empirical claims warranting more rigorous quantitative validation.
European Conference on Games Based Learning (ECGBL) · 2025