Converging Extended Reality and Robotics for Innovation in the Food Industry
Abstract
1. Introduction
2. Overview of Extended Reality Technologies
2.1. Definition and Classification of XR Technologies (VR, AR, MR)
2.2. Key Devices Used in XR Applications
2.2.1. Oculus Quest by Meta
2.2.2. Vision Pro by Apple
2.2.3. HoloLens by Microsoft
3. Keyword Association Analysis of XR in the Food Industry
3.1. Methodology for Web Crawling and Keyword Analysis
3.2. Key Research Trends and Emerging Topics
4. Application of XR in the Food Industry
4.1. Methodology of Literature Review
4.2. Application of VR in the Food Industry
4.2.1. Simulating and Validating Consumer Food Choice Behavior
4.2.2. Enhancing Food Education and Promoting Sustainable Behavior
4.2.3. Stimulating Appetite and Sensory Perception in VR
4.2.4. Measuring Disgust, Bias, and Eating-Related Psychopathology
4.3. Application of AR in the Food Industry
4.3.1. Stimulating Consumer Behavior and Sensory Engagement Through AR
4.3.2. Enhancing Nutrition and Sustainability Awareness with AR
4.3.3. Designing Intelligent and Personalized AR Food Systems
4.4. Applications of MR in the Food Industry
4.5. Synthesis and Comparative Analysis of XR Modalities
5. Overview of Robotics in Food Processing
5.1. Roles and Types of Robots in Food Processing
5.1.1. The Necessity of Automation
5.1.2. Components and Technological Characteristics of Food Automation Solutions
5.1.3. Key Advantages and Limitations of Robotics in Food Processing
5.2. Robotic Selection Methodology by Bader and Rahimifard
Core Structure of the FIRM Methodology
5.3. Expanding Application Domains and Emerging Challenges
5.3.1. Non-Traditional Applications and Technological Demands
5.3.2. Implications of Expanded Application Areas
5.4. Integrating XR and Robotic Digital Twins as a New Paradigm for Food Systems
5.4.1. Enhancing Simulation, Control, and Training Through XR–Robotic Twins
5.4.2. XR and Robotic Digital Twin Integration in the Food Industry
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Category | Technical Specifications (H/W, S/W, Key Feature) | Key Outcome (Quantitative) | Summary of Findings | Reference |
---|---|---|---|---|
SVC | H/W: HTC Vive S/W: Unity Key Feature: Eating pizza rolls while measuring heart rate, skin temp and mastication data. | The restaurant scene significantly increased presence scores (5.0 vs. 3.9, p < 0.006) and heart rate (83 vs. 79 bpm, p = 0.02) compared to a blank room, but did not significantly affect total food intake (p = 0.98). | The virtual eating environment altered participants’ sense of presence and physiological arousal but did not significantly change their total food intake or sensory ratings. | Oliver & Hollis [44] |
SVC | H/W: HTC Vive S/W: Unity Key Feature: Used photogrammetry to create highly realistic virtual cookie models. | Perceptual differences between cookie types were greater than the differences between real and virtual versions of the same cookie, with 33 of 40 descriptors discriminating products similarly. | The visual perception of virtual and real cookies was highly consistent, with only minor discrepancies in brightness and color contrast. | Gouton et al. [45] |
EFPB | H/W: HTC Vive S/W: Unity Key Feature: Interactive pop-ups with impact information appeared on product pickup. | Impact pop-ups significantly increased pro-environmental food choices (F(4, 241) = 16.80, p < 0.001), an effect mediated by higher personal response efficacy. | VR pop-ups boosted sustainable choices by increasing personal efficacy, an effect consistent across different message types (health vs. environment, text vs. visual). | Meijers et al. [46] |
EFPB | H/W: 17-in. computer monitor (Desktop VR) S/W: Vizard 4.0 Key Feature: Used background color (red vs. green) as a behavioral nudge for food choice. | A red (vs. green) table background significantly reduced meat-heavy meal choices (61.2% vs. 66.9%; p = 0.007). | A red table background acted as a nudge, reducing the visual appeal of meat and prompting more plant-based choices. | Wan et al. [47] |
SSV | H/W: HMD S/W: NeuroVR Key Feature: Compared food craving levels induced by four different cues: neutral VR, food VR, food photos, and real food. | For primed participants, VR-induced cravings were significantly higher than neutral cues (p < 0.05), similar to food photos, but significantly lower than real food (p < 0.05). | VR food stimuli elicited craving levels comparable to food photographs, but significantly less than real food. | Ledoux et al. [48] |
MBE | H/W: Oculus Rift DK2, S/W: Unity Key Feature: Used hand-motion tracking to measure reaction times for grasping (approach) vs. pushing (avoidance) tasks. | Motion-tracking data revealed that while push responses were comparable, grasping and collecting high-calorie food was significantly faster than for low-calorie food (e.g., object contact time, p = 0.021; collection time, p = 0.018). | VR motion-tracking revealed a motor-based approach bias, with healthy participants grasping high-calorie foods faster than low-calorie or neutral items. | Schroeder et al. [49] |
Category | Technical Specifications (H/W, S/W, Key Feature) | Key Outcome (Quantitative) | Summary of Findings | Reference |
---|---|---|---|---|
SCSA | H/W: Mobile devices S/W: Custom mobile AR application Key Feature: Used AR to superimpose food items into real-time environments and compared responses with non-AR formats. | In a field experiment at a restaurant (Study 1), diners who viewed desserts in AR were significantly more likely to purchase than those using a standard digital menu (41.2% vs. 18.0%; p = 0.01). | AR-based food visualizations boosted desirability and purchase intent by enhancing personal relevance and process-oriented mental simulation, consistently across food types and devices. | Fritz et al. [58] |
ENSA | H/W: Mobile Phone, optional Aryzon headset S/W: Aryzon AR SDK, Unity AR app that visualizes catering food waste by projecting 3D models into users’ environments. | In a pilot evaluation (N=19), 58% of participants rated the app as motivating for food waste reduction (4–5 on a 5-point scale), 60% agreed it improved their understanding of waste scale, and all participants reported the waste was larger than expected. | AR visualization of food waste data increased consumer awareness and comprehension of waste quantities, showing potential to incentivize reduction behaviors, though tested on a small sample. | Honee et al. [59] |
ENSA | H/W: Smartphone S/W: Javascript libraries, Blender Key Feature: Quasi-experimental study comparing an AR food portion app (1:1 scale) with an online tool and infographic control. | In a pre-test/post-test comparison of estimation accuracy, the AR tool group showed the highest improvement (+12.2%), outperforming both the online tool group (+11.6%) and the infographic control group, which showed a decrease (−1.7%). | The AR tool was the most effective method for improving the accuracy of nutrition students’ food portion size estimations compared to an online tool and a traditional infographic. | Mellos & Probst [60] |
DPAF | H/W: OnePlus 5T Smartphone S/W: Custom mobile AR application Key Feature: Compared AR vs. static-page app for presenting environmental and nutritional food information. | Between-subjects study (N = 84): AR users learned significantly more than static users (F(1, 78) = 4.8, p <.05), while both versions scored highly on usability (mean SUS = 86.4). | AR enhanced user learning about food products without compromising usability or aesthetics, supporting its credibility as a medium for food information. | Sonderegger et al. [61] |
Application Domain | XR Technology | Technical Specifications (H/W, S/W, Method) | Key Outcome (Quantitative) | Summary of Efficacy & Limitations | Reference |
---|---|---|---|---|---|
Research on Contextual Effects of the Eating Experience | VR | H/W: HTC Vive S/W: Unity Method: Consumed real food within a fully virtual environment. | Virtual restaurant increased presence (p < 0.006) and arousal (p = 0.02), but had no significant effect on total intake (p = 0.98) or sensory ratings. | Efficacy: Provides high experimental control for studying psychological/physiological responses. Limitation: Bulky HMD setup can disrupt natural eating behavior and may not affect key outcomes like intake. | [44] |
AR | H/W: Meta Quest 3 S/W: Unity Method: Drank sugar-water through a straw with AR visual filters and synchronized audio cues. | Sweet-associated pink filter reduced bitterness alone, but paradoxically increased bitterness when combined with sweet-associated audio cue (p = 0.044). | Efficacy: Enables natural interaction with real food/drinks while studying subtle crossmodal effects. Limitation: Restricted to simple chromatic overlays; lacks ability to simulate richer environmental contexts. | [70] | |
MR | H/W: Meta Quest Pro S/W: Unity Method: Consumed real food with hands and tabletop visible via passthrough, embedded in a virtual restaurant. | Experts rated MR more ecologically valid than a lab booth but less than a real restaurant (mean 72.6/100). | Efficacy: Offers a methodological “middle ground,” merging VR’s immersion with AR’s realism to balance control and ecological validity. Limitation: Dependent on passthrough quality (resolution, latency) for naturalistic experience. | [71] | |
Supermarket Food Choice Studies | VR | H/W: PC (Keyboard/Mouse) S/W: Unity Method: Validated a desktop 3D virtual supermarket by comparing purchases with real grocery receipts. | Top four food groups matched real shopping; significant differences in 6/18 categories, notably dairy (+6.5%, p < 0.001). | Efficacy: Suitable for tracking overall purchasing patterns. Limitation: Less accurate for specific categories (e.g., fresh produce); lacks HMD immersion. | [72] |
AR | H/W: Microsoft HoloLens S/W: Unity, HoloToolkit Method: Compared AR supermarket (3D models + nutritional overlays) vs. traditional packaging. | AR group more often chose high-nutrition products (p < 0.001) and relied on nutrition info (p = 0.034); also spent more time exploring (p = 0.02). | Efficacy: Effective at shifting attention to nutritional data and promoting healthier choices. Limitation: No real purchase context (no prices), HMD burden, limited student sample. | [73] | |
Nutrition Education | VR | H/W: Oculus DK2 S/W: Vizard Method: Children prepared virtual breakfast in immersive VR; compared with paper- and narrative-based learning | VR group quiz score 87% (Narrative 88%, Paper 85%); Task time longer in VR (112 s vs. 38 s) | Efficacy: Highly engaging, effective for immediate knowledge transfer. Limitation: Longer completion time; requires HMD hardware; cultural generalizability not tested | [74] |
AR | H/W: Smartphones (Android/iOS) S/W: Vuforia Engine with Unity Method: An 8-week AR nutrition curriculum (8 activities + 3 STEM projects) grounded in Kolb’s experiential learning theory. | The 8-week curriculum led to statistically significant improvements in adolescents’ knowledge (mean score +3.82), attitude (+1.88), and self-reported behavior (+1.04), with p < 0.001 for all changes | Efficacy: Improved knowledge, attitudes, and behaviors; effective as a long-term, structured, and scalable curriculum within formal schools. Limitation: Effects reflect the whole curriculum rather than AR alone; tested in one school with a limited sample, limiting generalizability. | [75] |
Robot Type | Key Characteristics | Food Industry Suitability | XR Integration Potential | Reference |
---|---|---|---|---|
Articulated Robot | Human arm-like structure, high degrees of freedom, wide working range | Meat processing, packaging, palletizing | Intuitive control and simulation of complex movements in virtual environments | [87] |
Parallel Robot | Multiple arms connected to a single platform structure. High speed/high precision motion within limited space | Sorting and classification, packaging | Status monitoring and position compensation | [88] |
Cartesian Robot | Linear motion based on X-Y-Z axes. Simple structure, high precision and load-bearing capacity | Packaging, palletizing and other simple, repetitive downstream processes | Intuitive tuning of path and speed profiles and real-time collision verification | [89] |
Collaborative Robot | Capable of collaborating with workers without safety fencing. Intuitive programming, high flexibility | Quality inspection, collaborative assembly | Safe simulation of hazardous scenarios | [90] |
Gripper Type | Description | Food Texture Compatibility | Hygiene Compliance | XR Integration Potential |
---|---|---|---|---|
Pinching | Mechanical gripping between two or more fingers. Grips via friction between the finger and the part, and releases by opening the finger. | Rigid, semi-rigid non-deformable, deformable, non-sticky, slippery. Used for pick-and-place operations in baked goods production. | Food residue may get trapped in mechanical joint areas, making cleaning difficult. | Simulation that prevents product damage by adjusting grip force in a virtual environment |
Enclosing | law/jaw-like attachments encompass components to achieve partial or full grip, release achieved by opening of apparatus | Rigid, semi-rigid non-deformable, deformable, non-sticky, slippery. Used for sorting, packaging, and palletizing fruits and vegetables. | Food residue may get trapped in mechanical joint areas, making cleaning difficult. | Simulating grip strategies and forces for complex food shapes |
Pinning | Insert one or more pins into the part. From a surface or deep grip through penetration, then release by removing the pins. | Rigid, semi-rigid non-deformable, slippery Used for pick and place operations of meat and poultry, fish and seafood | May create microbial contamination pathways | Simulation for penetration depth optimization. Penetration points training system for specific foods in a virtual environment. |
Pneumatic | Grasping using air or pressurized gas through a vacuum. Releasing by removing pressure. | Rigid, semi-rigid non-deformable, deformable Smooth surface non-sticky, slippery Egg pick and place operations, packaging, and palletizing | Food residue may accumulate. | Real-time AR overlays for monitoring vacuum pressure and seal integrity |
Freezing | Form ice through an instantaneous freezing point between the gripper and food components. Instantly melt the ice to release. | Rigid, non-rigid, semi-rigid non-deformable, deformable Smooth surface Pick and place for meat, poultry, fish, seafood, or frozen fruits and vegetables | Risk of microbial growth during freezing and thawing processes | Visualization of temperature gradients in virtual environments and optimization of freeze–thaw cycles |
Levitating | Based on Bernoulli’s principle. Gripper lifts parts using differential air velocity. Releases by blocking the air flow. | Rigid, non-rigid, semi-rigid non-deformable, deformable smooth surface Used for pick and place operations involving soft and light foods, such as baked goods. | Theoretically, it is non-contact and offers hygienic advantages, but research is needed. | Simulating airflow levitation for the delicate handling of light foods |
Scooping | The gripper design is flat or parabolic. It picks up food with a ‘sweeping’ motion and releases it by tilting. | Rigid, non-rigid, semi-rigid, non-deformable, slippery, non-sticky Sauces, powders, etc. | Food residue may accumulate. | Predicting material skew and spillage in scoops |
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Woo, S.; Kim, Y.; Kim, S. Converging Extended Reality and Robotics for Innovation in the Food Industry. AgriEngineering 2025, 7, 322. https://doi.org/10.3390/agriengineering7100322
Woo S, Kim Y, Kim S. Converging Extended Reality and Robotics for Innovation in the Food Industry. AgriEngineering. 2025; 7(10):322. https://doi.org/10.3390/agriengineering7100322
Chicago/Turabian StyleWoo, Seongju, Youngjin Kim, and Sangoh Kim. 2025. "Converging Extended Reality and Robotics for Innovation in the Food Industry" AgriEngineering 7, no. 10: 322. https://doi.org/10.3390/agriengineering7100322
APA StyleWoo, S., Kim, Y., & Kim, S. (2025). Converging Extended Reality and Robotics for Innovation in the Food Industry. AgriEngineering, 7(10), 322. https://doi.org/10.3390/agriengineering7100322