<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Sensory Design on Fondsites</title><link>https://fondsites.com/tags/sensory-design/</link><description>Recent content in Sensory Design on Fondsites</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Wed, 13 May 2026 16:10:13 +0300</lastBuildDate><atom:link href="https://fondsites.com/tags/sensory-design/feed.xml" rel="self" type="application/rss+xml"/><item><title>Smell, Taste, and Temperature in Full Dive VR: The Senses That Set the Room</title><link>https://fondsites.com/full-dive-vr/guidebooks/smell-taste-temperature-cues/</link><pubDate>Tue, 12 May 2026 00:00:00 +0000</pubDate><guid>https://fondsites.com/full-dive-vr/guidebooks/smell-taste-temperature-cues/</guid><description>&lt;p&gt;Full dive VR is usually described through sight, sound, touch, and movement. Those are the loud senses of the fantasy. The user sees another world, hears voices inside it, reaches with a virtual hand, and moves through a place that is not physically there. But some of the most convincing details may come from quieter channels: the warmth of a kitchen, the cold edge of a stone hallway, the metallic taste of fear in a training scene, the rain smell before a storm, or the stale air of a room that has been occupied too long.&lt;/p&gt;</description></item></channel></rss>