## 1 Introduction
However, until now, we have not found a practical implementation of this proposal. In another example, a meta-analysis by [PERSON] et al. [10] demonstrated the efficacy of VR exposure therapy in treating various anxiety disorders. It provided controlled and immersive environments for gradual desensitization, resulting in significant symptom reduction. VR technology has revolutionized the study of cognitive processes, allowing researchers to investigate memory, spatial navigation, and attention in ecologically valid environments. Another study by [PERSON] et al. [11] utilized VR to examine spatial memory and found that participants' performance in a VR maze closely mirrored real-world spatial skills, highlighting the potential for studying memory and navigation in realistic settings. Developers have focused on creating increasingly realistic and immersive VR environments. High-resolution displays, improved graphics, and 360-degree tracking have contributed to more convincing simulations, enhancing the effectiveness of VR-based interventions [12]. In addition to olfaction, another dimension of multisensoriality has been taken into consideration. Hence, vibro-tactile feedback technology has seen notable improvements, allowing users to experience tactile sensations within virtual environments. This development enhances the realism of VR experiences and can be particularly valuable in therapeutic contexts, providing tactile cues for interactions, such in the BRAVEMIIND virtual application developed to treat combat PTSD [13]. A recent systematic review, including 59 studies focusing on the effects of VR intervention on psychological and psychophysiological outcomes, found a positive effect of VR on its users, especially upon mood, stress, restorativeness, cognitive performance, and nature connectedness. An additional conclusion of this review was that future research could consider uninvestigated outcomes using larger studies with adequate power, but also with a focus on building new theories and identifying best practices [14]. Despite its potential, VR in psychology faces several challenges and limitations. Accessibility and cost remain significant barriers, as high-quality VR equipment can be expensive, limiting its availability in both research and clinical settings. Ethical concerns related to informed consent, potential adverse effects, and data privacy are also important considerations [15]. Moreover, the potential psychological effects of prolonged VR exposure require further investigation. Some individuals may experience disorientation, motion sickness, or other negative psychological reactions when using VR technology [16]. Implementing VR in therapy or research often requires specialized knowledge and training. The availability of professionals with expertise in both VR technology and psychology can be limited, particularly in some regions [17]. Despite those limitations, the use of VR in psychology is a new direction of research that is increasingly used in psychology. Several studies [18; 19; 20] have focused on how virtual reality (VR) can be used to facilitate the retrieval of autobiographical memories, which are memories of one's own life events. One significant finding in this field is the impact of multisensory stimuli in VR environments on autobiographical memory retrieval. Multisensory information in VR seems to contribute differently to the recollection of events. This multisensory approach aims to create a more immersive and realistic experience, potentially enhancing the effectiveness of memory retrieval:  
* Image and sound. The combination of visual and auditory stimuli in VR is quite common and forms the basis of most virtual experiences. Visual elements create a sense of place and context, while auditory elements can enhance the realism of the environment and trigger memories related to sound or music. * Odor. The sense of smell is closely linked to memory and emotion in the brain.