# Search results that are considered mostly satisfying after screening are marked with *
## 3 Results
### Application  
Among the 19 papers reviewed, 16 discussed potential applications of artificial taste, primarily focusing on regulating dietary habits (Table 4).  
The first application of artificial taste was aimed at creating virtual food, offering a potential way for managing food consumption. Adjusting food intake can help to reduce overall calorie consumption, making it useful for weight management. For example, specially designed chopsticks could lower salt intake while eating [27; 47], and cup-attached chips paired with LED lights could simulate virtual cocktail experiences, potentially reducing alcohol consumption [40]. Additionally, [PERSON] suggested that artificial sweet tastes might help to decrease sugar intake [48; 49]. However, none of these studies have provided direct evidence to support these claims.  
Dietary control is crucial for patient care. Certain conditions, such as COVID-19, can affect the taste and olfactory systems, reducing sensory perception during eating [50; 51; 52]. Additionally, side effects of treatments like chemotherapy and radiotherapy can lead to taste loss [53; 54]. Artificial taste offers an opportunity for these patients to enhance their taste sensation through the electrical stimulation of remaining taste buds, allowing them to enjoy virtual flavors without consuming actual food [27; 29; 42; 46; 48; 49; 55].  
The third application of artificial taste is the creation of virtual food and beverage products [56; 57]. Customers could \"taste\" these products before purchasing [56]. Once widely adopted, this technology could revolutionize online food and beverage shopping, making it an essential tool for households.  
The fourth application is in education and training. Culinary schools can use this technology to enhance students' ability to evaluate the quality of dishes [35; 56; 57]. Traditionally, improving taste perception required using many physical food products, but virtual food and beverages can now fulfill this purpose more efficiently.  
\begin{table}
\begin{tabular}{c c c} \hline \hline
**Area of Application** & **Description** & **Reference** \\ \hline Food Consumption and & Virtual food consumption offers a potential intervention for & \\ Weight Management & managing food cravings or reducing caloric intake while still & [36; 43; 46; 55; 56] \\  & experiencing the sensation of eating. & \\ Therapeutic Dietary & Patients with dietary restrictions or those experiencing taste & \\ Management & losses due to conditions like chemotherapy could enjoy virtual & [27; 29; 42; 46; 48; 55] \\  & flavors without consuming actual food. & \\ Food and Beverage & Consumers could “taste” products before purchasing them online, & \\ Product Sampling & making virtual tastings an innovative marketing tool. & \\ Education and & Culinary students could enhance their sensory evaluation skills & \\ Training & virtually, eliminating the need for physical food items. & \\ Entertainment and & VR dining experiences could become part of gaming or & \\ Dining & immersive restaurant experiences, increasing user engagement & [29; 34; 35; 44; 56] \\  & with food simulations. & \\ \hline \hline \end{tabular}
\end{table}
Table 4: Application of artificial taste.  
\begin{table}
\begin{tabular}{c c c c c c c c} \hline \hline
**Author/Year** & **Participant** & **Sour** & **Bitter** & **Salty** & **Sweet** & **Spicy** & **Reference** \\ \hline [PERSON] et al./2022 &
\begin{tabular}{c} 6 adults \\ (M:F = 2:4, mean age: 25) \\ 15 adults \\ (M:F = 8:7, age: 21–28) \\ \end{tabular} & / & / & / & / & Moderate & [45] \\  & Strong & Strong & Mild & Weak & / & [34] \\ \hline \hline \end{tabular} Note: M:F = Male:Female.  
\end{table}
Table 3: _Cont._The fifth application is in entertainment [29; 35; 37; 44; 56]. Once widely accepted by VR users, artificial taste can add another layer of sensory stimulation to virtual gaming environments [34], significantly enhancing user engagement and creating a more immersive experience [37].