Tag Archives: Nathan Cohen

Help maintain cognitive and memory functions with virtual reality (VR) game which integrates smell

I always enjoy a research story involving the sense of smell (olfaction); the most recent ones here being an April 22, 2025 posting (also from the Institute of Science Tokyo) “Fragrance design using deep neural networks (DNNs)” and an April 17, 2025 posting “Olfactory ethics.” There’s also this ‘golden oldie’ from May 22, 2017 “Preserving heritage smells (scents).” Now, the sense of smell enters virtual reality.

Caption: Olfactory VR offers the potential for cognitive rehabilitation and dementia preventation [sic] in aging populations Credit: Institute of Science Tokyo

An April 30, 2025 Institute of Science Tokyo press release (also on EurekAlerrt) describes some of the latest investigation into the sense of smell, Note: A link has been removed,

As the global population ages, supporting older adults in maintaining their cognitive and memory functions has become a pressing concern. The United Nations estimates that by the 2070s, there will be over 2.2 billion people aged 65 or older, surpassing the global number of children under 18. This demographic shift is especially pronounced in Japan, the fastest-aging country, where 28.7% of the population is 65 or older.

One promising strategy to counter cognitive decline is through olfactory stimulation—engaging the sense of smell. Smell signals travel directly to brain regions involved in memory and emotion. Building on this knowledge, a joint research team from Institute of Science Tokyo (Science Tokyo), University of the Arts London, Bunkyo Gakuin University, and Hosei University, Japan, has developed the world’s first cognitive training method for older adults by combining olfactory stimulation with virtual reality (VR). The study was published in Volume 15 of the journal Scientific Reports on March 28, 2025.

“VR provides a promising platform to simulate sensory conditions in a controlled yet engaging manner. By combining goal-oriented tasks with real-time feedback, our VR-based olfactory training approach can increase cognitive engagement and maximize its therapeutic impact,” says Professor Takamichi Nakamoto from Science Tokyo.

The method involves an olfactory display that emits specific scents during immersive VR gameplay, activating memory- and emotion-related brain regions. In the activity, participants are asked to memorize and later match scents within a virtual environment. The experience begins in a virtual landscape. Using a VR controller, participants interact with a scent source represented by a stone statue. When touched, the statue releases a specific scent, accompanied by a white vapor cloud as a visual cue to reinforce memory.

Participants then explore the virtual landscape to locate a scent source. As they move through the landscape, the olfactory display emits subtle traces of the scent to guide them to the location. Upon reaching the odor source, shown as a stone lantern, they encounter three colored vapor clouds, each emitting a different scent. Their task is to compare the smells and identify the one that matches the original scent they memorized.

“The smell memory phase strengthens odor recognition and memory encoding by linking the olfactory stimulus with a visual cue. The navigation phase challenges players to integrate spatial navigation with odor recognition while retaining memory of the initial scent. The final odor comparison phase engages olfactory discrimination and working memory retrieval, reinforcing cognitive function,” explains Nakamoto.

The activity led to noticeable cognitive improvements in 30 older adults aged 63 to 90. After just 20 minutes of playing the VR game, participants showed improvements in visuospatial rotation and memory. Visuospatial processing and cognitive function were assessed through different tasks. In the Hiragana Rotation Task, where they had to decide if rotated Japanese characters matched the original, scores improved from 19–82 to 29–85. In a word-based spatial memory recall task, where participants memorized word positions in a grid, scores rose from 0­–15 to 3–15. These improvements were validated through statistical analysis.

With continued research and development toward more affordable olfactory displays or alternate scent delivery methods, olfactory-based VR activities could become an accessible and engaging tool for supporting mental health in older adults.

About Institute of Science Tokyo (Science Tokyo)

Institute of Science Tokyo (Science Tokyo) was established on October 1, 2024, following the merger between Tokyo Medical and Dental University (TMDU) and Tokyo Institute of Technology (Tokyo Tech), with the mission of “Advancing science and human wellbeing to create value for and with society.”

Here’s a link to and a citation for the paper,

Exploring the effects of olfactory VR on visuospatial memory and cognitive processing in older adults by Ryota Sunami, Takamichi Nakamoto, Nathan Cohen, Takefumi Kobayashi & Kohsuke Yamamoto . Scientific Reports volume 15, Article number: 10805 (2025) DOI: https://doi.org/10.1038/s41598-025-94693-9 Published: 28 March 2025

This paper is open access.

The latest invisibility cloak

Fractal Antenna Systems Inc. has released a video which demonstrates an invisibility cloak. From the Dec. 20, 2010 news item on Nanowerk,

The video conclusively shows that invisibility science has taken a huge leap with fractal design. Fractals are geometric patterns that have complex structure built from scaled repetition of a simple pattern. Fractals make up the cloak and its ‘object’ layer, producing a wideband invisibility that slipstreams microwaves around obstacles. The other side appears with good fidelity, without the detectable presence of the obstacle. Although a proof-of-concept of an invisibility cloak was shown in 2006 at Duke University, such non-fractal efforts had limitations. The Duke cloak worked in one narrow band, had many more cloaking layers, possessed a discernable shadow, and required the obstacle to already be hiding behind a mirror. All of those obstacles have been solved using fractals, in grids called fractal metamaterial, as the firm’s cloak reveals.

I located the 2006 video from Duke University,

It’s Fractal Antenna System’s ability to project a wideband invisibility cloak that distinguishes this effort from Duke’s (from the news item),

Notes the firm’s CEO and chief inventor Nathan Cohen: “In 2008, Chinese researchers said it was impossible to make a wideband invisibility cloak. We not only did it, but reduced the number of cloak layers, and, most importantly, made a cloak you can see out of. That means a sensor, for example, can be made to disappear into the background over a wideband, but still be able to see what’s outside. These attributes are really the ‘holy grail’ of cloak designs, and strongly point towards a bright future for invisibility science.”

The fractal cloak works at microwaves; radio waves used by cell phones and wireless devices. The technology directly applies to infrared, and with technology advances in nanotechnology, can be made to make visual light invisibility cloaks, although Cohen cautions that it will be many years before visual light invisibility cloaks are perfected. “Other researchers are still hiding objects behind mirrors. What’s the point of a cloak if you are already hiding behind a mirror?” asked Cohen.

As best as I can tell, the objects that are being cloaked are not visible to the human eye as they are measurable at the nanoscale. Here’s the Fractal Antenna Systems video (from YouTube),

The narrator seems to have some an unfortunate vocal habit, he overmodulates so some parts are a bit ‘sing-song’.