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用于研究青少年膳食选择的虚拟现实美食广场:可用性设计与评估

A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability.

作者信息

Allman-Farinelli Margaret, Ijaz Kiran, Tran Helen, Pallotta Hermes, Ramos Sidney, Liu Junya, Wellard-Cole Lyndal, Calvo Rafael A

机构信息

Charles Perkins Centre, School of Life and Environmental Sciences, University of Sydney, University of Sydney, Australia.

School of Electrical and Information Engineering, University of Sydney, Sydney, Australia.

出版信息

JMIR Form Res. 2019 Jan 9;3(1):e12456. doi: 10.2196/12456.

Abstract

BACKGROUND

Regular consumption of take-out and fast foods with sugary drinks is associated with poor quality diets and higher prevalence of obesity. Among the settings where such food is consumed is the food court typically found in shopping malls prominent in many countries.

OBJECTIVE

The objective of this research was to develop a virtual reality food court that could be used to test food environmental interventions, such as taxation, and ultimately to facilitate the selection of healthier food choices.

METHODS

Fourteen food courts in Sydney, Australia were selected to include those in the city center and suburbs of high and low socioeconomic status. Researchers visited the courts to collect information on number and type of food outlets, all menu items for sale, cost of foods and beverages and sales promotions. This information was used to assemble 14 food outlets typically found in food courts, and representative menus were compiled. The UNITY gaming platform was used to design a virtual reality food court that could be used with HTC VIVE goggles. Participants navigated the virtual reality food court using the head-mounted display, keyboard, and mouse and selected a lunch meal, including food and beverage. A validated questionnaire on presence within the virtual reality food court and system usability was completed at the end of the session. The constructs for presence included a sense of control, sensory fidelity, realism, distraction, and involvement. Questions were rated on a scale from 1 (worst) through 7 (best) for each of 28 questions giving a maximum total score of 196. The systems usability scale (SUS) that gives a final score out of 100 was also assessed.

RESULTS

One hundred and sixty-two participants with a mean age of 22.5 (SD 3.1) years completed the survey. The mean score for total presence was 144 (SE 1.4) consisting of control: 62.1 (SE 0.8), realism: 17.5 (SE 0.2), involvement: 9.6 (SE 0.2), sensory fidelity: 34.9 (SE 0.4), and distraction: 24.0 (SE 0.3). The mean SUS was 69 (SE 1.1).

CONCLUSIONS

Virtual reality shows promise as a tool to study food choice for test interventions to inform practice and policy.

摘要

背景

经常食用外卖和搭配含糖饮料的快餐与不良饮食质量及更高的肥胖患病率相关。许多国家常见的商场内美食广场就是这类食品的消费场所之一。

目的

本研究的目的是开发一个虚拟现实美食广场,可用于测试食品环境干预措施,如税收,并最终促进更健康食品选择的挑选。

方法

在澳大利亚悉尼选择了14个美食广场,包括市中心以及社会经济地位高低不同的郊区的美食广场。研究人员走访这些美食广场,收集有关食品摊位数量和类型、所有在售菜单项目、食品和饮料价格以及促销活动的信息。这些信息用于组建美食广场中常见的14个食品摊位,并编制代表性菜单。使用UNITY游戏平台设计一个可与HTC VIVE护目镜配合使用的虚拟现实美食广场。参与者使用头戴式显示器、键盘和鼠标在虚拟现实美食广场中导航,并选择一顿午餐,包括食物和饮料。在 session结束时完成一份关于在虚拟现实美食广场中的临场感和系统可用性的有效问卷。临场感的构成要素包括控制感、感官逼真度、真实感、注意力分散和参与度。对28个问题中的每一个问题,评分从1(最差)到7(最佳),最高总分196分。还评估了最终得分为100分的系统可用性量表(SUS)。

结果

162名平均年龄为22.5(标准差3.1)岁的参与者完成了调查。总临场感的平均得分为144(标准误1.4),其中控制感:62.1(标准误0.8),真实感:17.5(标准误0.2),参与度:9.6(标准误0.2),感官逼真度:34.9(标准误0.4),注意力分散:24.0(标准误0.3)。SUS的平均得分为69(标准误1.1)。

结论

虚拟现实作为一种研究食品选择的工具,有望用于测试干预措施,为实践和政策提供信息。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8351/6682284/5ad49b23ed97/formative_v3i1e12456_fig1.jpg

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