• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

验证虚拟现实自助餐环境,以评估成年初期人群的食物选择过程。

Validation of a Virtual Reality Buffet environment to assess food selection processes among emerging adults.

机构信息

Department of Psychology, University of Maryland, Baltimore County, 1000 Hilltop Circle, Baltimore, MD, 21250, USA.

Department of Information Systems, University of Maryland, Baltimore County, 1000 Hilltop Circle, Baltimore, MD, 21250, USA.

出版信息

Appetite. 2020 Oct 1;153:104741. doi: 10.1016/j.appet.2020.104741. Epub 2020 May 20.

DOI:10.1016/j.appet.2020.104741
PMID:32445771
Abstract

Emerging adulthood is a critical developmental period for examining food- and eating-related behaviors as long-term weight-related behavioral patterns are established. Virtual reality (VR) technology is a promising tool for basic and applied research on eating and food-related processes. Thus, the present study tested the validity and user perceptions of a highly immersive and realistic VR food buffet by: (1) comparing participants' food selections made in the VR buffet and a real-world (RW) food buffet cafeteria one-week apart, and (2) assessing participants' rated perceptions of their VR experience (0-100 scale). Participants comprised an ethnically diverse sample of emerging adults (N = 35, M = 20.49, SD = 2.17). Results revealed that participants' food selections in the VR and RW food buffets were significantly and positively correlated in Kcals, grams, carbohydrates, and protein (all p's < 0.05). Moreover, participants perceived that: (a) the VR buffet was natural (M = 70.97, SD = 20.92), (b) their lunch selection in the VR buffet represented a lunch they would select on an average day (M = 84.11, SD = 15.92); and (c) their selection represented a lunch they would select if the same foods were available (M = 91.29, SD = 11.00). Our findings demonstrated the validity and acceptability of our highly immersive and realistic VR buffet for assessing food selection that is generalizable to RW food settings one-week apart without precisely matched foods. The findings of this study support the utility of VR as a validated tool for research on psychological and behavioral food-related processes and training interventions among emerging adults.

摘要

成年初显期是考察与食物和饮食相关行为的关键发展阶段,因为长期的与体重相关的行为模式就是在此期间建立的。虚拟现实 (VR) 技术是研究饮食和食物相关过程的基础和应用研究的有前途的工具。因此,本研究通过以下两种方法测试了高度沉浸式和逼真的 VR 自助餐的有效性和用户感知:(1)比较参与者在 VR 自助餐和现实世界 (RW) 自助餐厅中相隔一周做出的食物选择;(2)评估参与者对其 VR 体验的评分感知(0-100 分)。参与者由不同种族的成年初显期样本组成(N=35,M=20.49,SD=2.17)。结果表明,参与者在 VR 和 RW 自助餐中的食物选择在千卡、克、碳水化合物和蛋白质方面呈显著正相关(所有 p 值均<0.05)。此外,参与者认为:(a) VR 自助餐很自然(M=70.97,SD=20.92);(b) 他们在 VR 自助餐中的午餐选择代表了他们在平均日会选择的午餐(M=84.11,SD=15.92);(c) 他们的选择代表了如果有相同的食物可用,他们会选择的午餐(M=91.29,SD=11.00)。我们的研究结果证明了我们高度沉浸式和逼真的 VR 自助餐在评估与食物选择相关的有效性和可接受性,这种选择可以推广到 RW 食品环境中,相隔一周而无需精确匹配的食物。这项研究的结果支持 VR 作为一种经过验证的工具,用于研究成年初显期的心理和行为相关食物过程以及培训干预措施。

相似文献

1
Validation of a Virtual Reality Buffet environment to assess food selection processes among emerging adults.验证虚拟现实自助餐环境,以评估成年初期人群的食物选择过程。
Appetite. 2020 Oct 1;153:104741. doi: 10.1016/j.appet.2020.104741. Epub 2020 May 20.
2
Portion size affects food selection in an immersive virtual reality buffet and is related to measured intake in laboratory meals varying in portion size.份量大小会影响沉浸式虚拟现实自助餐中的食物选择,并且与实验室餐中测量的份量大小变化的摄入量有关。
Appetite. 2023 Dec 1;191:107052. doi: 10.1016/j.appet.2023.107052. Epub 2023 Oct 12.
3
Validity of assessing child feeding with virtual reality.虚拟现实评估儿童喂养的有效性。
Appetite. 2018 Apr 1;123:201-207. doi: 10.1016/j.appet.2017.12.007. Epub 2017 Dec 23.
4
Virtual reality exergaming improves affect during physical activity and reduces subsequent food consumption in inactive adults.虚拟现实健身游戏可改善身体活动期间的情绪,并减少不活跃成年人随后的食物摄入量。
Appetite. 2022 Aug 1;175:106058. doi: 10.1016/j.appet.2022.106058. Epub 2022 Apr 20.
5
Olfactory Perception and Presence in a Virtual Reality Food Environment.虚拟现实食物环境中的嗅觉感知与临场感
Front Virtual Real. 2020;1. doi: 10.3389/frvir.2020.571812. Epub 2020 Sep 28.
6
Desires for beverages and liking of skin care product odors in imaginative and immersive virtual reality beach contexts.在富有想象力和沉浸式的虚拟现实海滩场景中对饮料的渴望以及对护肤品气味的喜好。
Food Res Int. 2019 Mar;117:10-18. doi: 10.1016/j.foodres.2018.01.027. Epub 2018 Feb 3.
7
Acceptance and Usability of Immersive Virtual Reality in Older Adults with Objective and Subjective Cognitive Decline.沉浸式虚拟现实在有客观和主观认知下降的老年人中的接受度和可用性。
J Alzheimers Dis. 2021;80(3):1025-1038. doi: 10.3233/JAD-201431.
8
A Preoperative Virtual Reality App for Patients Scheduled for Cardiac Catheterization: Pre-Post Questionnaire Study Examining Feasibility, Usability, and Acceptability.一款用于计划进行心导管插入术患者的术前虚拟现实应用程序:术前-术后问卷调查研究,考察其可行性、可用性和可接受性。
JMIR Cardio. 2022 Feb 22;6(1):e29473. doi: 10.2196/29473.
9
Dynamic Context Sensory Testing-A Proof of Concept Study Bringing Virtual Reality to the Sensory Booth.动态语境感知测试——将虚拟现实引入感官亭的概念验证研究。
J Food Sci. 2018 Aug;83(8):2047-2051. doi: 10.1111/1750-3841.14275. Epub 2018 Jul 25.
10
Validation of the Virtual Reality Everyday Assessment Lab (VR-EAL): An Immersive Virtual Reality Neuropsychological Battery with Enhanced Ecological Validity.验证虚拟现实日常评估实验室(VR-EAL):具有增强生态有效性的沉浸式虚拟现实神经心理学电池。
J Int Neuropsychol Soc. 2021 Feb;27(2):181-196. doi: 10.1017/S1355617720000764. Epub 2020 Aug 10.

引用本文的文献

1
Preliminary effectiveness of VR-enhanced nutrition education for promoting healthy diets among college students.虚拟现实增强型营养教育对促进大学生健康饮食的初步效果
Nutr J. 2025 Aug 11;24(1):125. doi: 10.1186/s12937-025-01192-8.
2
The impact of visual fidelity on screen-based virtual reality food choices: A randomized pilot study.视觉逼真度对基于屏幕的虚拟现实食品选择的影响:一项随机试点研究。
PLoS One. 2025 Jan 30;20(1):e0312772. doi: 10.1371/journal.pone.0312772. eCollection 2025.
3
A randomized, double-blind, placebo-controlled study of a GHSR blocker in people with alcohol use disorder.
一项关于生长激素释放肽受体(GHSR)阻滞剂在酒精使用障碍患者中的随机、双盲、安慰剂对照研究。
JCI Insight. 2024 Dec 20;9(24):e182331. doi: 10.1172/jci.insight.182331.
4
Assessment of a virtual sensory laboratory for consumer sensory evaluations.用于消费者感官评价的虚拟感官实验室评估。
Heliyon. 2024 Feb 3;10(3):e25498. doi: 10.1016/j.heliyon.2024.e25498. eCollection 2024 Feb 15.
5
The development of an immersive mixed-reality application to improve the ecological validity of eating and sensory behavior research.开发一种沉浸式混合现实应用程序,以提高饮食和感官行为研究的生态效度。
Front Nutr. 2023 Jul 19;10:1170311. doi: 10.3389/fnut.2023.1170311. eCollection 2023.
6
Virtual Reality Expands the Toolkit for Conducting Health Psychology Research.虚拟现实扩展了开展健康心理学研究的工具集。
Soc Personal Psychol Compass. 2021 Jul;15(7). doi: 10.1111/spc3.12606. Epub 2021 May 15.
7
Virtual Reality as a Tool to Study the Influence of the Eating Environment on Eating Behavior: A Feasibility Study.虚拟现实作为研究饮食环境对饮食行为影响的工具:一项可行性研究。
Foods. 2021 Jan 5;10(1):89. doi: 10.3390/foods10010089.