Oliver James H, Hollis James H
Virtual Reality Applications Center, Iowa State University, Ames, IA 50011, USA.
Department of Food Science and Human Nutrition, Iowa State University, Ames, IA 50011, USA.
Foods. 2021 Jan 5;10(1):89. doi: 10.3390/foods10010089.
In this manuscript, we describe a new approach to study the effect of the eating environment on food intake and eating behavior using virtual reality technology. Fifteen adults consumed pizza rolls in two virtual reality (VR) environments: a restaurant and a table in an empty room. The participants' food intake, eating parameters (e.g., masticatory parameters and eating rate), and their sensory evaluation of the test food was measured. The participants' sense of presence (the feeling of being in the virtual environment) and markers of arousal were also measured. There was no statistical significant difference in food intake or the sensory evaluation of the test food. In the restaurant condition, participants used fewer masticatory cycles before swallowing but there was no effect on eating rate or maximum bite force. Participants experienced a greater sense of presence when they were in the pizza restaurant scene. Moreover, their heart rate and skin temperature were higher in the restaurant condition. This study suggests that VR could be developed as a new tool to study the effect of the eating environment on food intake and eating behavior.
在本论文中,我们描述了一种利用虚拟现实技术研究饮食环境对食物摄入量和饮食行为影响的新方法。15名成年人在两种虚拟现实(VR)环境中食用披萨卷:一家餐厅和一个空房间里的桌子。测量了参与者的食物摄入量、饮食参数(如咀嚼参数和进食速度)以及他们对测试食物的感官评价。还测量了参与者的临场感(身处虚拟环境的感觉)和唤醒指标。食物摄入量或对测试食物的感官评价没有统计学上的显著差异。在餐厅环境中,参与者吞咽前使用的咀嚼周期较少,但对进食速度或最大咬合力没有影响。当参与者处于披萨餐厅场景时,他们体验到了更强的临场感。此外,在餐厅环境中他们的心率和皮肤温度更高。这项研究表明,虚拟现实可以开发成为一种研究饮食环境对食物摄入量和饮食行为影响的新工具。