Talens Clara, Lago Maider, Illanes Eder, Baranda Ana, Ibargüen Mónica, Santa Cruz Elena
AZTI, Food Research, Basque Research and Technology Alliance (BRTA), Derio, Bizkaia, 48160, Spain.
Open Res Eur. 2024 Feb 13;2:145. doi: 10.12688/openreseurope.15360.3. eCollection 2022.
Providing educational content for children and parents can promote healthy nutritional habits. During the TITAN project, a pilot digital contest where participants have to developed ready-to-eat meatballs in sauce, using only plant-based ingredients, will be tested. The objective of this study was to develop the lexicon needed to objectively assess the sensory profile of this product.
Eight judges were recruited and trained. Thirteen 1-hour sessions took place over three months. The steps followed were the selection of commercial reference, generation of descriptors, training of the panel, validation of the trained panel and product characterisation. The judges chose one commercial reference (using simple hedonic evaluation) to serve as a reference. The accepted intensity scale for the generated descriptors was from 0 (low intensity) to 9 (very intense). To test the first versions of the game, food product developers involved in the project, acted as participants, and used a mix of lentils, quinoa, and oats to enhance the commercial version. R-project software was used to analyse the performance of the panel and the sensory profiles.
A glossary with 14 descriptors was generated. The discriminatory capacity of the panel was confirmed by examining the significance of the product effect (p < 0.05). The product-judge interaction was not significant (p > 0.05) for most of the evaluated attributes, indicating a good degree of panel agreement. Overall, the panel was considered reproducible after 9 sessions. Although the appearance, firmness, fragility and chewiness were considered similar to the reference, juiciness and taste (understood as meaty flavour) of the new product were deemed improved.
According to the panel, two of the most appreciated attributes associated with meat analogues, juiciness and taste, were improved compared to the commercial reference. Therefore, the first approach for further development of the contest/game was validated.
为儿童和家长提供教育内容有助于培养健康的营养习惯。在TITAN项目中,将测试一项试点数字竞赛,参与者必须仅使用植物性食材制作即食肉酱肉丸。本研究的目的是开发客观评估该产品感官特征所需的词汇表。
招募并培训了八名评委。在三个月内进行了十三次为时1小时的会议。遵循的步骤包括商业参考的选择、描述词的生成、小组培训、经过培训的小组的验证以及产品特征描述。评委们选择了一种商业参考产品(采用简单的享乐评价法)作为参照。生成的描述词所采用的接受强度量表为0(低强度)至9(高强度)。为了测试游戏的初始版本,参与该项目的食品产品开发人员作为参与者,使用小扁豆、藜麦和燕麦的混合物来改良商业版本。使用R-project软件分析小组的表现和感官特征。
生成了一个包含14个描述词的词汇表。通过检验产品效应的显著性(p < 0.05),确认了小组的辨别能力。对于大多数评估属性,产品与评委之间的交互作用不显著(p > 0.05),表明小组的一致性程度较高。总体而言,经过9次会议后,该小组被认为具有可重复性。尽管新产品的外观、硬度、易碎性和咀嚼性被认为与参考产品相似,但多汁性和味道(理解为肉味)被认为有所改善。
根据小组的评估,与肉类替代品相关的两个最受赞赏的属性,即多汁性和味道,与商业参考产品相比有所改善。因此,验证了竞赛/游戏进一步开发的第一种方法。