A virtual reality grocery shopping game to improve awareness for healthy foods in young adults

K. Jayachandran, Sriteja Chilakamarri, Darius Coelho, Klaus Mueller
{"title":"A virtual reality grocery shopping game to improve awareness for healthy foods in young adults","authors":"K. Jayachandran, Sriteja Chilakamarri, Darius Coelho, Klaus Mueller","doi":"10.1109/CEWIT.2017.8263138","DOIUrl":null,"url":null,"abstract":"The current situation of obesity in children and adults is indicative of the inability to choose the right product from a typical collection of various similar products in the supermarket. To obtain a more quantitative idea regarding their shopping patterns, we have developed a prototype of a game which offers a virtual shopping experience to the player by letting him move around and shop in a virtual reality grocery store environment. The idea behind developing the game instead of a questionnaire was (1) to provide a more engaging and realistic experience, (2) to enable educators to conveniently collect the player’s choices, and to tune the difficulty of the experience in real time via levelling. The game was played by 30 different people between the age group of 17 to 29 where, each of the players was made to play the game twice. In the first run, the players chose products they desire based on their knowledge and intuitions. Just before the game ended, the player was taught about the choices he had made and better products were recommended. This was achieved with the help of specially designed user friendly labels with color codes for better and faster understanding. The second run is crucial for analyzing if the player has actually benefited from this review section of the game. After the analysis, the ANOVA test on the scores obtained by the players reveal that they have indeed learnt to shop better from the game.","PeriodicalId":129601,"journal":{"name":"2017 13th International Conference and Expo on Emerging Technologies for a Smarter World (CEWIT)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 13th International Conference and Expo on Emerging Technologies for a Smarter World (CEWIT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CEWIT.2017.8263138","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

The current situation of obesity in children and adults is indicative of the inability to choose the right product from a typical collection of various similar products in the supermarket. To obtain a more quantitative idea regarding their shopping patterns, we have developed a prototype of a game which offers a virtual shopping experience to the player by letting him move around and shop in a virtual reality grocery store environment. The idea behind developing the game instead of a questionnaire was (1) to provide a more engaging and realistic experience, (2) to enable educators to conveniently collect the player’s choices, and to tune the difficulty of the experience in real time via levelling. The game was played by 30 different people between the age group of 17 to 29 where, each of the players was made to play the game twice. In the first run, the players chose products they desire based on their knowledge and intuitions. Just before the game ended, the player was taught about the choices he had made and better products were recommended. This was achieved with the help of specially designed user friendly labels with color codes for better and faster understanding. The second run is crucial for analyzing if the player has actually benefited from this review section of the game. After the analysis, the ANOVA test on the scores obtained by the players reveal that they have indeed learnt to shop better from the game.
一个虚拟现实杂货店购物游戏,以提高年轻人对健康食品的认识
目前儿童和成人的肥胖状况表明,人们无法从超市中各种类似产品的典型集合中选择合适的产品。为了更定量地了解他们的购物模式,我们开发了一款游戏原型,通过让玩家在虚拟现实杂货店环境中四处走动和购物,为玩家提供虚拟购物体验。开发游戏而不是问卷调查背后的想法是:(1)提供更具吸引力和现实感的体验,(2)让教育工作者能够方便地收集玩家的选择,并通过升级实时调整体验的难度。该游戏由30名年龄在17岁到29岁之间的人参与,每个人都要玩两次游戏。在第一轮中,玩家根据自己的知识和直觉选择他们想要的产品。就在游戏结束前,玩家会被告知他所做的选择,并被推荐更好的产品。这是在特别设计的用户友好标签的帮助下实现的,这些标签带有颜色代码,可以更好更快地理解。第二次运行对于分析玩家是否真的从游戏的评论部分中获益至关重要。在分析之后,对玩家获得的分数进行方差分析测试表明,他们确实从游戏中学会了更好地购物。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信