TY - GEN
T1 - A virtual reality grocery shopping game to improve awareness for healthy foods in young adults
AU - Jayachandran, Krishna
AU - Chilakamarri, Sriteja
AU - Coelho, Darius
AU - Mueller, Klaus
N1 - Publisher Copyright:
© 2017 IEEE.
PY - 2017/7/2
Y1 - 2017/7/2
N2 - 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.
AB - 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.
KW - ANOVA
KW - Component
KW - adaptive
KW - obesity
KW - quantitatively assessed
KW - virtual shopping experience
UR - https://www.scopus.com/pages/publications/85050476544
U2 - 10.1109/CEWIT.2017.8263138
DO - 10.1109/CEWIT.2017.8263138
M3 - Conference contribution
AN - SCOPUS:85050476544
T3 - 2017 13th International Conference and Expo on Emerging Technologies for a Smarter World, CEWIT 2017
SP - 1
EP - 5
BT - 2017 13th International Conference and Expo on Emerging Technologies for a Smarter World, CEWIT 2017
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2017 13th International Conference and Expo on Emerging Technologies for a Smarter World, CEWIT 2017
Y2 - 7 November 2017 through 8 November 2017
ER -