首页> 外文会议>International Conference and Expo on Emerging Technologies for a Smarter World >A virtual reality grocery shopping game to improve awareness for healthy foods in young adults
【24h】

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

机译:一个虚拟现实的杂货店购物游戏,旨在提高年轻人对健康食品的认识

获取原文

摘要

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.
机译:儿童和成人肥胖症的当前状况表明无法从超市中各种典型产品的典型集合中选择合适的产品。为了获得关于他们的购物方式的更加定量的想法,我们开发了一种游戏原型,该游戏可以让玩家在虚拟现实杂货店环境中移动并购物,从而为玩家提供虚拟的购物体验。开发游戏而不是问卷的背后思想是(1)提供更引人入胜和逼真的体验,(2)使教育工作者可以方便地收集玩家的选择,并通过调平实时调整体验的难度。游戏由年龄在17岁至29岁之间的30个不同的人玩,其中每个玩家都要玩两次游戏。在第一轮中,玩家根据自己的知识和直觉选择所需的产品。在游戏结束之前,就向玩家介绍了他所做的选择,并推荐了更好的产品。这是通过专门设计的带有颜色代码的用户友好标签的帮助而实现的,以便更好,更快地理解。第二轮分析对于分析玩家是否真的从该游戏的审查部分中受益至关重要。经过分析,对玩家获得的分数进行的方差分析测试表明,他们确实已经从游戏中学会了更好地购物。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号