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A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability

BACKGROUND: Regular consumption of take-out and fast foods with sugary drinks is associated with poor quality diets and higher prevalence of obesity. Among the settings where such food is consumed is the food court typically found in shopping malls prominent in many countries. OBJECTIVE: The objecti...

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Autores principales: Allman-Farinelli, Margaret, Ijaz, Kiran, Tran, Helen, Pallotta, Hermes, Ramos, Sidney, Liu, Junya, Wellard-Cole, Lyndal, Calvo, Rafael A
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6682284/
https://www.ncbi.nlm.nih.gov/pubmed/30684440
http://dx.doi.org/10.2196/12456
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author Allman-Farinelli, Margaret
Ijaz, Kiran
Tran, Helen
Pallotta, Hermes
Ramos, Sidney
Liu, Junya
Wellard-Cole, Lyndal
Calvo, Rafael A
author_facet Allman-Farinelli, Margaret
Ijaz, Kiran
Tran, Helen
Pallotta, Hermes
Ramos, Sidney
Liu, Junya
Wellard-Cole, Lyndal
Calvo, Rafael A
author_sort Allman-Farinelli, Margaret
collection PubMed
description BACKGROUND: Regular consumption of take-out and fast foods with sugary drinks is associated with poor quality diets and higher prevalence of obesity. Among the settings where such food is consumed is the food court typically found in shopping malls prominent in many countries. OBJECTIVE: The objective of this research was to develop a virtual reality food court that could be used to test food environmental interventions, such as taxation, and ultimately to facilitate the selection of healthier food choices. METHODS: Fourteen food courts in Sydney, Australia were selected to include those in the city center and suburbs of high and low socioeconomic status. Researchers visited the courts to collect information on number and type of food outlets, all menu items for sale, cost of foods and beverages and sales promotions. This information was used to assemble 14 food outlets typically found in food courts, and representative menus were compiled. The UNITY gaming platform was used to design a virtual reality food court that could be used with HTC VIVE goggles. Participants navigated the virtual reality food court using the head-mounted display, keyboard, and mouse and selected a lunch meal, including food and beverage. A validated questionnaire on presence within the virtual reality food court and system usability was completed at the end of the session. The constructs for presence included a sense of control, sensory fidelity, realism, distraction, and involvement. Questions were rated on a scale from 1 (worst) through 7 (best) for each of 28 questions giving a maximum total score of 196. The systems usability scale (SUS) that gives a final score out of 100 was also assessed. RESULTS: One hundred and sixty-two participants with a mean age of 22.5 (SD 3.1) years completed the survey. The mean score for total presence was 144 (SE 1.4) consisting of control: 62.1 (SE 0.8), realism: 17.5 (SE 0.2), involvement: 9.6 (SE 0.2), sensory fidelity: 34.9 (SE 0.4), and distraction: 24.0 (SE 0.3). The mean SUS was 69 (SE 1.1). CONCLUSIONS: Virtual reality shows promise as a tool to study food choice for test interventions to inform practice and policy.
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spelling pubmed-66822842019-09-23 A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability Allman-Farinelli, Margaret Ijaz, Kiran Tran, Helen Pallotta, Hermes Ramos, Sidney Liu, Junya Wellard-Cole, Lyndal Calvo, Rafael A JMIR Form Res Original Paper BACKGROUND: Regular consumption of take-out and fast foods with sugary drinks is associated with poor quality diets and higher prevalence of obesity. Among the settings where such food is consumed is the food court typically found in shopping malls prominent in many countries. OBJECTIVE: The objective of this research was to develop a virtual reality food court that could be used to test food environmental interventions, such as taxation, and ultimately to facilitate the selection of healthier food choices. METHODS: Fourteen food courts in Sydney, Australia were selected to include those in the city center and suburbs of high and low socioeconomic status. Researchers visited the courts to collect information on number and type of food outlets, all menu items for sale, cost of foods and beverages and sales promotions. This information was used to assemble 14 food outlets typically found in food courts, and representative menus were compiled. The UNITY gaming platform was used to design a virtual reality food court that could be used with HTC VIVE goggles. Participants navigated the virtual reality food court using the head-mounted display, keyboard, and mouse and selected a lunch meal, including food and beverage. A validated questionnaire on presence within the virtual reality food court and system usability was completed at the end of the session. The constructs for presence included a sense of control, sensory fidelity, realism, distraction, and involvement. Questions were rated on a scale from 1 (worst) through 7 (best) for each of 28 questions giving a maximum total score of 196. The systems usability scale (SUS) that gives a final score out of 100 was also assessed. RESULTS: One hundred and sixty-two participants with a mean age of 22.5 (SD 3.1) years completed the survey. The mean score for total presence was 144 (SE 1.4) consisting of control: 62.1 (SE 0.8), realism: 17.5 (SE 0.2), involvement: 9.6 (SE 0.2), sensory fidelity: 34.9 (SE 0.4), and distraction: 24.0 (SE 0.3). The mean SUS was 69 (SE 1.1). CONCLUSIONS: Virtual reality shows promise as a tool to study food choice for test interventions to inform practice and policy. JMIR Publications 2019-01-09 /pmc/articles/PMC6682284/ /pubmed/30684440 http://dx.doi.org/10.2196/12456 Text en ©Margaret Allman-Farinelli, Kiran Ijaz, Helen Tran, Hermes Pallotta, Sidney Ramos, Junya Liu, Lyndal Wellard-Cole, Rafael A Calvo. Originally published in JMIR Formative Research (http://formative.jmir.org), 09.01.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Formative Research, is properly cited. The complete bibliographic information, a link to the original publication on http://formative.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Allman-Farinelli, Margaret
Ijaz, Kiran
Tran, Helen
Pallotta, Hermes
Ramos, Sidney
Liu, Junya
Wellard-Cole, Lyndal
Calvo, Rafael A
A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability
title A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability
title_full A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability
title_fullStr A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability
title_full_unstemmed A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability
title_short A Virtual Reality Food Court to Study Meal Choices in Youth: Design and Assessment of Usability
title_sort virtual reality food court to study meal choices in youth: design and assessment of usability
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6682284/
https://www.ncbi.nlm.nih.gov/pubmed/30684440
http://dx.doi.org/10.2196/12456
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