Computer simulations used to study food purchasing behavior can be separated into low immersion virtual environments (LIVE), which use personal computers and standard monitors to display a scene, and high immersion virtual environments (HIVE) which use virtual reality technology such as head-mounted displays to display a scene. These methods may differ in their ability to create feelings of presence or cybersickness that would influence the usefulness of these approaches. In this present study, thirty-one adults experienced a virtual supermarket or fast-food restaurant using a LIVE system or a HIVE system. Feelings of presence and cybersickness were measured using questionnaires or physiological responses (heart rate and electrodermal activity). The participants were also asked to rate their ability to complete the set task. The results of this study indicate that participants reported a higher sense of presence in the HIVE scenes as compared to the LIVE scenes (p < 0.05). The participant’s heart rate and electrodermal activity were significantly higher in the HIVE scene treatment when compared to the LIVE scene (p < 0.05). There was no difference in the participant’s ability to complete tasks in the different scenes. In addition, feelings of cybersickness were not different between the HIVE and LIVE scenes.
Poor dietary choices are a leading cause of preventable chronic disease. Consequently, improving dietary choices is a key public health goal. While several approaches are available to influence dietary choices, consumer education is likely a key to improving the diet. One approach to educating consumers is to provide grocery store tours where consumers are provided with nutrition education where purchasing decisions are often made. At this time, there has been limited research to show the effectiveness of this approach or to develop best practices. A possible barrier to innovation in this area concerns the difficulty to get access to grocery stores to conduct tours. Moreover, these barriers may also hamper research efforts to identify best practices. A possible alternative approach is to create virtual worlds where grocery store tours can be conducted remotely. This present manuscript describes an approach to developing virtual grocery stores as a method for providing nutrition education with a description of the design possibilities.
Dietitian-led grocery store tours (GSTs) educate consumers about nutrition. Virtual GSTs could increase access to nutrition education. A feasibility study was conducted to determine participant acceptability and their physiological responses to a virtual GST using immersive virtual reality (IVR), a desktop monitor (PC), or a tablet. Participants were asked to report to the laboratory on three occasions to view a virtual GST. Physiological measurements were collected, and participants completed questionnaires about their feelings of presence, nausea, mood, and enjoyment during the virtual GST. Participants experienced a greater sense of presence (IVR = 5.8, PC = 2.6, tablet = 2.6; p < 0.05) with a greater feeling of nausea (IVR = 1.7, PC = 0.4, tablet = 0.4; p < 0.05) in the IVR treatment. Participants enjoyed the IVR GST more than the tablet GST (IVR = 5.3, PC = 4.6, tablet = 4.1; p < 0.05). There were marginal effects of treatment on heart rate (p < 0.05) but not on other physiological measures. There were no differences in the participants’ willingness to recommend a virtual GST given the use of different technologies to a friend or in the participants’ reported mood. Virtual GSTs, using different technologies, may be a feasible approach to provide nutrition education