TY - GEN
T1 - Inspiring healthy food choices in a virtual reality supermarket by adding a tangible dimension in the form of an augmented virtuality smartphone
AU - Eichhorn, Christian
AU - Lurz, Martin
AU - Plecher, David A.
AU - Weber, Sandro
AU - Wintergerst, Monika
AU - Kaiser, Birgit
AU - Holzmann, Sophie L.
AU - Holzapfel, Christina
AU - Hauner, Hans
AU - Gedrich, Kurt
AU - Groh, Georg
AU - Bohm, Markus
AU - Krcmar, Helmut
AU - Klinker, Gudrun
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021/3
Y1 - 2021/3
N2 - We want to understand the changing shopping behaviour, influenced by health-targeting nutrition apps on mobile devices. To achieve that, we have built a realistic Virtual Reality (VR) supermarket simulation and addressed core aspects such as handling virtual products, prevention of cybersickness, rounded off with an initial pilot study. On top of that, we built a virtual replica smartphone in VR with nutritionrelated functionality. This has been extended with an Augmented Virtuality (AV) feature, that enables us to track the screen of a participant's own smartphone, hence allowing us to integrate real-world apps and letting the user interact with them during the simulation. To achieve a high-quality tracking, we propose a hybrid approach, utilizing an add-on RGB camera on the VR headset fused with data provided through a WLAN connection in the case of self-made apps. This enables the users to manipulate the simulation from within the smartphone app, introducing a versatile, highly usability-centered controller because they can handle their phone naturally.
AB - We want to understand the changing shopping behaviour, influenced by health-targeting nutrition apps on mobile devices. To achieve that, we have built a realistic Virtual Reality (VR) supermarket simulation and addressed core aspects such as handling virtual products, prevention of cybersickness, rounded off with an initial pilot study. On top of that, we built a virtual replica smartphone in VR with nutritionrelated functionality. This has been extended with an Augmented Virtuality (AV) feature, that enables us to track the screen of a participant's own smartphone, hence allowing us to integrate real-world apps and letting the user interact with them during the simulation. To achieve a high-quality tracking, we propose a hybrid approach, utilizing an add-on RGB camera on the VR headset fused with data provided through a WLAN connection in the case of self-made apps. This enables the users to manipulate the simulation from within the smartphone app, introducing a versatile, highly usability-centered controller because they can handle their phone naturally.
KW - Augmented Virtuality
KW - Behavioral Change
KW - Food Choices
KW - HCI
KW - Virtual Reality
KW - Virtual Supermarket
UR - http://www.scopus.com/inward/record.url?scp=85105970645&partnerID=8YFLogxK
U2 - 10.1109/VRW52623.2021.00156
DO - 10.1109/VRW52623.2021.00156
M3 - Conference contribution
AN - SCOPUS:85105970645
T3 - Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021
SP - 548
EP - 549
BT - Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021
Y2 - 27 March 2021 through 3 April 2021
ER -