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You Better Eat to Survive! Exploring Edible Interactions in a Virtual Reality Game

Published: 06 May 2017 Publication History

Abstract

"You Better Eat to Survive!" is a two-player virtual reality game that involves eating real food to survive and ultimately escape from a virtual island. Eating is sensed through capturing chewing sounds via a low-cost microphone solution. Unlike most VR games that stimulate mostly our visual and auditory senses, "You Better Eat to Survive!" makes a novel contribution by integrating the gustatory sense not just as an additional game input, but as an integral element to the game experience: we use the fact that with head-mounted displays, players cannot see what they are eating and have to entrust a second player outside the VR experience to provide them with sufficient food and feeding him/her. With "You Better Eat to Survive!", we aim to demonstrate that eating can be an intriguing interaction technique to enrich virtual reality experiences while offering complementary benefits of social interactions around food.

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References

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Oliver Amft. 2010. A wearable earpad sensor for chewing monitoring. In Sensors, 2010 IEEE. IEEE, 222--227.
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James Brown, Kathrin Gerling, Patrick Dickinson, and Ben Kirman. 2015. Dead fun: uncomfortable interactions in a virtual reality game for coffins. In Proceedings of the 2015 Annual Symposium on ComputerHuman Interaction in Play. ACM, 475--480.
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Grigore C Burdea and Philippe Coiffet. 2003. Virtual reality technology. Vol. 1. John Wiley & Sons.
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Chris Dede. 2009. Immersive interfaces for engagement and learning. science 323, 5910 (2009), 66--69.
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Andrea Grimes and Richard Harper. 2008. Celebratory technology: new directions for food research in HCI. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 467--476.
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Martin Murer, Ilhan Aslan, and Manfred Tscheligi. 2013. LOLL io: exploring taste as playful modality. In Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction. ACM, 299--302.
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Nimesha Ranasinghe, Kasun Karunanayaka, Adrian David Cheok, Owen Noel Newton Fernando, Hideaki Nii, and Ponnampalam Gopalakrishnakone. 2011. Digital taste and smell communication. In Proceedings of the 6th International Conference on Body Area Networks. ICST (Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering), 78--84.
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Paul Tennent, Duncan Rowland, Joe Marshall, Stefan Rennick Egglestone, Alexander Harrison, Zachary Jaime, Brendan Walker, and Steve Benford. 2011. Breathalising games: understanding the potential of breath control in game interfaces. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology. ACM, 58.
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  • (2024)Technology-Enhanced Mulsemedia Learning (TEML) Through Design for Learners with Dyslexia for Enhancing the Quality of Experience (QoE)Envisioning the Future of Education Through Design10.1007/978-981-97-0076-9_10(221-243)Online publication date: 11-Apr-2024
  • (2023)Hybrid Games and Interaction DesignInteraction Design and Architecture(s)10.55612/s-5002-056-001psi(5-7)Online publication date: 15-Mar-2023
  • (2023)Eliciting real cravings with virtual food: Using immersive technologies to explore the effects of food stimuli in virtual realityFrontiers in Psychology10.3389/fpsyg.2023.95658514Online publication date: 17-Apr-2023
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    cover image ACM Conferences
    CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2017
    3954 pages
    ISBN:9781450346566
    DOI:10.1145/3027063
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 06 May 2017

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    Author Tags

    1. eating
    2. food
    3. games
    4. human-food interaction
    5. multisensory
    6. virtual reality

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    CHI EA '17 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    View all
    • (2024)Technology-Enhanced Mulsemedia Learning (TEML) Through Design for Learners with Dyslexia for Enhancing the Quality of Experience (QoE)Envisioning the Future of Education Through Design10.1007/978-981-97-0076-9_10(221-243)Online publication date: 11-Apr-2024
    • (2023)Hybrid Games and Interaction DesignInteraction Design and Architecture(s)10.55612/s-5002-056-001psi(5-7)Online publication date: 15-Mar-2023
    • (2023)Eliciting real cravings with virtual food: Using immersive technologies to explore the effects of food stimuli in virtual realityFrontiers in Psychology10.3389/fpsyg.2023.95658514Online publication date: 17-Apr-2023
    • (2023)"\"Hello I am here\": Proximal Nonverbal Cues Role in Initiating Social Interactions in VR"Proceedings of the 2023 ACM International Symposium on Wearable Computers10.1145/3594738.3611356(11-16)Online publication date: 8-Oct-2023
    • (2022)Examining cross-modal correspondence between ambient color and taste perception in virtual realityFrontiers in Virtual Reality10.3389/frvir.2022.10567823Online publication date: 2-Dec-2022
    • (2022)LAGH: Towards Asymmetrical Collaborative Bodily Play between 1st and 2nd Person PerspectivesProceedings of the ACM on Human-Computer Interaction10.1145/35555486:CSCW2(1-26)Online publication date: 11-Nov-2022
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    • (2021)MARTYR: Exploring Ingredients of Virtual Dining Experiences2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW52623.2021.00049(226-231)Online publication date: Mar-2021
    • (2020)A Design Space for Social Presence in VRProceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society10.1145/3419249.3420112(1-12)Online publication date: 25-Oct-2020
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