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10.1145/3283289.3283369acmconferencesArticle/Chapter ViewAbstractPublication Pagessiggraph-asiaConference Proceedingsconference-collections
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Diet gamification toward chewing amount control via head mounted display

Published: 04 December 2018 Publication History

Abstract

In this paper, for the purpose of preventing obesity, we developed a chewing amount control system which adds visual information and auditory information at meal. By using this system, it was suggested that the quality of chewing was improved and the sense of fullness was promoted.

References

[1]
Andries Bilt, Lina Engelen, Luciano Pereira, H.W. van der Glas, and Jan Abbink. 2006. Oral physiology and mastication. 89 (09 2006), 22--7.
[2]
Yoshiyuki Hirano, Takayuki Obata, Kenichi Kashikura, Hiroi Nonaka, Atsumichi Tachibana, Hiroo Ikehira, and Minoru Onozuka. 2008. Effects of chewing in working memory processing. 436 (06 2008), 189--92.
[3]
Naoya Koizumi, Hidekazu Tanaka, Yuji Uema, and Masahiko Inami. 2011. Chewing Jockey: Augmented Food Texture by Using Sound Based on the Cross-modal Effect. In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE '11). ACM, New York, NY, USA, Article 21, 4 pages.
[4]
Takuji Narumi, Yuki Ban, Takashi Kajinami, Tomohiro Tanikawa, and Michitaka Hirose. 2012. Augmented Perception of Satiety: Controlling Food Consumption by Changing Apparent Size of Food with Augmented Reality. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). ACM, New York, NY, USA, 109--118.
[5]
Hendrik Smit, E Katherine Kemsley, Henri S Tapp, and Jeya Henry. 2011. Does prolonged chewing reduce food intake? Fletcherism revisited. 57 (02 2011), 295--8.

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  1. Diet gamification toward chewing amount control via head mounted display

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    cover image ACM Conferences
    SA '18: SIGGRAPH Asia 2018 Posters
    December 2018
    166 pages
    ISBN:9781450360630
    DOI:10.1145/3283289
    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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    New York, NY, United States

    Publication History

    Published: 04 December 2018

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    Author Tags

    1. gamification
    2. promotion of people's health

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    SA '18
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    SA '18: SIGGRAPH Asia 2018
    December 4 - 7, 2018
    Tokyo, Japan

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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