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Changing Drinking Behavior and Beverage Consumption Using Augmented Reality

  • Eiji Suzuki
  • Takuji NarumiEmail author
  • Sho Sakurai
  • Tomohiro Tanikawa
  • Michitaka Hirose
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9172)

Abstract

The main aim of this paper is to investigate whether our augmented reality (AR) system (which changes the appearance of a cup) can implicitly change individuals’ beverage consumption via affecting volume perception for long periods. Recent studies have revealed that the consumption of food and beverages is influenced by both their actual volume and external factors during eating and drinking. Previous research has confirmed that the apparent height of the cup is a vital factor in changing drinking behavior with regard to one sip. Therefore, in this paper, we conducted a user study to confirm whether our AR system can change drinking behavior and beverage consumption and whether the effect can be sustained over the course of one hour. The results showed that the total amount of beverage consumed in one hour can be changed from about –14 % to about 25 % compared to normal. By comparing this result and that of previous research, we showed that the total beverage consumption in one hour is proportional to the amount consumed in one mouthful, and the effect of our method on changing the total beverage consumption continues over the course of one hour.

Keywords

Volume perception Beverage consumption Augmented reality Human food interaction Health 

Notes

Acknowlegement

This work was partially supported by the MEXT, Grant-in-Aid for Young Scientists (A), 24680012, and the JST/CREST “Lifelog Infrastructure for Food” project.

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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Eiji Suzuki
    • 1
  • Takuji Narumi
    • 1
    Email author
  • Sho Sakurai
    • 1
  • Tomohiro Tanikawa
    • 1
  • Michitaka Hirose
    • 1
  1. 1.The University of TokyoBunkyoJapan

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