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Human-food Interaction: Shape-changing Foods Used in Gastronomy

Yıl 2024, Cilt: 8 Sayı: 1, 231 - 246, 18.01.2024

Öz

Human-food interaction is a discipline that investigates the relationship between food, technology and humans, examined within the scope of human-computer interaction. Inspired by the concept of play, which defines fun activities that arouse curiosity and excitement, human-food interactions have recently been widely used to improve individuals' social eating experiences and make them more fun. In this way, it has been determined that individuals exhibit more conscious nutritional behaviors. It is predicted that game fiction in gastronomy will enrich eating experiences by improving human-food interaction. All these gastronomic initiatives are covered within the scope of celebration technology. Shape-changing food materials used in the initiatives are prepared with three- and four-dimensional printing technologies. Four-dimensional printing; It was developed by adding humidity, light, heat, pH, or time to the length, width and height dimensions of three-dimensional printing technology. With these technologies, foods that change shape depending on environmental conditions are produced. These foods provide more enjoyable eating experiences and make it easier to remember the memories created by eating. The most commonly used materials to prepare shape-changing foods are; it is sugar beet, cherry, carrot puree accompanied by alginate and lemon juice. The aim of this study is to introduce new products, approaches and methods such as shape-changing foods that offer different eating experiences.

Kaynakça

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İnsan-Gıda Etkileşimi: Gastronomide Kullanılan Şekil Değiştiren Gıdalar

Yıl 2024, Cilt: 8 Sayı: 1, 231 - 246, 18.01.2024

Öz

İnsan-gıda etkileşimi, insan-bilgisayar etkileşimi kapsamında incelenen gıda, teknoloji ve insan arasındaki ilişkiyi araştıran bir disiplindir. Merak ve heyecan uyandıran eğlenceli aktiviteleri tanımlayan oyun kavramından ilham alan insan-gıda etkileşimleri, bireylerin sosyal yeme deneyimlerini geliştirerek daha eğlenceli hale getirmek amacıyla son zamanlarda yaygın olarak kullanılmaktadır. Bu sayede bireylerin daha bilinçli beslenme davranışları sergiledikleri tespit edilmiştir. Gastronomide oyun kurgusunun insan-gıda etkileşimini geliştirerek yeme deneyimlerini zenginleştireceği öngörülmektedir. Tüm bu gastronomik girişimler kutlama teknolojisi kapsamında ele alınmaktadır. Girişimlerde kullanılan şekil değiştiren gıda materyalleri üç ve dört boyutlu baskı teknolojileri ile hazırlanmaktadır. Dört boyutlu baskı; üç boyutlu baskı teknolojisinin uzunluk, genişlik, yükseklik boyutlarına nem, ışık, ısı, pH veya zamanın eklenmesi ile geliştirilmiştir. Bu teknolojiler ile çevre koşullarına bağlı şekil değiştiren gıdalar üretilmektedir. Daha eğlenceli yeme deneyimleri sağlayan bu gıdalar yemek ile oluşan anıların hatırlanmasını kolaylaştırmaktadır. Şekil değiştiren gıdaları hazırlamak için en çok kullanılan materyaller; şeker pancarı, vişne, havuç püresi ve bunlara eşlik eden aljinat ile limon suyudur. Bu çalışmanın amacı farklı yeme deneyimleri sunan şekil değiştiren gıdalar gibi yeni ürünleri, yaklaşımları ve yöntemleri tanıtmaktır.

Kaynakça

  • Alcântara, C. M. de, Silva, A. N. S., Pinheiro, P. N. da C., Queiroz, M. V. O. (2019). Digital technologies for promotion of healthy eating habits in teenagers. Revista Brasileira de Enfermagem, 72, 513–520. https://doi.org/10.1590/0034-7167-2018-0352
  • Altarriba Bertran, F., Duval, J., Márquez Segura, E., Turmo Vidal, L., Chisik, Y., Juanet Casulleras, M., Garcia Pañella, O., Isbister, K., Wilde, D. (2020). Chasing play potentials in food culture: learning from traditions to inspire future human-food interaction design. R. Wakkary, K. Andersen, W. Odom, A. Desjardins, M. Graves Petersen (Ed.), Proceedings of the 2020 ACM Designing Interactive Systems Conference içinde (s. 979–991). Association for Computing Machinery. https://doi.org/10.1145/3357236.3395575
  • Altarriba Bertran, F., Jhaveri, S., Lutz, R., Isbister, K., Wilde, D. (2019a). Making sense of human-food interaction. S. Brewster, G. Fitzpatrick, A. Cox, V. Kostakos (Ed.), Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems içinde (s. 1–13). Association for Computing Machinery. https://doi.org/10.1145/3290605.3300908
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  • Lu, C., Berchoux, C., Marek, M. W., Chen, B. (2015). Service quality and customer satisfaction: Qualitative research implications for luxury hotels. International Journal of Culture, Tourism and Hospitality Research, 9(2), 168–182. https://doi.org/10.1108/IJCTHR- 10-2014-0087
  • Mahdavinia, G. R., Pourjavadi, A., Hosseinzadeh, H., Zohuriaan, M. J. (2004). Modified chitosan 4. Superabsorbent hydrogels from poly(acrylic acid-co-acrylamide) grafted chitosan with salt- and pH-responsiveness properties. European Polymer Journal, 40(7), 1399–1407. https://doi.org/10.1016/j.eurpolymj.2004.01.039
  • Mehta, Y. D., Khot, R. A., Patibanda, R., Mueller, F. (2018). Arm-a-dine: Towards understanding the design of playful embodied eating experiences. F. Mueller, D. Johnson, B. Schouten, Z. O. Toups, P. Wyeth (Ed.), Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play içinde (s. 299–313). Association for Computing Machinery. https://doi.org/10.1145/3242671.3242710
  • Mistar, N. A., Sulaiman, R., Che Din, N. B. (2020). A conceptual framework for acoustic comfort classification in eatery places: Critical reviews of the determining factors. Acoustics Australia, 48(3), 337–348. https://doi.org/10.1007/s40857-020-00204-3
  • Mitchell, R., Papadimitriou, A., You, Y., Boer, L. (2015). Really eating together: A kinetic table to synchronise social dining experiences. S. Nanayakkara, E. Y.-L. Do, J. Rekimoto, J. Huber, B. -Y. Chen (Ed.), Proceedings of the 6th Augmented Human International Conference içinde (s. 173–174). Association for Computing Machinery. https://doi.org/10.1145/2735711.2735822
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  • Moser, C., Tscheligi, M. (2013). Playful taste interaction. J. P. Hourcade (Ed.), Proceedings of the 12th International Conference on Interaction Design and Children içinde (s. 340–343). Association for Computing Machinery. https://doi.org/10.1145/2485760.2485828
  • Mueller, F. “Floyd”, Kari, T., Khot, R., Li, Z., Wang, Y., Mehta, Y., Arnold, P. (2018). Towards experiencing eating as a form of play. F. Mueller, D. Johnson, B. Schouten, Z. O. Toups, P. Wyeth (Ed.), Extended Abstracts: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts içinde (s. 559–567). Association for Computing Machinery. https://doi.org/10.1145/3270316.3271528
  • Musa, G., Thirumoorthi, T. (2011). Red palm: Exploring service quality and servicescape of the best backpacker hostel in Asia. Current Issues in Tourism, 14(2), 103–120. https://doi.org/10.1080/13683500903511125
  • Nishihara, Y., Kakehi, Y. (2021). Magashi: Fabrication of shape-changing edible structures by extrusion-based printing and baking. C. Sas, N. Maiden (Ed.), Proceedings of the 13th Conference on Creativity and Cognition içinde (s. 1–12). Association for Computing Machinery. https://doi.org/10.1145/3450741.3465388
  • Ojo, O. (2010). The relationship between service quality and customer satisfaction in the telecommunication industry: Evidence from Nigeria. BRAND. Broad Research in Accounting, Negotiation, and Distribution, 1(1), 88-100.
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  • Spence, C. (2017). Gastrophysics: The New Science of Eating. Viking.
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Toplam 68 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Gastronomi
Bölüm Derleme
Yazarlar

Duygu Başkaya Sezer 0000-0003-2724-1923

Gözde Kumuz 0009-0001-6710-4360

Şerif Baldıran 0000-0002-6948-5902

Yayımlanma Tarihi 18 Ocak 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 8 Sayı: 1

Kaynak Göster

APA Başkaya Sezer, D., Kumuz, G., & Baldıran, Ş. (2024). İnsan-Gıda Etkileşimi: Gastronomide Kullanılan Şekil Değiştiren Gıdalar. Aydın Gastronomy, 8(1), 231-246.



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