■为孩子和父母提供教育内容可以促进健康的营养习惯。在TITAN项目期间,一项试点数字竞赛,参与者必须在酱汁中开发即食肉丸,只使用植物性成分,将接受测试。这项研究的目的是开发客观评估该产品感官概况所需的词典。
■招募并培训了8名法官。在三个月内举行了13次1小时的会议。遵循的步骤是选择商业参考,描述符的生成,小组的培训,经过培训的小组和产品表征的验证。法官选择了一个商业参考(使用简单的享乐评估)作为参考。所产生的描述符的可接受的强度标度是从0(低强度)到9(非常强)。要测试游戏的第一个版本,参与该项目的食品开发商,作为参与者,用了扁豆的混合物,藜麦,和燕麦来增强商业版本。R-project软件用于分析面板的性能和感官概况。
■生成了包含14个描述符的词汇表。通过检查产物效应的显著性(p<0.05)来确认小组的辨别能力。对于大多数评估的属性,乘积-判断交互作用不显著(p>0.05),表明了良好的小组协议。总的来说,该小组在9个疗程后被认为是可重复的.虽然外表,坚定,脆性和咀嚼性被认为与参考文献相似,新产品的多汁性和味道(被理解为肉味)被认为是改进的。
■根据面板,与肉类类似物相关的两个最受赞赏的属性,多汁和味道,与商业参考相比有所改善。因此,进一步开发比赛/游戏的第一种方法得到了验证。
您不认为孩子从小就尝试食物很重要吗?他们知道食物的来源吗?产品如何到达超市?如果答案是肯定的,如果您的孩子认为肉丸只能用肉制成,这个游戏是给他们的,也是为了你.“想象一下未来一代的孩子,从年轻的时候,已经了解到蔬菜不仅仅是肉类的替代品,而是营养和健康的有益选择。"这项研究是TITAN项目的一部分,使用人工智能的不同游戏选项将被测试,以促进6-12岁学者的健康营养习惯。其中一个游戏被设计为学生必须开发即食餐的竞赛,类似于“酱汁肉丸”,但仅使用植物性成分。它们将必须改善商业参考的感官特性。但是,建立评估结果的通用标准,有必要开发一个带有描述符的通用词典,经过训练的小组可以使用该词典来评估改进的原型。在这项研究中,招募了8名法官(4名男性和4名女性),并对其进行了培训,以开发此类产品的感官概况。要测试游戏的第一个版本,参与该项目的食品开发商,作为参与者,用了扁豆的混合物,藜麦,和燕麦来增强商业版本。经过培训的专家小组验证了结果。
UNASSIGNED: Providing educational content for children and parents can promote healthy nutritional habits. During the TITAN project, a pilot digital contest where participants have to developed ready-to-eat meatballs in sauce, using only plant-based ingredients, will be tested. The objective of this study was to develop the lexicon needed to objectively assess the sensory profile of this product.
UNASSIGNED: Eight judges were recruited and trained. Thirteen 1-hour sessions took place over three months. The steps followed were the selection of commercial reference, generation of descriptors, training of the panel, validation of the trained panel and product characterisation. The judges chose one commercial reference (using simple hedonic evaluation) to serve as a reference. The accepted intensity scale for the generated descriptors was from 0 (low intensity) to 9 (very intense). To test the first versions of the game, food product developers involved in the project, acted as participants, and used a mix of lentils, quinoa, and oats to enhance the commercial version. R-project software was used to analyse the performance of the panel and the sensory profiles.
UNASSIGNED: A glossary with 14 descriptors was generated. The discriminatory capacity of the panel was confirmed by examining the significance of the product effect (p < 0.05). The product-judge interaction was not significant (p > 0.05) for most of the evaluated attributes, indicating a good degree of panel agreement. Overall, the panel was considered reproducible after 9 sessions. Although the appearance, firmness, fragility and chewiness were considered similar to the reference, juiciness and taste (understood as meaty flavour) of the new product were deemed improved.
UNASSIGNED: According to the panel, two of the most appreciated attributes associated with meat analogues, juiciness and taste, were improved compared to the commercial reference. Therefore, the first approach for further development of the contest/game was validated.
Don\'t you think it\'s important for a child to experiment with food from a very young age? Do they know where the food comes from? How do the products arrive to the supermarket? If the answer is yes and if your kids believe that meatballs can only be made with meat, this game is for them, and for you. \"Imagine a future generation of children who, from a young age, have learned that vegetables are not just an alternative to meat, but a wholesome choice for nutrition and health\". This is study is part of the TITAN project, where different gaming options using artificial intelligence will be tested to promote healthy nutritional habits in scholars aged 6–12 years. One of these games is being designed as a contest were students have to develop a ready-to-eat meal, similar to “meatballs in sauce” but using only plant-based ingredients. They will have to improve the sensory properties of a commercial reference. But, to establish a common criterion for assessing the results, it is necessary to develop a common lexicon with descriptors that a trained panel can use to assess the improved prototypes. In this study, 8 judges (4 men and 4 women) were recruited and trained to develop a sensory profile for this type of products. To test the first versions of the game, food product developers involved in the project, acted as participants, and used a mix of lentils, quinoa, and oats to enhance a commercial version. The panel of trained experts validated the results.