Source: HAMPTON ROADS ACADEMY FOR RESEARCH TRAINING AND SERVICES, LLC submitted to
COVID-19 RAPID RESPONSE: UTILIZING FOOD STRATEGIES AND OBESITY PREVENTION MEASURES WITH UNDER-SERVED YOUTH
Sponsoring Institution
National Institute of Food and Agriculture
Project Status
COMPLETE
Funding Source
Reporting Frequency
Annual
Accession No.
1023857
Grant No.
2020-33610-32468
Cumulative Award Amt.
$100,000.00
Proposal No.
2020-06086
Multistate No.
(N/A)
Project Start Date
Sep 1, 2020
Project End Date
Apr 30, 2021
Grant Year
2020
Program Code
[8.5]- Food Science & Nutrition
Recipient Organization
HAMPTON ROADS ACADEMY FOR RESEARCH TRAINING AND SERVICES, LLC
4920 CLEVELAND ST 106F
VIRGINIA BEACH,VA 234625300
Performing Department
(N/A)
Non Technical Summary
Organization: Hampton Roads Academy for Research, Training and Services (HARTS)Focus: Demonstrating the feasibility of commercialized evidence based virtual modules toincrease nutrition, understand food science and obesity prevention in underserved youth.Topic Area 8.5: Food Science and Nutrition. Nutrition Education, Food Safety, Nutrition Science, and Food Quality Science. This project will be employed in two designated qualified opportunity zones.With schools closing in March due to COVID 19, students are at increased risk of practicing sedentary lifestyles. There is the added reality that numerous low income children in the US do not have access to home gym equipment, the internet and/or motivational videos linked to healthy activities. For these children, the sedentary lifestyle has increased due to COVID 19 and as we focus on the disease infection rates (as needed), relatively little is being done concerning how these changes in lifestyle are influencing eating habits, nutrition, ideas of health and health behavior relating to obesity prevention within our low income youth. Project objectives are:Build community capacity and mobilization by developing and disseminating community toolkits that contain healthy snacks and address attitudes, knowledge, beliefs of exposure and vulnerability linked to COVID 19 and behaviors associated with the understanding of healthy nutritional choices designed to combat obesity among youthDevelop interactive virtual reality modules (that will NOT require internet - with the ability to take to different locations) and/or learning environments linked to the toolkits focused on disease vulnerability and preparedness in general and increased understanding of the physical, chemical and biological properties of food, food quality and food safety.Evaluate the effectiveness of the virtual reality modules with the toolkits in improving knowledge about COVID 19 prevention measures, food science, attitudes, and behaviors including positive changes to dietary energy intake, increases in physical activity patterns, and improving community techniques to reduce obesity.It is hypothesized that these innovative virtual reality based modules will provide (i) a different perspective for educators to understand and conceptualize basic ideas in virtual reality module usage related to the educational environment, and (ii) the needed background and nexus for success in the commercialization of scientific and technological based virtual education systems to increase student understanding in health concepts and education related to food science. This will result in the private commercialization of virtual training in educational environments to include both public and private institutions; home-based learning; and community settings.
Animal Health Component
(N/A)
Research Effort Categories
Basic
(N/A)
Applied
(N/A)
Developmental
(N/A)
Classification

Knowledge Area (KA)Subject of Investigation (SOI)Field of Science (FOS)Percent
70360203070100%
Knowledge Area
703 - Nutrition Education and Behavior;

Subject Of Investigation
6020 - The family and its members;

Field Of Science
3070 - Psychology;
Goals / Objectives
Project Goals are as follows:Developing and disseminating community toolkits that contain healthy snacks and address attitudes, knowledge, beliefs of exposure and vulnerability linked to COVID 19 and behaviors associated with the understanding of healthy nutritional choices designed to combat obesity among youthDevelop interactive virtual reality modules (that will NOT require internet - with the ability to take to different locations) and/or learning environments linked to the toolkits focused on disease vulnerability and preparedness in general and increased understanding of the physical, chemical and biological properties of food, food quality and food safety.Evaluate the effectiveness of the virtual reality modules with the toolkits in improving knowledge about COVID 19 prevention measures, food science, attitudes, and behaviors including positive changes to dietary energy intake, increases in physical activity patterns, and improving community techniques to reduce obesity.It is hypothesized that these innovative virtual reality based modules will provide (i) a different perspective for educators to understand and conceptualize basic ideas in virtual reality module usage related to the educational environment, and (ii) the needed background and nexus for success in the commercialization of scientific and technological based virtual education systems to increase student understanding in health concepts and education related to food science. This will result in the private commercialization of virtual training in educational environments to include both public and private institutions; home-based learning; and community settings.
Project Methods
Due to COVID issues, we will utilize small groups to reach the 80 students needed to participate in the development of the workshop and modules. The students will be recruited from local schools and community agencies and will be given an incentive to participate. The program will follow all IRB rules and regulations including assent/consent, confidentiality measures and approved protocols.1) Deliver healthy snacks (smoothies, delicious healthy cookies, etc.)- This will assist with developing the most effective virtual reality intervention modules that can be used to educate the community about food science, COVID 19 and community responsiveness. We will utilize real response to healthy snacks (positive and negative) in the development of the modules. Where appropriate historical accounts, poetry, stories, and other modalities will be utilized to design the virtual modules that will be used to educate about food science, COVID 19 and community responsiveness This Phase will include the centralization and coordination of information on effective strategies in the communities, creating overall community structures, perspectives and resources. This will ensure that local service providers, teachers, and health professionals are included in this initiative. The Juice Bar has participated in healthy snack development and distribution with school systems that will assist with this portion of the project. The Juice Bar also employs a Nutritionist that will assist with the development of the nutritional information for the modules.2) A module will be develop linked to the effective broad education about food science and obesity prevention at the community and individual level must address the emotional and cognitive responses attached to COVID 19 and food quality, preparation, consumption and distribution (i.e. food desserts). Past research has suggested that this community based and individual-focused dimension of the program is best implemented with mindfulness training that will be included in the virtual modules. The goal of the mindfulness training is to assist with increasing cognitive effects (that will be linked to educational information and food science knowledge) by reducing stress and anxiety levels which often arise when discussing threats such as COVID 19, health and response and food safety. This treatment approach may be augmented by cognitive training modules and contemplative practices.Toolkit Translation - Community roundtables will be implemented to understand effective prevention strategies. The toolkits will include strong community input, evidence based practices, coalition dialogue, and input and consideration from the community and the youth participants. This project will bridge the gap between prevention research and current community based practices and prevention strategies. Building on strong partnerships through knowledge and evidence based procedures and incorporating relevant cultural messages that will assist with providing community toolkits for youth for public health emergencies. The primary goal is to strengthen and expand prevention programs with an emphasis on primary prevention strategies related to obesity, food science, disease investigations and outbreaks for youth.Develop interactive virtual reality modules (that will NOT require internet - with the ability to take to different locations) and/or learning environments linked to the toolkits focused on disease vulnerability and preparedness in general and increased understanding of the physical, chemical and biological properties of food and food safety.Interactive virtual reality modules will create learning environments linked to the toolkits. VR workshops and learning environments will include (but are not limited to):• Cognitive/mindfulness training/cultural dynamics, obesity, food science• Consequences of obesity and its impact on individuals and communities• Provide Knowledge (policies, available resources, etc.) and best practices• Discuss effective strategies to reduce obesity

Progress 09/01/20 to 04/30/21

Outputs
Target Audience:Final Report SBIR Phase I - Grant AWARD #2020-33610-32468 ORGANIZATION: Hampton Roads Academy for Research, Training and Services (HARTS) PROJECT TITLE: Demonstrating the feasibility of commercialized evidence based virtual modules to increase nutrition, understand food science and obesity prevention in underserved youth. Topic Area 8.5: Food Science and Nutrition. Nutrition Education, Food Safety, Nutrition Science, and Food Quality Science. This project will be employed in two designated qualified opportunity zones. Executive Director: Kimberly Boyd, Ph.D. (Socially and Economically Disadvantaged Small Business Concern -African American Female Owned and Operated Company). Email: Drkimberlyboyd@yahoo.com / HARTSCOMPANY@yahoo.com Phone: 804-901-7785 PROGRESS TOWARDS WORK ORIGINAL WORKPLAN Phase I - Research and Development - During Phase 1, the project tested the feasibility and design requirements (including programming in VR, 3 d modeling, evidence based placement of products and designing the intervention). This included the development of new innovative/novel curriculum linked with virtual reality modules and interactive learning environments to increase knowledge in the food science field. Phase 1 (Please review at https://youtu.be/D_JQLvAVtD8 - note you must copy and paste link into your browser) provided the research and development and opportunity for HARTS world. At the link, you will be able to pull our demonstration of the modules. You will notice that there is information related to healthy eating that will link to the participant being able to try the drinks and snacks they make in the game. Phase I Objectives and Outcomes Objective 1 - Build community capacity and mobilization by developing community toolkits that contain healthy snacks and address attitudes, knowledge, beliefs of exposure and vulnerability with the understanding of healthy nutritional choices designed to combat obesity among youth Accomplishment - the project tested the feasibility and design requirements (including programming in VR, 3 d modeling, evidence based placement of products and designing the intervention). This included the development of new innovative/novel curriculum linked with virtual reality modules and interactive learning environments to increase knowledge in the food science field. Present demonstration to 3 organizations interested in purchasing and/or partnering with completed modules during Phase II. Objective 2 - Develop interactive virtual reality modules (that will NOT require internet - with the ability to take to different locations) and/or learning environments linked to the toolkits focused on disease vulnerability and preparedness in general and increased understanding of the physical, chemical and biological properties of food, food quality and food safety. Accomplishment - Phase 1 (Please review at https://youtu.be/D_JQLvAVtD8 - note you must copy and paste link into your browser) provided the research and development and opportunity for HARTS World. At the link, you will be able to pull our demonstration of the modules. You will notice that there is information related to healthy eating that will link to the participant being able to try the drinks and snacks they make in the game Objective 3 - Evaluate the effectiveness of the virtual reality modules with the toolkits in improving knowledge, food science, attitudes, and behaviors including positive changes to dietary energy intake, increases in physical activity patterns, and improving community techniques to reduce obesity. Accomplishments - Developed virtual modules demonstration based on evidence based practices Participated in XR Terra virtual based training to enhance produce Conducted focus groups and utilized rapid feedback that were adjusted and approved by participants (youth 12-24), Worked with Juice Bar to create additional nutritious components linked to modules Developed strong partnerships linked to modules with feedback and concept approval with potential partners (Virginia State University - VSU, Bonsecour Health Systems, Minority Health Consortium - MHC, FLITE Foundation and school administrators) This product is created for youth aged 12-24. From Phase 1, we identified different strategies based on age groups. For example, middle school aged students just enjoy playing the game and learning about nutrition and food strategies. High school students wanted more interaction and stimulation in the modules. Advanced high school students and college students enjoyed the addition of creating aspects of their environment. Several were even interested in the programming aspect that we are willing to share at will. With this in mind, we are still in the development stage of our technology that includes addition scenarios, activities and product feedback. We have the capability to travel with the modules and work in small groups. WE submitted a Phase II which will allow HARTS to begin converting this technological innovation into the private sector. There is an untapped market for our virtual modules that may be sold on the Oculus virtual reality market place. In addition, educational institutions and other community based organizations may purchase training, module development per school/organization and other virtual reality based approaches with their technology budgets. This project will transform the efficacy of implementing a conceptual virtual architecture that is accessible to students at all levels and has potential to deepen and strengthen student and individuals' understanding of food science and response. This will also assist with the development of a solid conceptual and procedural foundation for future virtual training and implementation across educational institutions. Finally, this project will assist with the development of descriptive, diagnostic, predictive and prescriptive models for student success with broadening virtual participation in research, educational training, and other environments. Problems Encountered: The groups were smaller due to COVID. While the purpose is to create the modules for underserved youth and the modules will accomplish this - it also made it harder to develop as we kept our groups smaller. Successes: The healthy snacks are created that will be available to the youth The Virtual reality module demonstration is complete - this required a lot of development, research and programming, Please review at https://youtu.be/D_JQLvAVtD8 - note you must copy and paste link into your browser) The module and toolkits consist of evidence based research and community participation Several community agencies would like to use the modules once they are ready to sell on the market place and be available to students in schools and universities Changes/Problems:Problems Encountered: The groups were smaller due to COVID. While the purpose is to create the modules for underserved youth and the modules will accomplish this - it also made it harder to develop as we kept our groups smaller. What opportunities for training and professional development has the project provided?Trained intern in writing publications and XR terra training for VR developer How have the results been disseminated to communities of interest? Nothing Reported What do you plan to do during the next reporting period to accomplish the goals? Nothing Reported

Impacts
What was accomplished under these goals? Objective 1 - Build community capacity and mobilization by developing community toolkits that contain healthy snacks and address attitudes, knowledge, beliefs of exposure and vulnerability with the understanding of healthy nutritional choices designed to combat obesity among youth Accomplishment - the project tested the feasibility and design requirements (including programming in VR, 3 d modeling, evidence based placement of products and designing the intervention). This included the development of new innovative/novel curriculum linked with virtual reality modules and interactive learning environments to increase knowledge in the food science field. Present demonstration to 3 organizations interested in purchasing and/or partnering with completed modules during Phase II. Objective 2 - Develop interactive virtual reality modules (that will NOT require internet - with the ability to take to different locations) and/or learning environments linked to the toolkits focused on disease vulnerability and preparedness in general and increased understanding of the physical, chemical and biological properties of food, food quality and food safety. Accomplishment - Phase 1 (Please review at https://youtu.be/D_JQLvAVtD8 - note you must copy and paste link into your browser) provided the research and development and opportunity for HARTS World. At the link, you will be able to pull our demonstration of the modules. You will notice that there is information related to healthy eating that will link to the participant being able to try the drinks and snacks they make in the game Objective 3 - Evaluate the effectiveness of the virtual reality modules with the toolkits in improving knowledge, food science, attitudes, and behaviors including positive changes to dietary energy intake, increases in physical activity patterns, and improving community techniques to reduce obesity. Accomplishments - Developed virtual modules demonstration based on evidence based practices Participated in XR Terra virtual based training to enhance produce Conducted focus groups and utilized rapid feedback that were adjusted and approved by participants (youth 12-24), Worked with Juice Bar to create additional nutritious components linked to modules Developed strong partnerships linked to modules with feedback and concept approval with potential partners (Virginia State University - VSU, Bonsecour Health Systems, Minority Health Consortium - MHC, FLITE Foundation and school administrators) WE submitted a Phase II which will allow HARTS to begin converting this technological innovation into the private sector. There is an untapped market for our virtual modules that may be sold on the Oculus virtual reality market place. In addition, educational institutions and other community based organizations may purchase training, module development per school/organization and other virtual reality based approaches with their technology budgets. This project will transform the efficacy of implementing a conceptual virtual architecture that is accessible to students at all levels and has potential to deepen and strengthen student and individuals' understanding of food science and response. This will also assist with the development of a solid conceptual and procedural foundation for future virtual training and implementation across educational institutions. Finally, this project will assist with the development of descriptive, diagnostic, predictive and prescriptive models for student success with broadening virtual participation in research, educational training, and other environments.

Publications

  • Type: Journal Articles Status: Submitted Year Published: 2021 Citation: Utilizing Virtual Reality to Understand the Relationship between Toxic Stress and Mindfulness Practices