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A Virtual Reality Tool Applied to Improve the Effects on Chronic Diseases - Case: Emotional Effects on T2DM

机译:一种用于改善对慢性病影响的虚拟现实工具-案例:对T2DM的情感影响

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A large part of the world population suffers from type 2 diabetes mellitus (T2DM). Since most life-threatening consequences of the disease do not appear during its first stages, there is an inherent difficulty to establish prevention strategies at young age. Technology is a tool of high potential for this purpose. Virtual Reality (VR) tools are already used in many areas, such as education, entertainment, advertising, and health; and might prevent the impact of some of the physical and emotional effects of T2DM. There are products that become global phenomena with the simple use of this kind of sophisticated technology, impressing people, and making these products more interesting. The purpose of this paper is to present work in progress towards the development of a VR videogame that aims to motivate exercise and combat depression, thus preventing some of the T2DM consequences. The videogame uses a model based on a user experience, gamification and immersive virtual reality element.
机译:世界上很大一部分人口患有2型糖尿病(T2DM)。由于该疾病的大多数威胁生命的后果并未在其最初阶段出现,因此在年轻时制定预防策略存在固有的困难。为此,技术是极具潜力的工具。虚拟现实(VR)工具已经在许多领域使用,例如教育,娱乐,广告和健康。并且可能会阻止T2DM的某些生理和情感影响。通过简单地使用这种复杂的技术,某些产品已成为全球性的现象,给人们留下深刻的印象,并使这些产品更有趣。本文的目的是介绍正在开发的VR视频游戏的工作,该视频游戏旨在激发运动和对抗抑郁症,从而防止某些T2DM后果。电子游戏使用基于用户体验,游戏化和沉浸式虚拟现实元素的模型。

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