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

机译:适用于改善对慢性病影响的虚拟现实工具 - 案例:对T2DM的情绪影响

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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:世界上大部分人口患有2型糖尿病(T2DM)。由于疾病的大多数危及危及危及疾病的后果不会出现在其第一阶段,因此在年轻时建立预防策略存在固有的困难。技术是一个高潜力的工具。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;并且可能会阻止某些身体和情绪影响的影响T2DM的影响。有产品变得全球现象,简单地使用这种复杂的技术,令人印象深刻的人,并使这些产品更有趣。本文的目的是提供旨在激励运动和战斗抑制的VR视频游戏的工作进展,从而防止一些T2DM后果。视频游戏使用基于用户体验,游戏和沉浸式虚拟现实元素的模型。

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