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dc.contributor.authorVaughan, N
dc.date.accessioned2024-01-09T14:38:48Z
dc.date.issued2024-01-09
dc.date.updated2024-01-09T13:02:29Z
dc.description.abstractBackground. This article provides a detailed summary of virtual reality (VR) and augmented reality (AR) applications in diabetes. The purpose of this comparative review is to identify application areas, direction and provide foundation for future virtual reality tools in diabetes. Method. Features and benefits of each VR diabetes application are compared and discussed, following a thorough review of literature on virtual reality for diabetes using multiple databases. The weaknesses of existing VR applications are discussed and their strengths identified so that these can be carried forward. A novel virtual reality diabetes tool prototype is also developed and presented. Results. This research identifies three major categories where VR is being used in diabetes: education, prevention and treatment. Within diabetes education, there are three target groups: clinicians, adults with diabetes and children with diabetes. Both VR and AR have shown benefits in areas of Type 1 and Type 2 diabetes. Conclusions. Virtual reality and augmented reality in diabetes have demonstrated potential to enhance training of diabetologists and enhance education, prevention and treatment for adults and children with Type 1 or Type 2 diabetes. Future research can continually build on virtual and augmented reality diabetes applications by integrating wide stakeholder inputs and diverse digital platforms. Several areas of VR diabetes are in early stages, with advantages and opportunities. Further VR diabetes innovations are encouraging to enhance training, management and treatment of diabetes.en_GB
dc.description.sponsorshipRoyal Academy of Engineeringen_GB
dc.description.sponsorshipNational Institute for Health Researchen_GB
dc.description.sponsorshipExeter Center of Excellence in Diabetes (ExCEeD)en_GB
dc.identifier.citationPublished online 9 January 2024en_GB
dc.identifier.doihttps://doi.org/10.1177/19322968231222022
dc.identifier.urihttp://hdl.handle.net/10871/134957
dc.identifierORCID: 0000-0001-5038-6560 (Vaughan, Neil)
dc.identifierScopusID: 55345677800 | 58460231500 (Vaughan, Neil)
dc.identifierResearcherID: AAJ-6683-2021 (Vaughan, Neil)
dc.language.isoenen_GB
dc.publisherSAGE Publicationsen_GB
dc.rights© 2024 Diabetes Technology Society. This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).en_GB
dc.subjectaugmented realityen_GB
dc.subjectdiabetesen_GB
dc.subjecttrainingen_GB
dc.subjectvirtual realityen_GB
dc.titleVirtual reality meets diabetesen_GB
dc.typeArticleen_GB
dc.date.available2024-01-09T14:38:48Z
dc.identifier.issn1932-2968
dc.descriptionThis is the final version. Available from SAGE Publications via the DOI in this record. en_GB
dc.identifier.journalJournal of Diabetes Science and Technologyen_GB
dc.relation.ispartofJournal of Diabetes Science and Technology
dc.rights.urihttp://www.rioxx.net/licenses/all-rights-reserveden_GB
dcterms.dateAccepted2023-12-02
dcterms.dateSubmitted2023-10-01
rioxxterms.versionVoRen_GB
rioxxterms.licenseref.startdate2023-12-02
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2024-01-09T13:02:52Z
refterms.versionFCDAM
refterms.dateFOA2024-01-09T14:38:53Z
refterms.panelAen_GB
refterms.dateFirstOnline2024-01-09


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