
Experience a day of Type-1 diabetes | 02.2019 - 15.2019
Member: Zhaoying Li, Amardeep Singh, Kushagra Saxena, Harshvardhan Singh, Anurag K Gupta
TYPE-1 DIABETES
WITH CONTINUOUS GLUCOSE MONITORING
Creating an experience for people with type-1 diabetes
Background
Millions of people around the world live with diabetes or know someone living with diabetes. The majority have type 2 diabetes, but an important minority have type 1 diabetes (~5%). Contrary to popular belief, type 1 diabetes is not a childhood disease. It occurs at every age, in people of every race, and of every shape and size. In fact, there are more adults who have type 1 diabetes than children, although it was previously known as juvenile diabetes.
In type 1 diabetes, the body does not produce insulin. The body breaks down the carbohydrates you eat into blood glucose (also called blood sugar), which it uses for energy. Insulin is a hormone that the body needs to get glucose from the bloodstream into the cells of the body. With the help of insulin therapy and other treatments, even young children can learn to manage their condition and live long healthy lives.
OUR MESSAGE
Making A Difference By Creating VR Experience
Overview our project
We developed a VR application that provides the user with a whole VR experience. The user is a boy aged between 14-18 years. The experience starts with the doctor's office and then the user goes on to experience a whole day in the life of a type-1 diabetic patient. Through this VR experience, we wish to raise awareness when it comes to daily eating habits and working out. The user will also learn the benefits of a continuous glucose monitor (CGM) over a normal glucose checking device. From this project, we aim at providing the user with the message that you have to eat healthily and workout in order to remain within the safe range of glucose level and you should use a CGM to make sure that you are within the safe range of glucose levels.

UNITY models used
We developed this VR application in Unity and we utilized several Unity 3D models. Some of the models we used are listed below:
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House, buildings, cafeteria, doctor's office, gym
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Tree, lake, garden, and other natural environment necessities
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Interiors of all the buildings including, chairs, tables, beds, television, countertops and many more
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A doctor, user's mom (inside the house), and the user's friend (inside the cafeteria)
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All the equipment in the fitness center or the gym
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A meter which signifies our continuous glucose monitoring system

Outreach
Our story is aimed at changing the lives of school going students aged between 14-19 years of age. The population in this age group is the youngest to get diagnosed with type-1 diabetes and they need to know what should they do in the early stages of their lives which will make their life a bit more hassle-free when it comes to living with a malicious disease such as diabetes. Through our VR experience, the users will know what to eat, when to workout and how to go through a day in their lives in order to make sure they do not suffer the consequences of diabetes later in their lives.
MEDIA CENTER
Stay in the Know
Video Sketch for this VR experience
This video is the final video showing the VR experience we created. Our VR experience is based on Type-1 Diabetes with Continuous Glucose Monitoring.