| Identifier |
024_GAPP2017_onesheet_spring_VirtualMedicalRecords_ALTIZER.pdf |
| Title |
Virtual Medical Records (Spring 2017) - One Sheet |
| Creator |
Roger Altizer; Yash Bangera; Matthew Barnes; Jonathan Do; Stephen Donà; Bryan Gibson; Kenny Green; Huan Lo; Spencer Nelson; Siddartha Ravichandran; Matheus Salabert; Chloë Zeng |
| Subject |
Glucose Levels; Electronic Medical Records; Spanish Language |
| Description |
Virtual Medical Records helps patients view their glucose data pulled from an electronic medical record (EMR) in a compelling way through a virtual reality experience. Virtual Records uses patient's A1c data (average glucose levels from the past 2-3 months) from the EMR to create an experience unique to each user. This data is used in three out of the four scenes users can interact with. Each scene is meant to inform users about their glucose levels, hopefully encouraging them to change behaviors over time. Feature list: Four distinct scenes or areas to interact with: Data fetching with Electronic Medical Records (EMR); English and Spanish translations of instructional text; Minigame (shooting different "food" objects) prototype; Controller/keyboard input. |
| Relation is Part of |
Spring 2017 GApp Lab Wrap Kits |
| Publisher |
Spencer S. Eccles Health Sciences Library, University of Utah |
| Date Digital |
2017 |
| Date |
2017 |
| Format |
application/pdf |
| Rights Management |
Copyright 2017. For further information regarding the rights to this collection, please visit: https://library.med.utah.edu/publishing/terms-of-use/ |
| Language |
eng |
| ARK |
ark:/87278/s6712d0r |
| Setname |
ehsl_gapp |
| ID |
1400314 |
| OCR Text |
Show Virtual Records . "Virtual Records" helps patients view their glucose data pulled from an electronic medical record (EMR) in a compelling way through a virtual reality experience. Developers: GApp Lab Platform: Oculus Rift, Android (Google Cardboard) Number of users: Single user experience ESRB rating: E for everyone Virtual Records uses patient's A1c data (average glucose levels from the past 2-3 months) from the electronic medical records (EMR) to create an experience unique to each user. This data is used in three out of the four scenes users can interact with. Each scene is meant to inform users about their glucose levels, hopefully encouraging them to change behaviors over time. These scenes are as follows: 1. Information video - This is the equivalent of a drive-in movie experience, but within a VR atmosphere. Users will be able to watch a short, instructional video which will teach them about the data they will be seeing and interacting with. 2. Compare - This area is a simple-to-use bar graph, essentially. Patients watch a series of fireworks which launch vertically, leaving smoke behind. They also see two other A1c values, allowing them to compare their level with other samples. 3. Curve Builder - This is a interactive 2D graph. Patients will plot what they believe will happen to their glucose level throughout the day following exercise. They will then see a simulation of what would most likely happen. By comparing their belief and a more accurate representation, they can learn how exercise truly affects their levels. 4. Landscape - This is a graph of the patient glucose levels throughout the day, presented in the form of a mountain. Patients can travel to various points along the graph and notice how their graph is behaving throughout the day. Feature list ● Four distinct scenes or areas to interact with ● Data fetching with EMR ● English and Spanish translations of instructional text ● Minigame (shooting different "food" objects) prototype ● Controller/keyboard input |
| Reference URL |
https://collections.lib.utah.edu/ark:/87278/s6712d0r |