DIGITAL LIBRARY
INCREASE THE AWARENESS OF ALS PATIENTS THROUGH A VIRTUAL REALITY APPLICATION
Politecnico di Torino (ITALY)
About this paper:
Appears in: EDULEARN20 Proceedings
Publication year: 2020
Pages: 4403-4408
ISBN: 978-84-09-17979-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2020.1166
Conference name: 12th International Conference on Education and New Learning Technologies
Dates: 6-7 July, 2020
Location: Online Conference
Abstract:
The growing technological evolution of recent years has introduced new possibilities in the field of communication. Augmented and Virtual Reality represents a powerful tool for communicating across the board, reducing the gap between different sectors, expertise and goals. However, the use of technology is not the biggest challenge. Culture is. With this objective in mind, digital experiences are becoming more and more realistic and enriched with information content in order to get to an ever-widening pool of users in a simple and effective way. All subjects, even the most sensitive issues, can be handled, it is just necessary to find the best way to do it. In the framework of the CANP project, a Virtual Reality application has been developed to raise awareness among ALS (Amyotrophic lateral sclerosis) patients concerning in-home hospitalization. The focus of the experience refers to the evaluation of the adequacy of the patient’s home in relation to aspects related to the progression of the disease. The application deals with the topic through a game-oriented approach, directing the user’s attention towards the virtual exploration of digital models representing typological housing contexts. In this experience, both possible criticalities related to the management of physical space and the potential offered by home automation and technological devices to activate support services for patients and caregivers are highlighted. Moving within the virtual environments, it is possible to evaluate the costs necessary for the renovation of their own home, selecting the interventions to be implemented through a sort of virtual shopping cart, which returns a final report that takes into account the possible deductions that can be requested. The application, which can be useful to the physiatrist to frame the patient’s living context, leads the patient through a path of learning and awareness in relation to his condition aimed at improving the quality of his life.
Keywords:
Virtual Reality, Awareness, ALS, game approach.