This chapter focuses on the context in which patients such as those with Amyotrophic Lateral Sclerosis (ALS) are placed and what possibilities information and communication technologies (ICTs) offer to keep them in touch with the world to reach Society 5.0. In particular, the authors intend to show how the healthcare sector can use digital twin (DT) through elements of augmented virtuality (AR) and building information modelling (BIM) to create interactive interfaces that can solve, in part, problems involving frail patients but at the same time allowing their monitoring. Interconnection is possible through a gamification approach. In addition, a solution that considers the user (patient) involvement and that aims at its increase through interaction with alternative places to their home so as to stimulate them to keep an active mind and the degree of fun in a limiting condition is proposed.

Digital Twin for Amyotrophic Lateral Sclerosis: a system for patient engagement / Del Giudice, Matteo; Surian, Roberta; Osello, Anna (ADVANCES IN HUMAN AND SOCIAL ASPECTS OF TECHNOLOGY BOOK SERIES). - In: Handbook of research on implementing digital reality and interactive technologies to achieve Society 5.0 / Ugliotti F., Osello A.. - ELETTRONICO. - Hershey PA, USA : IGI Global, 2022. - ISBN 9781668448540. - pp. 620-639 [10.4018/978-1-6684-4854-0.ch026]

Digital Twin for Amyotrophic Lateral Sclerosis: a system for patient engagement

Del Giudice, Matteo;Surian, Roberta;Osello, Anna
2022

Abstract

This chapter focuses on the context in which patients such as those with Amyotrophic Lateral Sclerosis (ALS) are placed and what possibilities information and communication technologies (ICTs) offer to keep them in touch with the world to reach Society 5.0. In particular, the authors intend to show how the healthcare sector can use digital twin (DT) through elements of augmented virtuality (AR) and building information modelling (BIM) to create interactive interfaces that can solve, in part, problems involving frail patients but at the same time allowing their monitoring. Interconnection is possible through a gamification approach. In addition, a solution that considers the user (patient) involvement and that aims at its increase through interaction with alternative places to their home so as to stimulate them to keep an active mind and the degree of fun in a limiting condition is proposed.
2022
9781668448540
1668448548
Handbook of research on implementing digital reality and interactive technologies to achieve Society 5.0
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2972691