Michele Pirovano

ORCID: 0000-0002-9945-8526
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About
Contact & Profiles
Research Areas
  • Stroke Rehabilitation and Recovery
  • Virtual Reality Applications and Impacts
  • Balance, Gait, and Falls Prevention
  • Spatial Neglect and Hemispheric Dysfunction
  • Educational Games and Gamification
  • Context-Aware Activity Recognition Systems
  • Human Motion and Animation
  • Acute Ischemic Stroke Management
  • Artificial Intelligence in Games
  • Human Pose and Action Recognition
  • Digital Games and Media
  • Ergonomics and Musculoskeletal Disorders
  • Colorectal Cancer Treatments and Studies
  • Gaze Tracking and Assistive Technology
  • Intensive Care Unit Cognitive Disorders
  • Phonetics and Phonology Research
  • Action Observation and Synchronization
  • Death, Funerary Practices, and Mourning
  • Pharmacological Effects and Toxicity Studies
  • Linguistics and language evolution
  • Pharmaceutical Practices and Patient Outcomes
  • Cerebral Palsy and Movement Disorders
  • Gastric Cancer Management and Outcomes
  • Technology Use by Older Adults
  • Computer Graphics and Visualization Techniques

Azienda Regionale Emergenza Urgenza
2018

University of Milan
2004-2017

Politecnico di Milano
2013-2015

Istanbul Bilgi University
2014

Ospedale di Circolo e Fondazione Macchi
2014

Electronic Arts (Canada)
2013

IEEE Computer Society
2013

Quinnipiac University
2013

Computer games are a promising tool to support rehabilitation at home. It is widely recognized that should (i) be nicely integrated in general-purpose stations, (ii) adhere the constraints posed by clinical protocols, (iii) involve movements functional reach goal, and (iv) adapt patients' current status progress. However, vast majority of existing stand-alone applications (not patient station), rarely condition. In this paper, we present first prototype station developed integrates video for...

10.1109/cig.2012.6374154 article EN 2012-09-01

The aim of this article is to describe a game engine that has all the characteristics needed support rehabilitation at home. low-cost tracking devices recently introduced in entertainment market allow measuring reliably home, real time, players' motion with hands-free approach. Such systems have also become source inspiration for researchers working rehabilitation. Computer games appear suited guide because their ability engage users. However, commercial videogames and engines lack peculiar...

10.1089/g4h.2012.0073 article EN Games for Health Journal 2013-04-01

Background: Post-stroke recovery benefits from structured, intense, challenging, and repetitive therapy. Exergames have emerged as promising to achieve sustained therapy practice patient motivation. This study assessed the usability effects of exergames on balance gait. Subjects Methods: Sixteen elderly participants were provided with intervention based five newly developed exergames. The required attend 36 training sessions; lasting for 20 minutes each. Adherence, attrition acceptance...

10.1089/g4h.2013.0093 article EN Games for Health Journal 2014-04-01

Computer games are a promising tool to support intensive rehabilitation. However, at present, they do not incorporate the supervision provided by real therapist and allow safe effective use patient's home. We show how specifically tailored computational intelligence based techniques extending exergames with functionalities that make rehabilitation home safe. The main function is in monitoring correctness of motion, which fundamental avoiding developing wrong motion patterns, making more...

10.1109/tciaig.2014.2368392 article EN IEEE Transactions on Computational Intelligence and AI in Games 2014-11-26

We show here how integrating novel natural user interfaces, like Microsoft Kinect, with a fully adappatient's current statustive game engine, system that can be used for rehabilitation at home built. A wide variety of scenarios, balanced scoring system, quantitative and qualitative exercise evaluation, automatic gameplay level adaptation to patient's status, audiovisual feed-back are all implemented inside the Intelligent Game Engine Rehabilitation introduced, aimed maximizing motivation...

10.1109/vsmm.2012.6365975 article EN 2012-09-01

The recent availability of advanced video game interfaces (such as the Microsoft Kinect, Nintendo WiiMote and Balance Board) is creating interesting opportunities to provide low-cost rehabilitation at-home for patients. In this context, games are rising promising tools guide patients through their recovery experience increase motivation throughout path. However, be applied clinical scenarios, must designed adhere requirements meet doctors/patients expectations. They also need integrated...

10.1109/segah.2013.6665318 article EN 2013-05-01

Background: Use of exergames can complement conventional therapy and increase the amount intensity visuospatial neglect (VSN) training. A series 9 exergames—games based on therapeutic principles—aimed at improving exploration neglected space for patients with VSN symptoms poststroke was developed tested its feasibility.

10.2196/games.7923 article EN cc-by JMIR Serious Games 2017-08-25

The impact of educational strategies in the management adverse treatment effects and drug interactions adult patients with epilepsy comorbidities remains undetermined.The EDU-COM study is a randomised, pragmatic trial investigating effect patient-tailored plan comorbidity.174 chronic comorbidities, multiple-drug therapy reporting at least one and/or interaction entry were randomly assigned to or usual care. primary endpoint was number becoming free from events after 6-month follow-up....

10.1136/jnnp-2013-306553 article EN Journal of Neurology Neurosurgery & Psychiatry 2014-01-08

Physical and cognitive rehabilitation under the form of therapeutic videogames has been growing in popularity over last years. Many games (or exergames) have created with intent to promote functional a highly motivational environment. However, such exergames are often as standalone products typically designed target specific exercise. Accordingly, they usually difficult integrate more structured therapy also very different varied features. There is therefore need this area for holistic...

10.1109/igic.2013.6659160 article EN 2013-09-01

In this work, we introduce Volcano, a tool for the procedural generation of 3D models swords. Unlike common content tools, it exploits interactive evolution to reduce as much possible effort users during process. Indeed, Volcano allows forge desired type swords through rather simple visual exploration design space. The generated with can be directly used game assets or further developed standard modeling software. A prototype was tested by 30 users, including both students and developers....

10.1109/gem.2015.7377226 article EN 2015-10-01

Video-games are effective and motivating tools in the rehabilitation of patients. This study presents a video-game based platform controlled by haptic device for Neglect Haptic structure, game engine, design criteria example games presented detail.

10.1109/siu.2014.6830582 article EN 2014-04-01

3738 Background: Oxaliplatin(OHP) and 5Fluorouracil(5FU) efficacy toxicity strictly depend on circadian rhythms in cell cycle regulation, reduced glutathione content, dehydropyrimidine thymidilate synthase activities, topoisomerase I activity, membrane permeability as well liver renal blood flow. Methods: From August 2002 to December 2003 (Tab.1) 27 untreated colorectal cancer patients(pt) were treated with OHP based chronomodulated delivery schedule using Melodie infusion system: 25 mg / m2...

10.1200/jco.2004.22.14_suppl.3738 article EN Journal of Clinical Oncology 2004-07-15
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