PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 8.819
EU - Europa 6.818
AS - Asia 4.987
SA - Sud America 1.049
AF - Africa 167
OC - Oceania 143
Continente sconosciuto - Info sul continente non disponibili 3
Totale 21.986
Nazione #
US - Stati Uniti d'America 8.446
IT - Italia 2.378
SG - Singapore 1.328
CN - Cina 1.094
DE - Germania 917
BR - Brasile 725
HK - Hong Kong 626
RU - Federazione Russa 495
VN - Vietnam 485
GB - Regno Unito 468
SE - Svezia 434
FR - Francia 383
IE - Irlanda 288
CA - Canada 240
NL - Olanda 214
IN - India 206
ID - Indonesia 195
UA - Ucraina 182
TR - Turchia 172
ES - Italia 160
DK - Danimarca 147
AT - Austria 143
FI - Finlandia 130
AU - Australia 126
JP - Giappone 118
KR - Corea 105
PH - Filippine 102
MX - Messico 82
CH - Svizzera 76
PL - Polonia 75
BD - Bangladesh 74
AR - Argentina 72
CL - Cile 63
CO - Colombia 62
IR - Iran 58
TW - Taiwan 51
GR - Grecia 50
SA - Arabia Saudita 47
PK - Pakistan 46
ZA - Sudafrica 46
PT - Portogallo 45
IQ - Iraq 43
BE - Belgio 40
EC - Ecuador 39
EG - Egitto 38
MY - Malesia 37
PE - Perù 36
RO - Romania 33
NO - Norvegia 31
TH - Thailandia 28
UZ - Uzbekistan 28
IL - Israele 25
VE - Venezuela 23
AE - Emirati Arabi Uniti 22
HR - Croazia 21
KE - Kenya 21
MA - Marocco 20
AW - Aruba 19
KZ - Kazakistan 19
LT - Lituania 15
RS - Serbia 14
CZ - Repubblica Ceca 13
JO - Giordania 13
NZ - Nuova Zelanda 13
HU - Ungheria 12
LV - Lettonia 11
DO - Repubblica Dominicana 10
AZ - Azerbaigian 9
BO - Bolivia 9
EE - Estonia 9
PS - Palestinian Territory 9
PY - Paraguay 9
UY - Uruguay 9
NG - Nigeria 8
SI - Slovenia 8
LB - Libano 7
OM - Oman 7
BG - Bulgaria 6
DZ - Algeria 6
JM - Giamaica 6
PA - Panama 6
ET - Etiopia 5
LK - Sri Lanka 5
LY - Libia 5
NP - Nepal 5
SK - Slovacchia (Repubblica Slovacca) 5
TN - Tunisia 5
KG - Kirghizistan 4
MM - Myanmar 4
MU - Mauritius 4
QA - Qatar 4
CR - Costa Rica 3
GE - Georgia 3
MC - Monaco 3
MD - Moldavia 3
SC - Seychelles 3
AM - Armenia 2
BN - Brunei Darussalam 2
BY - Bielorussia 2
CK - Cook, isole 2
Totale 21.955
Città #
Ann Arbor 1.271
Singapore 784
Ashburn 608
Hong Kong 585
Woodbridge 542
Frankfurt am Main 487
Milan 466
San Jose 402
Fairfield 379
Chandler 375
Houston 373
Wilmington 313
Dublin 261
New York 208
Seattle 199
Dearborn 191
Los Angeles 163
Jacksonville 161
Santa Clara 161
Beijing 154
Ho Chi Minh City 151
Cambridge 144
Dallas 126
Rome 126
Princeton 119
Chicago 117
Vienna 104
Hefei 96
Hanoi 91
The Dalles 88
Nanjing 84
Boardman 73
Shanghai 71
Council Bluffs 70
London 68
São Paulo 67
Jakarta 60
Lauterbourg 58
Toronto 56
Moscow 55
Altamura 49
Lawrence 49
Naples 49
Guangzhou 45
Helsinki 44
Seoul 43
Dong Ket 42
Buffalo 41
Chennai 40
Munich 39
Tokyo 38
Orem 36
Rio de Janeiro 36
San Diego 36
Amsterdam 35
Zurich 34
Ottawa 33
Busto Arsizio 32
Sydney 32
Hangzhou 31
Ankara 29
Atlanta 28
Taipei 28
Lima 27
Montreal 27
Warsaw 27
Buccinasco 26
Denver 26
Manchester 26
Paris 26
Trieste 26
Berlin 25
Brooklyn 24
Florence 24
Tashkent 24
Bergamo 23
Corbetta 23
Istanbul 23
Kent 23
Lachine 23
Nanchang 23
Washington 23
Bologna 22
Boston 22
Monza 22
Santiago 22
Tianjin 22
Andover 21
Changsha 21
Nuremberg 21
Turin 21
Brescia 20
Riyadh 20
Stockholm 20
Turku 20
Zhengzhou 20
Baghdad 19
Bogotá 19
Madrid 19
Oranjestad 19
Totale 11.615
Nome #
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review 2.889
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.333
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 769
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 595
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 561
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 540
MIND-VR: Design and Evaluation Protocol of a Virtual Reality Psychoeducational Experience on Stress and Anxiety for the Psychological Support of Healthcare Workers Involved in the COVID-19 Pandemic 456
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 449
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 436
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 429
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 428
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 425
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 423
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 414
What Is the Relationship Among Positive Emotions, Sense of Presence, and Ease of Interaction in Virtual Reality Systems? An On-Site Evaluation of a Commercial Virtual Experience 394
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 390
A virtual reality home-based training for the management of stress and anxiety among healthcare workers during the COVID-19 pandemic: study protocol for a randomized controlled trial 373
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 366
Mobile Virtual Reality to Enhance Subjective Well-Being 365
Virtual reality applications for stress management training in the military 319
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 303
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 301
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 285
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 278
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 275
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 274
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 268
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 256
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 248
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 241
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 240
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 237
Testing augmented reality for cue exposure in obese patients: An exploratory study 237
Assessment and rehabilitation of neglect using virtual reality: A systematic review 234
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 234
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 232
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 230
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 227
Gamers. Breve storia dei videogiochi e degli esports 226
NeuroVR 2 - A free virtual reality platform for the assessment and treatment in behavioral health care 224
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 222
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 220
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 218
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 217
Neurophysiological Aspects of Stress-related Disorders 216
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 216
The use of biofeedback in clinical virtual reality: The INTREPID project 216
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 215
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 215
Designig a serious game to assess real-life decision making under stress 213
Using Video Clips to Induce Negative Emotional Responses 213
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 212
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 206
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 203
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 200
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 186
Serious Games as Positive Technologies 178
Ubiquitous health in practice: the interreality paradigm 175
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 173
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 169
Learning island: the development of a virtual reality system for the experiential training of stress management 168
Virtual multiple errands test: Reliability, usability and possible applications 168
Positive technology: A free mobile platform for the self-management of psychological stress 156
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 151
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 146
null 118
Virtual Reality Video Games: Innovations for Mental Health 87
A Narrative Review on Augmented Reality in Education 38
Totale 22.519
Categoria #
all - tutte 62.670
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 62.670


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021266 0 0 0 0 0 0 0 0 0 0 94 172
2021/20221.032 92 88 94 104 56 100 54 64 53 53 80 194
2022/20232.357 236 486 184 194 165 302 79 153 210 92 151 105
2023/20241.945 116 99 126 158 199 287 209 147 145 126 132 201
2024/20253.978 213 398 235 306 395 315 328 202 347 393 386 460
2025/20266.705 665 394 626 862 882 438 961 426 641 693 117 0
Totale 22.519