MANTOVANI, FABRIZIA
 Distribuzione geografica
Continente #
NA - Nord America 15.369
EU - Europa 11.323
AS - Asia 8.430
SA - Sud America 1.483
AF - Africa 262
OC - Oceania 220
Continente sconosciuto - Info sul continente non disponibili 8
Totale 37.095
Nazione #
US - Stati Uniti d'America 14.388
IT - Italia 4.590
SG - Singapore 2.413
CN - Cina 1.984
DE - Germania 1.385
HK - Hong Kong 1.052
BR - Brasile 1.004
VN - Vietnam 891
RU - Federazione Russa 853
CA - Canada 809
GB - Regno Unito 690
SE - Svezia 682
FR - Francia 518
IE - Irlanda 481
UA - Ucraina 385
IN - India 315
NL - Olanda 274
ID - Indonesia 256
DK - Danimarca 241
ES - Italia 235
KR - Corea 214
TR - Turchia 208
AU - Australia 197
FI - Finlandia 188
JP - Giappone 174
BD - Bangladesh 143
AT - Austria 139
AR - Argentina 132
PH - Filippine 117
CH - Svizzera 113
PL - Polonia 101
MX - Messico 99
CO - Colombia 91
ZA - Sudafrica 85
IQ - Iraq 78
IR - Iran 68
CL - Cile 66
SA - Arabia Saudita 66
PT - Portogallo 64
TW - Taiwan 62
BE - Belgio 61
GR - Grecia 60
EC - Ecuador 58
MY - Malesia 57
PK - Pakistan 57
VE - Venezuela 45
PE - Perù 44
UZ - Uzbekistan 43
NO - Norvegia 42
RO - Romania 41
IL - Israele 40
EG - Egitto 39
TH - Thailandia 36
HR - Croazia 30
MA - Marocco 30
KE - Kenya 24
LT - Lituania 24
KZ - Kazakistan 22
CZ - Repubblica Ceca 21
JO - Giordania 21
AW - Aruba 19
NZ - Nuova Zelanda 19
AE - Emirati Arabi Uniti 17
BO - Bolivia 16
HU - Ungheria 16
RS - Serbia 16
PY - Paraguay 15
NG - Nigeria 14
TN - Tunisia 14
OM - Oman 13
DO - Repubblica Dominicana 12
DZ - Algeria 11
EE - Estonia 11
LV - Lettonia 11
NP - Nepal 11
AL - Albania 10
AZ - Azerbaigian 10
ET - Etiopia 10
SI - Slovenia 10
UY - Uruguay 10
LB - Libano 9
CR - Costa Rica 8
CY - Cipro 8
KG - Kirghizistan 8
PS - Palestinian Territory 8
BG - Bulgaria 7
JM - Giamaica 7
LK - Sri Lanka 7
QA - Qatar 6
LY - Libia 5
MU - Mauritius 5
NI - Nicaragua 5
PA - Panama 5
PR - Porto Rico 5
SC - Seychelles 5
SK - Slovacchia (Repubblica Slovacca) 5
AO - Angola 4
EU - Europa 4
MD - Moldavia 4
HN - Honduras 3
Totale 37.029
Città #
Ann Arbor 2.641
Singapore 1.440
Ashburn 1.119
Hong Kong 980
Milan 853
San Jose 848
Woodbridge 832
Frankfurt am Main 741
Fairfield 696
Wilmington 580
Houston 555
Chandler 516
Toronto 511
Dublin 451
Jacksonville 347
New York 330
Seattle 307
Dearborn 289
Los Angeles 265
Cambridge 256
Beijing 251
Hefei 248
Rome 241
Santa Clara 239
Ho Chi Minh City 234
Dallas 203
Princeton 203
Chicago 202
Hanoi 191
Nanjing 173
Boardman 161
Council Bluffs 135
The Dalles 129
Seoul 123
Shanghai 118
Jakarta 112
Vienna 103
Lauterbourg 101
Kent 98
London 94
Moscow 92
Buffalo 89
São Paulo 83
Dong Ket 76
Turin 72
Lawrence 70
Guangzhou 68
Reggio Nell'emilia 67
Altamura 66
Orem 63
Helsinki 60
Tokyo 60
Sydney 59
Florence 58
San Diego 58
Lachine 56
Nanchang 55
Naples 55
Amsterdam 52
Zurich 51
Bologna 50
Montreal 47
Munich 46
Nuremberg 44
Atlanta 43
Shenyang 43
Ottawa 42
Torino 41
Brindisi 40
Chennai 39
Rio de Janeiro 39
Tianjin 39
Busto Arsizio 38
Perugia 38
Tashkent 37
Warsaw 37
Andover 36
Bari 36
Stockholm 34
Ankara 33
Brooklyn 33
Haiphong 33
Manchester 33
Palermo 33
Pisa 33
Changsha 32
Johannesburg 32
Da Nang 31
Denver 31
Istanbul 31
Jinan 31
Lima 31
Nocera Superiore 31
Zhengzhou 31
Baghdad 30
Madrid 30
Taipei 30
Washington 30
Riyadh 29
Melbourne 28
Totale 20.651
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 2.952
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.340
Applicazione del Training Mindfulness in bambini con ADHD 1.197
Come funziona la nostra mente. Apprendimento, simulazione e Serious Games 702
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 603
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 576
Virtual reality in pediatric psychology 552
Deceptive behavior in doping related interviews: The case of Lance Armstrong 501
Multiplayer serious games and user experience: A comparison between paper-based and digital gaming experience 491
Application of a clinical training based on mindfulness in children with attention deficit hyperactivity disorder (ADHD) 491
Positive technologies for promoting emotion regulation abilities in adolescents 486
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 463
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 463
The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use 452
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 444
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 437
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 435
Teachers’ Attitudes Towards Children Who Use AAC in Italian Primary Schools 435
Serious Games as Positive Technologies 434
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 433
Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning 431
COLLEGO: An interactive platform for studying joint action during an ecological collaboration task 430
Assessing User Experience of a virtual reality training in patients with anorexia nervosa: insigths from a pilot study 420
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 402
An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360° 401
The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review 398
Learning to Be. Development of practices and methodologies for assessing social, emotional and health skills within education systems. 381
Virtual Body Ownership Illusions for Mental Health: A Narrative Review 380
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 379
Mobile Virtual Reality to Enhance Subjective Well-Being 374
Digital Interventions for Psychological Comorbidities in Chronic Diseases-A Systematic Review 372
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 369
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine 360
The Role of Engagement in Teleneurorehabilitation: A Systematic Review 350
Virtual reality applications for stress management training in the military 326
Experienced usability and adherence to treatment in a technology-enhanced continuum of care program with respect to usual care in MCI and outpatients with Alzheimer: the Ability program 321
A multimodal database as a background for emotional synthesis, recognition and training in e-learning systems 315
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 315
Attitudes and Perceived Communicative Competence: The Impact of Different AAC Means of Communication among Italian Teenagers 314
Embedding the Patient-Citizen Perspective into an Operational Framework for the Development and the Introduction of New Technologies in Rehabilitation Care: The Smart&Touch-ID Model 306
Changing Body Representation Through Full Body Ownership Illusions Might Foster Motor Rehabilitation Outcome in Patients With Stroke 296
Costruire la mente multiculturale: nuove frontiere digitali 292
Comparing online cognitive load on mobile versus PC-based devices 281
The voice of emotion in Chinese and Italian young adults 281
Assessment of the Autism Spectrum Disorder Based on Machine Learning and Social Visual Attention: A Systematic Review 281
Affective computing e apprendimento: analisi di dispositivi per il riconoscimento automatico delle emozioni all'interno di piattaforme di e-learning 280
Experiential Learning in the Myself Project 279
A Decision Support System in the Context of an Applied Game for Telerehabilitation 273
The potential of affective computing in e-learning: The journey from theory to practice in the "Myself" project 272
Extending the self through the tools and the others: A general framework for presence and social presence in mediated interactions 271
Being There: Understanding the Feeling of Presence in a Synthetic Environment and its Potential for Clinical Change 271
From Communication to Presence: Cognition, emotions and culture towards the ultimate communicative experience 269
Intention, action, self and other: An evolutionary model of presence 269
Affective agents in the e-learning process 268
A digital health home intervention for people within the Alzheimer's disease continuum: results from the Ability-TelerehABILITation pilot randomized controlled trial 264
The role of immersion and narrative in mediated presence: the virtual hospital experience 262
Addressing emotions within e-learning systems 259
Virtual Reality [in obesity rehabilitation interventions] 257
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 254
Virtual reality in mental health 252
Affective interactions using virtual reality: the link between presence and emotions 251
Is severe obesity a form of addiction?: Rationale, clinical approach, and controlled clinical trial 251
From Intention to Action: the role of Presence 250
Simulation-based training of communication and emotional competence for the improvement of physician-patient relationship 246
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 242
Technology-enhanced multi-domain at home continuum of care program with respect to usual care for people with cognitive impairment: The Ability-TelerehABILITation study protocol for a randomized controlled trial 241
The VEPSY UPDATED project: Clinical rationale and technical approach 239
Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change 239
Emotions in Serious Games: From Experience to Assessment 237
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 235
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 232
La voce delle emozioni in giovani adulti cinesi e italiani 232
The Electrodermal Activity of Children with ASD in Virtual Reality Tasks Resembling Regular Actions 227
Searching for the Metaverse: Neuroscience of Physical and Digital Communities 225
Virtual reality-enhanced cognitive-behavioral therapy for morbid obesity: A randomized controlled study with 1 year follow-up 225
Picture Interpretation Test (PIT) 360°: An Innovative Measure of Executive Functions 224
DANCE Rehabilitation EXperience (DANCEREX-DTx): Protocol for a randomized controlled trial on effectiveness of digital therapeutics in chronic neurological disabilities 222
Virtual reality for psycho-neurological assessment and rehabilitation 220
Biosignal comparison for autism assessment using machine learning models and virtual reality 219
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 219
Designig a serious game to assess real-life decision making under stress 215
La simulazione interattiva come dispositivo di training esperienziale per le competenze emotive e relazionali nell'ambito dell'e-learning 214
Presence-inducing media for mental health applications 213
Leveraging Psychology of Virtual Body for Health and Wellness 210
A telemedicine survey among Milan doctors 209
The whole-body motor skills of children with autism spectrum disorder taking goal-directed actions in virtual reality 208
Are robots present? From motor simulation to "being there" 208
Multimodal temporal patterns for the analysis of user’s involvement in affective interaction with virtual agents 208
Communication - Presence Roundtrip: Travelling along Theoretical, Methodological and Applicative Connections 208
Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up 208
General Practitioners’ Attitudes Toward Telemedicine: The Italian Case 205
Transformation of flow in rehabilitation: The role of advanced communication technologies 203
From the body to the tools and back: a general framework for presence in mediated interactions 202
Fostering the bicultural mind. Towards a Serious Game for intercultural training embedding culture as situated cognition 202
Presence: Form, content and consciousness 200
La deissi pronominale personale nell'interazione seduttiva in ambienti a virtualità variabile 196
Interreality: The Experiential Use of Technology in the Treatment of Obesity 194
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 193
Presence and rehabilitation: Toward second-generation virtual reality applications in neuropsychology 192
Serious Games as Positive Technologies 191
Totale 35.417
Categoria #
all - tutte 109.229
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 109.229


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021337 0 0 0 0 0 0 0 0 0 0 0 337
2021/20222.085 218 247 227 218 113 155 152 92 87 105 165 306
2022/20233.285 348 692 264 263 304 406 90 186 272 122 221 117
2023/20243.135 175 139 187 319 340 473 331 233 217 256 157 308
2024/20256.463 346 655 417 402 563 358 522 303 579 745 631 942
2025/202611.767 1.059 840 958 1.195 1.268 676 1.737 659 1.051 1.085 944 295
Totale 38.099