MANTOVANI, FABRIZIA
 Distribuzione geografica
Continente #
NA - Nord America 16.347
EU - Europa 11.811
AS - Asia 8.600
SA - Sud America 1.496
Continente sconosciuto - Info sul continente non disponibili 1.013
AF - Africa 265
OC - Oceania 224
Totale 39.756
Nazione #
US - Stati Uniti d'America 15.315
IT - Italia 5.012
SG - Singapore 2.432
CN - Cina 2.017
DE - Germania 1.397
HK - Hong Kong 1.053
BR - Brasile 1.009
VN - Vietnam 943
RU - Federazione Russa 853
CA - Canada 837
GB - Regno Unito 707
SE - Svezia 684
FR - Francia 523
IE - Irlanda 481
UA - Ucraina 385
IN - India 317
NL - Olanda 280
ID - Indonesia 259
DK - Danimarca 243
ES - Italia 242
KR - Corea 214
TR - Turchia 208
AU - Australia 201
FI - Finlandia 192
JP - Giappone 184
BD - Bangladesh 170
AT - Austria 139
AR - Argentina 132
PH - Filippine 117
CH - Svizzera 113
MX - Messico 105
PL - Polonia 105
CO - Colombia 94
ZA - Sudafrica 85
IQ - Iraq 78
IR - Iran 70
CL - Cile 67
SA - Arabia Saudita 67
TW - Taiwan 67
PT - Portogallo 66
BE - Belgio 63
MY - Malesia 61
EC - Ecuador 60
GR - Grecia 60
PK - Pakistan 59
PE - Perù 45
VE - Venezuela 45
UZ - Uzbekistan 43
NO - Norvegia 42
RO - Romania 41
IL - Israele 40
EG - Egitto 39
TH - Thailandia 37
HR - Croazia 30
MA - Marocco 30
KE - Kenya 25
LT - Lituania 25
KZ - Kazakistan 22
CZ - Repubblica Ceca 21
JO - Giordania 21
AE - Emirati Arabi Uniti 19
AW - Aruba 19
NZ - Nuova Zelanda 19
HU - Ungheria 18
BO - Bolivia 16
RS - Serbia 16
PY - Paraguay 15
NG - Nigeria 14
NP - Nepal 14
TN - Tunisia 14
OM - Oman 13
DO - Repubblica Dominicana 12
CR - Costa Rica 11
DZ - Algeria 11
EE - Estonia 11
LB - Libano 11
LV - Lettonia 11
AL - Albania 10
AZ - Azerbaigian 10
ET - Etiopia 10
JM - Giamaica 10
SI - Slovenia 10
UY - Uruguay 10
CY - Cipro 8
HN - Honduras 8
KG - Kirghizistan 8
PS - Palestinian Territory 8
BG - Bulgaria 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
ZW - Zimbabwe 5
AO - Angola 4
EU - Europa 4
Totale 38.676
Città #
Ann Arbor 2.641
Singapore 1.450
Ashburn 1.189
Milan 1.056
Hong Kong 981
San Jose 868
Woodbridge 832
Frankfurt am Main 741
Fairfield 696
Wilmington 581
Houston 558
Chandler 516
Toronto 513
Dublin 451
Jacksonville 347
New York 340
Seattle 310
Rome 305
Dearborn 289
Los Angeles 278
Santa Clara 265
Cambridge 256
Beijing 252
Hefei 248
Ho Chi Minh City 246
Columbus 219
Hanoi 219
Dallas 216
Chicago 209
Princeton 204
Nanjing 173
Boardman 164
Council Bluffs 138
The Dalles 130
Seoul 123
Shanghai 122
Jakarta 112
Vienna 103
Lauterbourg 101
Kent 98
London 98
Buffalo 95
Moscow 92
Turin 90
São Paulo 84
Dong Ket 76
Lawrence 70
Guangzhou 68
Reggio Nell'emilia 67
Altamura 66
Naples 65
Orem 64
Sydney 63
Tokyo 63
Helsinki 62
Florence 60
San Diego 60
Lachine 56
Nanchang 55
Amsterdam 54
Bologna 54
Atlanta 51
Zurich 51
Montreal 49
Munich 46
Nuremberg 44
Ottawa 43
Shenyang 43
Torino 41
Brindisi 40
Chennai 40
Palermo 39
Rio de Janeiro 39
Tianjin 39
Brooklyn 38
Busto Arsizio 38
Perugia 38
Tashkent 37
Warsaw 37
Andover 36
Bari 36
Manchester 36
Denver 35
Stockholm 35
Ankara 33
Haiphong 33
Pisa 33
Washington 33
Changsha 32
Johannesburg 32
Madrid 32
Da Nang 31
Istanbul 31
Jinan 31
Lima 31
Nocera Superiore 31
Zhengzhou 31
Baghdad 30
Riyadh 30
Taipei 30
Totale 21.437
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 3.451
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.344
Applicazione del Training Mindfulness in bambini con ADHD 1.219
Come funziona la nostra mente. Apprendimento, simulazione e Serious Games 721
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 612
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 595
Virtual reality in pediatric psychology 561
Deceptive behavior in doping related interviews: The case of Lance Armstrong 512
Application of a clinical training based on mindfulness in children with attention deficit hyperactivity disorder (ADHD) 508
Multiplayer serious games and user experience: A comparison between paper-based and digital gaming experience 504
Positive technologies for promoting emotion regulation abilities in adolescents 493
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 493
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 477
The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use 461
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 452
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 448
Teachers’ Attitudes Towards Children Who Use AAC in Italian Primary Schools 448
Serious Games as Positive Technologies 443
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 443
Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning 441
COLLEGO: An interactive platform for studying joint action during an ecological collaboration task 439
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 439
Assessing User Experience of a virtual reality training in patients with anorexia nervosa: insigths from a pilot study 437
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 412
An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360° 410
The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review 406
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 398
Learning to Be. Development of practices and methodologies for assessing social, emotional and health skills within education systems. 391
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 390
Virtual Body Ownership Illusions for Mental Health: A Narrative Review 386
Digital Interventions for Psychological Comorbidities in Chronic Diseases-A Systematic Review 386
Mobile Virtual Reality to Enhance Subjective Well-Being 381
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine 366
The Role of Engagement in Teleneurorehabilitation: A Systematic Review 364
Virtual reality applications for stress management training in the military 334
Attitudes and Perceived Communicative Competence: The Impact of Different AAC Means of Communication among Italian Teenagers 332
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 329
A multimodal database as a background for emotional synthesis, recognition and training in e-learning systems 323
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 319
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 318
Changing Body Representation Through Full Body Ownership Illusions Might Foster Motor Rehabilitation Outcome in Patients With Stroke 309
Costruire la mente multiculturale: nuove frontiere digitali 295
Affective computing e apprendimento: analisi di dispositivi per il riconoscimento automatico delle emozioni all'interno di piattaforme di e-learning 293
Assessment of the Autism Spectrum Disorder Based on Machine Learning and Social Visual Attention: A Systematic Review 293
The voice of emotion in Chinese and Italian young adults 290
Comparing online cognitive load on mobile versus PC-based devices 289
Experiential Learning in the Myself Project 288
A Decision Support System in the Context of an Applied Game for Telerehabilitation 287
Intention, action, self and other: An evolutionary model of presence 286
Extending the self through the tools and the others: A general framework for presence and social presence in mediated interactions 284
The potential of affective computing in e-learning: The journey from theory to practice in the "Myself" project 280
Affective agents in the e-learning process 279
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 279
Being There: Understanding the Feeling of Presence in a Synthetic Environment and its Potential for Clinical Change 278
From Communication to Presence: Cognition, emotions and culture towards the ultimate communicative experience 275
The role of immersion and narrative in mediated presence: the virtual hospital experience 272
A digital health home intervention for people within the Alzheimer's disease continuum: results from the Ability-TelerehABILITation pilot randomized controlled trial 268
Virtual Reality [in obesity rehabilitation interventions] 264
Addressing emotions within e-learning systems 263
Virtual reality in mental health 257
From Intention to Action: the role of Presence 257
Affective interactions using virtual reality: the link between presence and emotions 255
Is severe obesity a form of addiction?: Rationale, clinical approach, and controlled clinical trial 255
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 249
Simulation-based training of communication and emotional competence for the improvement of physician-patient relationship 249
La voce delle emozioni in giovani adulti cinesi e italiani 249
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 249
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 247
The VEPSY UPDATED project: Clinical rationale and technical approach 246
Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change 246
DANCE Rehabilitation EXperience (DANCEREX-DTx): Protocol for a randomized controlled trial on effectiveness of digital therapeutics in chronic neurological disabilities 245
The Electrodermal Activity of Children with ASD in Virtual Reality Tasks Resembling Regular Actions 245
Searching for the Metaverse: Neuroscience of Physical and Digital Communities 243
Emotions in Serious Games: From Experience to Assessment 238
Virtual reality-enhanced cognitive-behavioral therapy for morbid obesity: A randomized controlled study with 1 year follow-up 237
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 237
Biosignal comparison for autism assessment using machine learning models and virtual reality 235
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 231
Picture Interpretation Test (PIT) 360°: An Innovative Measure of Executive Functions 230
The whole-body motor skills of children with autism spectrum disorder taking goal-directed actions in virtual reality 226
Presence-inducing media for mental health applications 224
Virtual reality for psycho-neurological assessment and rehabilitation 223
Leveraging Psychology of Virtual Body for Health and Wellness 219
La simulazione interattiva come dispositivo di training esperienziale per le competenze emotive e relazionali nell'ambito dell'e-learning 218
Designig a serious game to assess real-life decision making under stress 217
A telemedicine survey among Milan doctors 214
Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up 214
Multimodal temporal patterns for the analysis of user’s involvement in affective interaction with virtual agents 213
On feeling (the) present: An evolutionary account of the sense of presence in physical and electronically-mediated environments 213
Communication - Presence Roundtrip: Travelling along Theoretical, Methodological and Applicative Connections 212
Are robots present? From motor simulation to "being there" 210
Presence: Form, content and consciousness 210
The Disembodied Disconnect Hypothesis: How Online Interactions Undermine Neurobiological Foundations of Social Cohesion 209
Transformation of flow in rehabilitation: The role of advanced communication technologies 209
General Practitioners’ Attitudes Toward Telemedicine: The Italian Case 207
From the body to the tools and back: a general framework for presence in mediated interactions 206
Fostering the bicultural mind. Towards a Serious Game for intercultural training embedding culture as situated cognition 206
Presence and rehabilitation: Toward second-generation virtual reality applications in neuropsychology 204
La deissi pronominale personale nell'interazione seduttiva in ambienti a virtualità variabile 199
Interreality: The Experiential Use of Technology in the Treatment of Obesity 199
Totale 36.910
Categoria #
all - tutte 115.882
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 115.882


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2021/20221.867 0 247 227 218 113 155 152 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
2025/202612.617 1.059 840 958 1.195 1.268 676 1.737 659 1.051 1.085 944 1.145
2026/2027807 738 69 0 0 0 0 0 0 0 0 0 0
Totale 39.756