PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 9.422
EU - Europa 7.156
AS - Asia 5.000
SA - Sud America 1.046
AF - Africa 169
OC - Oceania 149
Continente sconosciuto - Info sul continente non disponibili 4
Totale 22.946
Nazione #
US - Stati Uniti d'America 8.751
IT - Italia 2.714
SG - Singapore 1.308
CN - Cina 1.092
DE - Germania 911
BR - Brasile 722
HK - Hong Kong 621
CA - Canada 536
VN - Vietnam 490
RU - Federazione Russa 488
GB - Regno Unito 468
SE - Svezia 430
FR - Francia 386
IE - Irlanda 285
NL - Olanda 221
IN - India 206
ID - Indonesia 200
UA - Ucraina 181
TR - Turchia 170
ES - Italia 162
DK - Danimarca 150
AT - Austria 142
AU - Australia 132
FI - Finlandia 129
JP - Giappone 127
KR - Corea 104
PH - Filippine 103
BD - Bangladesh 90
MX - Messico 83
PL - Polonia 79
CH - Svizzera 77
AR - Argentina 72
CL - Cile 62
CO - Colombia 62
IR - Iran 58
TW - Taiwan 54
GR - Grecia 50
PK - Pakistan 47
PT - Portogallo 47
SA - Arabia Saudita 46
ZA - Sudafrica 46
IQ - Iraq 42
BE - Belgio 40
MY - Malesia 40
EC - Ecuador 39
EG - Egitto 38
PE - Perù 37
RO - Romania 33
NO - Norvegia 31
TH - Thailandia 29
UZ - Uzbekistan 28
IL - Israele 25
AE - Emirati Arabi Uniti 23
VE - Venezuela 23
HR - Croazia 21
KE - Kenya 21
MA - Marocco 20
AW - Aruba 19
KZ - Kazakistan 18
HU - Ungheria 14
LT - Lituania 14
RS - Serbia 14
CZ - Repubblica Ceca 13
NZ - Nuova Zelanda 13
JO - Giordania 12
LV - Lettonia 11
DO - Repubblica Dominicana 10
NG - Nigeria 10
SI - Slovenia 10
AZ - Azerbaigian 9
BO - Bolivia 9
EE - Estonia 9
LB - Libano 9
PS - Palestinian Territory 9
PY - Paraguay 9
UY - Uruguay 9
JM - Giamaica 7
OM - Oman 7
BG - Bulgaria 6
DZ - Algeria 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 22.914
Città #
Ann Arbor 1.271
Singapore 773
Ashburn 635
Hong Kong 580
Milan 573
Woodbridge 542
Frankfurt am Main 482
San Jose 420
Fairfield 379
Houston 376
Chandler 360
Toronto 336
Wilmington 315
Dublin 258
New York 212
Seattle 199
Dearborn 193
Rome 178
Los Angeles 171
Santa Clara 162
Jacksonville 161
Beijing 153
Ho Chi Minh City 150
Cambridge 144
Dallas 129
Princeton 119
Chicago 118
Boardman 113
Vienna 104
Hefei 95
Hanoi 93
The Dalles 88
Nanjing 84
Columbus 83
Council Bluffs 81
Shanghai 70
London 68
São Paulo 68
Jakarta 60
Lauterbourg 57
Naples 56
Moscow 54
Altamura 49
Lawrence 49
Buffalo 44
Guangzhou 44
Helsinki 43
Dong Ket 42
Seoul 42
Chennai 40
Munich 38
Tokyo 38
Orem 37
Sydney 37
Rio de Janeiro 36
San Diego 36
Amsterdam 35
Ottawa 35
Zurich 35
Turin 33
Busto Arsizio 32
Atlanta 31
Hangzhou 31
Montreal 30
Denver 29
Washington 29
Ankara 28
Taipei 28
Bologna 27
Lima 27
Berlin 26
Buccinasco 26
Manchester 26
Paris 26
Trieste 26
Warsaw 26
Palermo 25
Brooklyn 24
Florence 24
Tashkent 24
Bergamo 23
Corbetta 23
Istanbul 23
Kent 23
Lachine 23
Nanchang 23
Boston 22
Monza 22
Santiago 22
Tianjin 22
Andover 21
Changsha 21
Nuremberg 21
Brescia 20
Oranjestad 20
Riyadh 20
Stockholm 20
Turku 20
Zhengzhou 20
Bogotá 19
Totale 12.249
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 2.990
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.343
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 817
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 606
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 588
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 561
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 481
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 479
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 470
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 448
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 441
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 440
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 438
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 422
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 415
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 411
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 393
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 383
Mobile Virtual Reality to Enhance Subjective Well-Being 378
Virtual reality applications for stress management training in the military 334
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 318
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 316
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 298
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 296
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 292
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 290
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 284
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 276
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 269
Gamers. Breve storia dei videogiochi e degli esports 257
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 250
Testing augmented reality for cue exposure in obese patients: An exploratory study 248
Assessment and rehabilitation of neglect using virtual reality: A systematic review 246
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 245
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 245
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 243
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 242
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 241
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 238
NeuroVR 2 - A free virtual reality platform for the assessment and treatment in behavioral health care 237
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 237
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 235
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 232
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 231
Neurophysiological Aspects of Stress-related Disorders 231
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 231
Using Video Clips to Induce Negative Emotional Responses 229
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 228
The use of biofeedback in clinical virtual reality: The INTREPID project 225
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 223
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 219
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 218
Designig a serious game to assess real-life decision making under stress 217
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 213
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 213
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 213
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 195
Serious Games as Positive Technologies 194
Ubiquitous health in practice: the interreality paradigm 184
Virtual multiple errands test: Reliability, usability and possible applications 184
Learning island: the development of a virtual reality system for the experiential training of stress management 182
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 182
Positive technology: A free mobile platform for the self-management of psychological stress 165
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 149
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 124
Virtual Reality Video Games: Innovations for Mental Health 107
A Narrative Review on Augmented Reality in Education 49
Totale 23.479
Categoria #
all - tutte 65.841
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 65.841


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021172 0 0 0 0 0 0 0 0 0 0 0 172
2021/20221.032 92 88 94 104 56 100 54 64 53 53 80 194
2022/20232.322 235 477 173 190 164 297 79 152 207 92 151 105
2023/20241.931 116 98 126 158 197 286 208 143 144 126 132 197
2024/20253.939 209 393 233 304 393 313 325 198 344 390 382 455
2025/20267.753 653 393 619 856 874 434 952 423 635 687 600 627
Totale 23.479