PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 7.822
EU - Europa 6.112
AS - Asia 3.898
SA - Sud America 868
OC - Oceania 130
AF - Africa 119
Continente sconosciuto - Info sul continente non disponibili 3
Totale 18.952
Nazione #
US - Stati Uniti d'America 7.500
IT - Italia 2.045
SG - Singapore 1.046
CN - Cina 974
DE - Germania 874
BR - Brasile 625
HK - Hong Kong 540
RU - Federazione Russa 474
SE - Svezia 431
GB - Regno Unito 424
IE - Irlanda 285
VN - Vietnam 285
FR - Francia 278
CA - Canada 214
NL - Olanda 185
UA - Ucraina 176
ID - Indonesia 170
DK - Danimarca 147
IN - India 143
AT - Austria 138
TR - Turchia 130
ES - Italia 126
FI - Finlandia 119
AU - Australia 113
JP - Giappone 108
PH - Filippine 76
MX - Messico 67
CH - Svizzera 65
KR - Corea 65
PL - Polonia 61
IR - Iran 58
CL - Cile 56
AR - Argentina 51
TW - Taiwan 50
CO - Colombia 47
GR - Grecia 42
BE - Belgio 39
ZA - Sudafrica 37
PT - Portogallo 34
EG - Egitto 32
NO - Norvegia 31
PE - Perù 31
EC - Ecuador 30
MY - Malesia 30
RO - Romania 29
BD - Bangladesh 28
SA - Arabia Saudita 26
IL - Israele 25
TH - Thailandia 24
HR - Croazia 20
AW - Aruba 19
IQ - Iraq 19
KZ - Kazakistan 17
PK - Pakistan 15
AE - Emirati Arabi Uniti 14
KE - Kenya 13
MA - Marocco 13
NZ - Nuova Zelanda 13
CZ - Repubblica Ceca 12
RS - Serbia 12
HU - Ungheria 11
LT - Lituania 11
LV - Lettonia 11
VE - Venezuela 11
DO - Repubblica Dominicana 9
EE - Estonia 8
UZ - Uzbekistan 8
JO - Giordania 7
NG - Nigeria 7
UY - Uruguay 7
LB - Libano 5
LK - Sri Lanka 5
PY - Paraguay 5
SI - Slovenia 5
BG - Bulgaria 4
BO - Bolivia 4
PS - Palestinian Territory 4
SK - Slovacchia (Repubblica Slovacca) 4
AZ - Azerbaigian 3
KG - Kirghizistan 3
LY - Libia 3
MC - Monaco 3
MM - Myanmar 3
MU - Mauritius 3
NP - Nepal 3
OM - Oman 3
PA - Panama 3
QA - Qatar 3
SC - Seychelles 3
AM - Armenia 2
BN - Brunei Darussalam 2
CK - Cook, isole 2
CR - Costa Rica 2
ET - Etiopia 2
EU - Europa 2
FJ - Figi 2
KW - Kuwait 2
LU - Lussemburgo 2
MD - Moldavia 2
MT - Malta 2
Totale 18.932
Città #
Ann Arbor 1.271
Singapore 681
Woodbridge 542
Ashburn 538
Hong Kong 505
Frankfurt am Main 474
Fairfield 379
Chandler 375
Milan 375
Houston 366
Wilmington 313
Dublin 258
Seattle 198
Dearborn 191
New York 187
Jacksonville 161
Santa Clara 152
Cambridge 144
Beijing 142
Dallas 124
Princeton 118
Los Angeles 116
Rome 107
Vienna 103
Hefei 96
Nanjing 83
Ho Chi Minh City 82
Boardman 67
London 63
Shanghai 63
São Paulo 57
Jakarta 54
Moscow 54
Hanoi 53
Chicago 50
Toronto 50
Altamura 49
Lawrence 49
The Dalles 49
Council Bluffs 47
Guangzhou 45
Dong Ket 42
Munich 39
Helsinki 38
Buffalo 37
Naples 34
Tokyo 34
Rio de Janeiro 33
San Diego 33
Hangzhou 31
Busto Arsizio 30
Ottawa 30
Amsterdam 29
Chennai 29
Taipei 28
Buccinasco 26
Ankara 25
Montreal 25
Sydney 25
Atlanta 24
Lima 24
Warsaw 24
Corbetta 23
Florence 23
Kent 23
Lachine 23
Manchester 23
Nanchang 23
Washington 23
Zurich 23
Brooklyn 22
Denver 22
Monza 22
Tianjin 22
Andover 21
Berlin 21
Bologna 21
Changsha 21
Nuremberg 21
Paris 21
Boston 20
Santiago 20
Stockholm 20
Turku 20
Oranjestad 19
Shenyang 19
Turin 19
Zhengzhou 19
San Jose 18
Trieste 18
Brescia 17
Bogotá 16
Columbus 16
Orem 16
Suwon 16
Athens 15
Boulder 15
Madrid 15
Palembang 15
Bangkok 14
Totale 10.216
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 2.508
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.288
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 634
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 559
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 502
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 474
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 403
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 398
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 395
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 394
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 381
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 371
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 356
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 353
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 348
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 344
Mobile Virtual Reality to Enhance Subjective Well-Being 323
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 320
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 312
Virtual reality applications for stress management training in the military 290
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 268
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 258
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 252
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 240
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 237
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 236
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 233
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 216
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 213
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 213
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 207
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 205
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 202
Assessment and rehabilitation of neglect using virtual reality: A systematic review 201
Testing augmented reality for cue exposure in obese patients: An exploratory study 201
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 200
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 200
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 199
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 197
NeuroVR 2 - A free virtual reality platform for the assessment and treatment in behavioral health care 193
The use of biofeedback in clinical virtual reality: The INTREPID project 193
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 192
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 190
Using Video Clips to Induce Negative Emotional Responses 188
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 187
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 186
Designig a serious game to assess real-life decision making under stress 183
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 183
Neurophysiological Aspects of Stress-related Disorders 181
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 178
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 178
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 175
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 172
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 154
Ubiquitous health in practice: the interreality paradigm 150
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 149
Serious Games as Positive Technologies 149
Virtual multiple errands test: Reliability, usability and possible applications 146
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 146
Learning island: the development of a virtual reality system for the experiential training of stress management 143
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 141
Positive technology: A free mobile platform for the self-management of psychological stress 138
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 123
null 118
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 116
Gamers. Breve storia dei videogiochi e degli esports 64
Virtual Reality Video Games: Innovations for Mental Health 35
Totale 19.482
Categoria #
all - tutte 56.481
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 56.481


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/20211.020 0 0 0 0 0 164 162 152 136 140 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
2025/20263.668 665 394 626 862 882 239 0 0 0 0 0 0
Totale 19.482