PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 5.690
EU - Europa 4.040
AS - Asia 1.005
SA - Sud America 128
OC - Oceania 86
AF - Africa 45
Continente sconosciuto - Info sul continente non disponibili 2
Totale 10.996
Nazione #
US - Stati Uniti d'America 5.534
IT - Italia 1.430
DE - Germania 697
CN - Cina 405
SE - Svezia 404
IE - Irlanda 261
GB - Regno Unito 259
UA - Ucraina 149
CA - Canada 135
HK - Hong Kong 131
DK - Danimarca 130
FR - Francia 128
AT - Austria 106
NL - Olanda 87
AU - Australia 79
TR - Turchia 70
FI - Finlandia 66
BR - Brasile 65
VN - Vietnam 65
RU - Federazione Russa 59
ES - Italia 58
IN - India 52
JP - Giappone 44
KR - Corea 42
CH - Svizzera 36
BE - Belgio 30
CL - Cile 30
IR - Iran 29
PH - Filippine 29
GR - Grecia 25
NO - Norvegia 23
CO - Colombia 21
MX - Messico 20
PL - Polonia 20
EG - Egitto 19
RO - Romania 19
SG - Singapore 19
TW - Taiwan 19
ID - Indonesia 18
MY - Malesia 16
IL - Israele 15
PT - Portogallo 9
TH - Thailandia 9
KZ - Kazakistan 8
HR - Croazia 7
NG - Nigeria 7
PK - Pakistan 7
RS - Serbia 7
CZ - Repubblica Ceca 6
EC - Ecuador 5
HU - Ungheria 5
KE - Kenya 5
LK - Sri Lanka 5
NZ - Nuova Zelanda 5
AE - Emirati Arabi Uniti 4
BG - Bulgaria 3
LV - Lettonia 3
MU - Mauritius 3
PE - Perù 3
PS - Palestinian Territory 3
QA - Qatar 3
SA - Arabia Saudita 3
AR - Argentina 2
BN - Brunei Darussalam 2
CK - Cook, isole 2
EU - Europa 2
IQ - Iraq 2
LU - Lussemburgo 2
LY - Libia 2
MC - Monaco 2
MD - Moldavia 2
MT - Malta 2
SC - Seychelles 2
SI - Slovenia 2
ZA - Sudafrica 2
BD - Bangladesh 1
BO - Bolivia 1
BW - Botswana 1
CR - Costa Rica 1
DZ - Algeria 1
EE - Estonia 1
JO - Giordania 1
LB - Libano 1
LT - Lituania 1
MA - Marocco 1
MM - Myanmar 1
NP - Nepal 1
SK - Slovacchia (Repubblica Slovacca) 1
TN - Tunisia 1
VE - Venezuela 1
ZW - Zimbabwe 1
Totale 10.996
Città #
Ann Arbor 1.269
Woodbridge 542
Frankfurt am Main 455
Fairfield 379
Chandler 375
Houston 355
Wilmington 310
Dublin 238
Ashburn 237
Milan 217
Dearborn 191
Seattle 185
Jacksonville 161
Cambridge 144
New York 121
Princeton 118
Hong Kong 104
Vienna 91
Nanjing 80
Rome 77
Altamura 49
Lawrence 49
London 43
Dong Ket 42
Shanghai 40
Toronto 38
Guangzhou 34
Boardman 31
Busto Arsizio 30
Beijing 29
Ottawa 29
San Diego 26
Hangzhou 25
Chicago 23
Corbetta 23
Lachine 23
Nanchang 22
Andover 21
Monza 19
Tianjin 19
Shenyang 18
Turin 18
Washington 18
Dallas 16
Florence 16
Paris 16
Suwon 16
Bologna 15
Boulder 15
Los Angeles 15
Brindisi 14
Reggio Nell'emilia 14
Sacramento 14
Singapore 14
Berlin 13
Brussels 13
Changsha 13
Council Bluffs 13
Munich 13
Norwalk 13
Rio de Janeiro 13
Sydney 13
Torino 13
Bogotá 12
Chillan 12
Taipei 12
Trieste 12
Helsinki 11
Jinan 11
Mountain View 11
Novara 11
Zhengzhou 11
Ankara 10
Atlanta 10
Como 10
Hebei 10
Jiaxing 10
Reno 10
Rochester 10
Tokyo 10
Amsterdam 9
Bergamo 9
Cislago 9
Falls Church 9
Laurel 9
Naples 9
Nova Milanese 9
Rotterdam 9
Ardea 8
Dalmine 8
Genova 8
Limido Comasco 8
Madrid 8
Mainz 8
Portoferraio 8
Stuttgart 8
Utrecht 8
Verona 8
Zurich 8
Athens 7
Totale 6.950
Nome #
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.077
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 830
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 458
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 404
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 337
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 323
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 316
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 298
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 274
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 270
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 253
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 242
Mobile Virtual Reality to Enhance Subjective Well-Being 235
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 232
Virtual reality applications for stress management training in the military 200
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 196
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 183
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 182
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 179
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 169
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 166
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 161
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 156
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 156
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 155
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 153
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 150
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 148
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 146
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 139
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 138
Assessment and rehabilitation of neglect using virtual reality: A systematic review 134
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 132
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 131
Using Video Clips to Induce Negative Emotional Responses 129
NeuroVR 2--a free virtual reality platform for the assessment and treatment in behavioral health care 125
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 122
Neurophysiological Aspects of Stress-related Disorders 119
null 118
Designig a serious game to assess real-life decision making under stress 114
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 114
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 112
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 112
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 111
Ubiquitous health in practice: the interreality paradigm 110
The use of biofeedback in clinical virtual reality: The INTREPID project 110
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 106
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 106
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 104
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 103
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 102
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 100
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 100
Testing augmented reality for cue exposure in obese patients: An exploratory study 99
Learning island: the development of a virtual reality system for the experiential training of stress management 94
Serious Games as Positive Technologies 91
Positive technology: A free mobile platform for the self-management of psychological stress 81
Virtual multiple errands test: Reliability, usability and possible applications 69
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 57
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 53
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 45
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 38
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 30
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 16
Totale 11.513
Categoria #
all - tutte 28.414
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 28.414


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2018/2019378 0 0 0 0 0 0 0 0 0 0 208 170
2019/20201.910 193 98 119 151 179 214 220 187 194 144 170 41
2020/20211.820 74 117 304 157 148 164 162 152 136 140 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
2023/20241.622 116 99 126 158 199 287 209 147 145 126 10 0
Totale 11.513