PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 6.162
EU - Europa 4.696
AS - Asia 1.559
SA - Sud America 170
OC - Oceania 109
AF - Africa 53
Continente sconosciuto - Info sul continente non disponibili 2
Totale 12.751
Nazione #
US - Stati Uniti d'America 5.971
IT - Italia 1.642
DE - Germania 744
CN - Cina 474
SE - Svezia 407
SG - Singapore 316
GB - Regno Unito 301
IE - Irlanda 267
RU - Federazione Russa 243
CA - Canada 156
FR - Francia 155
UA - Ucraina 155
DK - Danimarca 136
HK - Hong Kong 135
AT - Austria 112
NL - Olanda 109
AU - Australia 97
FI - Finlandia 89
BR - Brasile 85
TR - Turchia 83
IN - India 78
ES - Italia 77
VN - Vietnam 65
JP - Giappone 59
PH - Filippine 59
ID - Indonesia 50
CH - Svizzera 46
KR - Corea 46
TW - Taiwan 39
IR - Iran 36
BE - Belgio 33
CL - Cile 33
MX - Messico 27
GR - Grecia 26
NO - Norvegia 26
PL - Polonia 26
RO - Romania 24
CO - Colombia 23
EG - Egitto 22
IL - Israele 21
MY - Malesia 21
PE - Perù 19
PT - Portogallo 15
TH - Thailandia 15
KZ - Kazakistan 11
HR - Croazia 9
SA - Arabia Saudita 9
AE - Emirati Arabi Uniti 8
CZ - Repubblica Ceca 8
HU - Ungheria 8
NZ - Nuova Zelanda 8
LT - Lituania 7
NG - Nigeria 7
PK - Pakistan 7
RS - Serbia 7
DO - Repubblica Dominicana 5
EC - Ecuador 5
KE - Kenya 5
LK - Sri Lanka 5
LV - Lettonia 5
IQ - Iraq 4
ZA - Sudafrica 4
BG - Bulgaria 3
EE - Estonia 3
MA - Marocco 3
MM - Myanmar 3
MU - Mauritius 3
PS - Palestinian Territory 3
QA - Qatar 3
SC - Seychelles 3
SK - Slovacchia (Repubblica Slovacca) 3
AR - Argentina 2
AZ - Azerbaigian 2
BN - Brunei Darussalam 2
CK - Cook, isole 2
EU - Europa 2
FJ - Figi 2
LU - Lussemburgo 2
LY - Libia 2
MC - Monaco 2
MD - Moldavia 2
MT - Malta 2
PA - Panama 2
SI - Slovenia 2
BD - Bangladesh 1
BO - Bolivia 1
BW - Botswana 1
CR - Costa Rica 1
DZ - Algeria 1
JO - Giordania 1
KG - Kirghizistan 1
LB - Libano 1
NP - Nepal 1
TN - Tunisia 1
UY - Uruguay 1
VE - Venezuela 1
ZW - Zimbabwe 1
Totale 12.751
Città #
Ann Arbor 1.271
Woodbridge 542
Frankfurt am Main 457
Fairfield 379
Chandler 375
Houston 357
Wilmington 310
Ashburn 248
Singapore 247
Dublin 244
Milan 242
Dearborn 191
Seattle 191
Jacksonville 161
Cambridge 144
New York 122
Princeton 118
Hong Kong 104
Vienna 91
Rome 88
Santa Clara 82
Nanjing 81
Shanghai 58
Altamura 49
Lawrence 49
London 49
Boardman 42
Dong Ket 42
Toronto 42
Beijing 39
Guangzhou 34
Helsinki 33
Busto Arsizio 30
Ottawa 30
San Diego 29
Chicago 28
Buccinasco 26
Naples 26
Taipei 26
Hangzhou 25
Corbetta 23
Lachine 23
Sydney 23
Nanchang 22
Andover 21
Munich 21
Jakarta 20
Washington 20
Berlin 19
Dallas 19
Los Angeles 19
Monza 19
Tianjin 19
Shenyang 18
Turin 18
Florence 17
Bologna 16
Paris 16
Suwon 16
Zurich 16
Boulder 15
Council Bluffs 15
Ankara 14
Bogotá 14
Brindisi 14
Lima 14
Reggio Nell'emilia 14
Sacramento 14
Amsterdam 13
Brussels 13
Changsha 13
Norwalk 13
Novara 13
Rio de Janeiro 13
Torino 13
Trieste 13
Atlanta 12
Chillan 12
Como 12
Jinan 11
Madrid 11
Mohali 11
Montreal 11
Mountain View 11
Tokyo 11
Zhengzhou 11
Hebei 10
Jiaxing 10
Manchester 10
Reno 10
Rochester 10
Stockholm 10
Bergamo 9
Cislago 9
Falls Church 9
Laurel 9
Nova Milanese 9
Padova 9
Rotterdam 9
Santiago 9
Totale 7.550
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 1.368
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.167
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 481
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 473
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 371
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 337
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 330
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 327
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 313
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 296
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 284
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 274
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 270
Mobile Virtual Reality to Enhance Subjective Well-Being 249
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 217
Virtual reality applications for stress management training in the military 215
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 208
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 196
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 191
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 178
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 175
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 175
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 174
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 173
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 172
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 170
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 165
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 164
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 162
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 157
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 157
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 150
Assessment and rehabilitation of neglect using virtual reality: A systematic review 145
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 144
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 144
The use of biofeedback in clinical virtual reality: The INTREPID project 142
NeuroVR 2--a free virtual reality platform for the assessment and treatment in behavioral health care 140
Using Video Clips to Induce Negative Emotional Responses 139
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 133
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 130
Neurophysiological Aspects of Stress-related Disorders 129
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 128
Designig a serious game to assess real-life decision making under stress 127
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 124
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 124
Testing augmented reality for cue exposure in obese patients: An exploratory study 122
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 121
Ubiquitous health in practice: the interreality paradigm 119
null 118
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 115
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 113
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 113
Learning island: the development of a virtual reality system for the experiential training of stress management 110
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 110
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 109
Serious Games as Positive Technologies 105
Positive technology: A free mobile platform for the self-management of psychological stress 88
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 82
Virtual multiple errands test: Reliability, usability and possible applications 80
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 68
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 64
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 58
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 54
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 31
Totale 13.268
Categoria #
all - tutte 37.045
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 37.045


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/20201.349 0 0 0 0 179 214 220 187 194 144 170 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
2023/20241.945 116 99 126 158 199 287 209 147 145 126 132 201
2024/20251.432 213 398 235 306 280 0 0 0 0 0 0 0
Totale 13.268