PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 6.643
EU - Europa 5.619
AS - Asia 2.624
SA - Sud America 428
OC - Oceania 123
AF - Africa 82
Continente sconosciuto - Info sul continente non disponibili 2
Totale 15.521
Nazione #
US - Stati Uniti d'America 6.400
IT - Italia 1.853
DE - Germania 843
CN - Cina 613
SG - Singapore 582
HK - Hong Kong 511
RU - Federazione Russa 467
SE - Svezia 417
GB - Regno Unito 352
BR - Brasile 285
IE - Irlanda 275
FR - Francia 262
CA - Canada 172
UA - Ucraina 169
NL - Olanda 151
DK - Danimarca 146
ID - Indonesia 135
AT - Austria 127
AU - Australia 110
FI - Finlandia 109
TR - Turchia 107
IN - India 101
VN - Vietnam 96
ES - Italia 95
JP - Giappone 79
PH - Filippine 73
KR - Corea 61
CH - Svizzera 59
MX - Messico 43
CL - Cile 42
PL - Polonia 42
TW - Taiwan 42
IR - Iran 40
CO - Colombia 39
BE - Belgio 35
GR - Grecia 32
PT - Portogallo 32
NO - Norvegia 31
RO - Romania 27
EG - Egitto 25
MY - Malesia 25
IL - Israele 23
PE - Perù 23
AW - Aruba 19
HR - Croazia 19
ZA - Sudafrica 19
SA - Arabia Saudita 18
TH - Thailandia 17
AR - Argentina 16
KZ - Kazakistan 16
AE - Emirati Arabi Uniti 12
CZ - Repubblica Ceca 12
EC - Ecuador 12
MA - Marocco 11
BD - Bangladesh 10
HU - Ungheria 10
IQ - Iraq 10
LV - Lettonia 10
RS - Serbia 10
NZ - Nuova Zelanda 9
LT - Lituania 8
PK - Pakistan 8
KE - Kenya 7
NG - Nigeria 7
UZ - Uzbekistan 6
DO - Repubblica Dominicana 5
EE - Estonia 5
LB - Libano 5
LK - Sri Lanka 5
BG - Bulgaria 4
BO - Bolivia 4
JO - Giordania 4
SK - Slovacchia (Repubblica Slovacca) 4
AZ - Azerbaigian 3
MC - Monaco 3
MM - Myanmar 3
MU - Mauritius 3
OM - Oman 3
PA - Panama 3
PS - Palestinian Territory 3
QA - Qatar 3
SC - Seychelles 3
SI - Slovenia 3
UY - Uruguay 3
VE - Venezuela 3
AM - Armenia 2
BN - Brunei Darussalam 2
CK - Cook, isole 2
EU - Europa 2
FJ - Figi 2
KG - Kirghizistan 2
KW - Kuwait 2
LU - Lussemburgo 2
LY - Libia 2
MD - Moldavia 2
MT - Malta 2
ZW - Zimbabwe 2
BW - Botswana 1
CR - Costa Rica 1
DZ - Algeria 1
Totale 15.516
Città #
Ann Arbor 1.271
Woodbridge 542
Hong Kong 477
Frankfurt am Main 471
Singapore 446
Fairfield 379
Chandler 375
Houston 359
Wilmington 310
Milan 308
Ashburn 278
Dublin 248
Seattle 195
Dearborn 191
Jacksonville 161
Cambridge 144
Santa Clara 139
New York 133
Princeton 118
Rome 98
Vienna 95
Nanjing 81
Hefei 70
Beijing 62
Shanghai 60
London 52
Moscow 51
Jakarta 50
Altamura 49
Boardman 49
Lawrence 49
Council Bluffs 43
Toronto 43
Dong Ket 42
Guangzhou 39
Munich 39
Helsinki 36
Naples 33
San Diego 32
Busto Arsizio 30
Chicago 30
Ottawa 30
Los Angeles 27
Buccinasco 26
Hangzhou 26
Taipei 26
Sydney 25
Corbetta 23
Kent 23
Lachine 23
Nanchang 23
Dallas 22
Monza 22
Andover 21
Berlin 21
Nuremberg 21
Rio de Janeiro 21
Amsterdam 20
Florence 20
Paris 20
São Paulo 20
Washington 20
Zurich 20
Oranjestad 19
Tianjin 19
Bologna 18
Shenyang 18
Turin 18
Ankara 17
Manchester 17
Trieste 17
Bogotá 16
Columbus 16
Lima 16
Suwon 16
Turku 16
Boulder 15
Changsha 15
Santiago 15
Atlanta 14
Brindisi 14
Novara 14
Reggio Nell'emilia 14
Sacramento 14
Zhengzhou 14
Brussels 13
Ho Chi Minh City 13
Madrid 13
Melbourne 13
Norwalk 13
Stockholm 13
Torino 13
Chillan 12
Como 12
Mohali 12
Montreal 12
Oslo 12
Tokyo 12
Bergamo 11
Boston 11
Totale 8.715
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 2.021
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.232
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 568
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 505
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 440
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 373
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 371
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 358
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 356
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 331
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 328
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 305
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 302
Mobile Virtual Reality to Enhance Subjective Well-Being 282
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 278
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 271
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 262
Virtual reality applications for stress management training in the military 257
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 233
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 227
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 227
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 217
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 211
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 206
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 196
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 191
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 190
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 182
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 181
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 177
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 176
The use of biofeedback in clinical virtual reality: The INTREPID project 172
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 171
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 169
Assessment and rehabilitation of neglect using virtual reality: A systematic review 168
NeuroVR 2--a free virtual reality platform for the assessment and treatment in behavioral health care 164
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 164
Testing augmented reality for cue exposure in obese patients: An exploratory study 164
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 161
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 160
Using Video Clips to Induce Negative Emotional Responses 157
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 153
Neurophysiological Aspects of Stress-related Disorders 150
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 150
Designig a serious game to assess real-life decision making under stress 149
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 149
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 147
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 144
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 142
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 137
Ubiquitous health in practice: the interreality paradigm 134
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 133
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 132
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 132
Learning island: the development of a virtual reality system for the experiential training of stress management 127
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 121
Serious Games as Positive Technologies 121
null 118
Virtual multiple errands test: Reliability, usability and possible applications 105
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 104
Positive technology: A free mobile platform for the self-management of psychological stress 104
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 92
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 86
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 65
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 46
Totale 16.045
Categoria #
all - tutte 48.186
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 48.186


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
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
2024/20253.978 213 398 235 306 395 315 328 202 347 393 386 460
2025/2026231 231 0 0 0 0 0 0 0 0 0 0 0
Totale 16.045