PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 7.759
EU - Europa 6.079
AS - Asia 3.850
SA - Sud America 863
OC - Oceania 129
AF - Africa 116
Continente sconosciuto - Info sul continente non disponibili 3
Totale 18.799
Nazione #
US - Stati Uniti d'America 7.446
IT - Italia 2.037
SG - Singapore 1.039
CN - Cina 973
DE - Germania 872
BR - Brasile 622
HK - Hong Kong 540
RU - Federazione Russa 474
SE - Svezia 430
GB - Regno Unito 414
IE - Irlanda 285
FR - Francia 278
VN - Vietnam 264
CA - Canada 211
NL - Olanda 183
UA - Ucraina 176
ID - Indonesia 170
DK - Danimarca 147
AT - Austria 136
IN - India 136
TR - Turchia 129
ES - Italia 123
FI - Finlandia 119
AU - Australia 113
JP - Giappone 104
PH - Filippine 75
KR - Corea 65
MX - Messico 64
CH - Svizzera 63
IR - Iran 58
PL - Polonia 58
CL - Cile 56
AR - Argentina 50
TW - Taiwan 50
CO - Colombia 47
GR - Grecia 42
BE - Belgio 39
ZA - Sudafrica 36
PT - Portogallo 34
EG - Egitto 32
NO - Norvegia 31
PE - Perù 31
MY - Malesia 30
EC - Ecuador 29
RO - Romania 29
BD - Bangladesh 28
SA - Arabia Saudita 26
IL - Israele 25
TH - Thailandia 24
HR - Croazia 20
AW - Aruba 19
IQ - Iraq 17
KZ - Kazakistan 17
AE - Emirati Arabi Uniti 14
MA - Marocco 13
CZ - Repubblica Ceca 12
KE - Kenya 12
NZ - Nuova Zelanda 12
PK - Pakistan 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
OM - Oman 3
PA - Panama 3
QA - Qatar 3
SC - Seychelles 3
AM - Armenia 2
BN - Brunei Darussalam 2
CK - Cook, isole 2
EU - Europa 2
FJ - Figi 2
KW - Kuwait 2
LU - Lussemburgo 2
MD - Moldavia 2
MT - Malta 2
NP - Nepal 2
TN - Tunisia 2
ZW - Zimbabwe 2
Totale 18.783
Città #
Ann Arbor 1.271
Singapore 674
Woodbridge 542
Ashburn 529
Hong Kong 505
Frankfurt am Main 474
Fairfield 379
Chandler 375
Milan 375
Houston 366
Wilmington 313
Dublin 258
Seattle 197
Dearborn 191
New York 183
Jacksonville 161
Santa Clara 151
Cambridge 144
Beijing 142
Dallas 124
Princeton 118
Los Angeles 110
Rome 105
Vienna 101
Hefei 96
Nanjing 83
Ho Chi Minh City 78
Boardman 65
Shanghai 63
London 61
São Paulo 57
Jakarta 54
Moscow 54
Chicago 50
Toronto 50
Altamura 49
Hanoi 49
Lawrence 49
The Dalles 49
Council Bluffs 46
Guangzhou 45
Dong Ket 42
Munich 39
Helsinki 38
Buffalo 37
Naples 34
Rio de Janeiro 33
San Diego 32
Hangzhou 31
Busto Arsizio 30
Ottawa 30
Tokyo 30
Amsterdam 29
Taipei 28
Buccinasco 26
Ankara 25
Sydney 25
Chennai 24
Lima 24
Corbetta 23
Florence 23
Kent 23
Lachine 23
Montreal 23
Nanchang 23
Washington 23
Zurich 23
Manchester 22
Monza 22
Tianjin 22
Warsaw 22
Andover 21
Atlanta 21
Berlin 21
Brooklyn 21
Changsha 21
Nuremberg 21
Paris 21
Boston 20
Denver 20
Santiago 20
Turku 20
Bologna 19
Oranjestad 19
Shenyang 19
Stockholm 19
Turin 19
Zhengzhou 19
San Jose 18
Trieste 18
Brescia 17
Bogotá 16
Columbus 16
Suwon 16
Athens 15
Boulder 15
Madrid 15
Palembang 15
Bangkok 14
Brindisi 14
Totale 10.145
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 2.479
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.286
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 633
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 553
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 500
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 469
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 402
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 394
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 393
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 392
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 379
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 368
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 353
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 350
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 345
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 339
Mobile Virtual Reality to Enhance Subjective Well-Being 321
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 316
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 308
Virtual reality applications for stress management training in the military 289
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 265
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 257
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 239
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 236
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 232
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 232
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 214
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 212
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 212
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 204
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 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 200
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 199
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 199
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 199
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 196
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 196
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 189
Using Video Clips to Induce Negative Emotional Responses 187
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 185
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 183
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 183
Designig a serious game to assess real-life decision making under stress 182
Neurophysiological Aspects of Stress-related Disorders 181
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 177
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 176
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 174
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 169
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 153
Ubiquitous health in practice: the interreality paradigm 150
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 148
Serious Games as Positive Technologies 147
Virtual multiple errands test: Reliability, usability and possible applications 145
Learning island: the development of a virtual reality system for the experiential training of stress management 142
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 141
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 138
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 122
null 118
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 113
Gamers. Breve storia dei videogiochi e degli esports 62
Virtual Reality Video Games: Innovations for Mental Health 32
Totale 19.329
Categoria #
all - tutte 56.210
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 56.210


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
2025/20263.515 665 394 626 862 882 86 0 0 0 0 0 0
Totale 19.329