PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 9.944
EU - Europa 7.279
AS - Asia 5.059
SA - Sud America 1.056
Continente sconosciuto - Info sul continente non disponibili 537
AF - Africa 171
OC - Oceania 151
Totale 24.197
Nazione #
US - Stati Uniti d'America 9.249
IT - Italia 2.792
SG - Singapore 1.321
CN - Cina 1.103
DE - Germania 922
BR - Brasile 728
HK - Hong Kong 621
CA - Canada 551
VN - Vietnam 493
RU - Federazione Russa 488
GB - Regno Unito 479
SE - Svezia 431
FR - Francia 389
IE - Irlanda 285
NL - Olanda 223
IN - India 208
ID - Indonesia 203
UA - Ucraina 181
TR - Turchia 170
ES - Italia 168
DK - Danimarca 150
AT - Austria 142
JP - Giappone 136
AU - Australia 134
FI - Finlandia 133
KR - Corea 104
PH - Filippine 104
BD - Bangladesh 95
MX - Messico 83
PL - Polonia 83
CH - Svizzera 77
AR - Argentina 72
CL - Cile 63
CO - Colombia 62
IR - Iran 58
TW - Taiwan 56
GR - Grecia 50
PK - Pakistan 48
PT - Portogallo 47
SA - Arabia Saudita 47
ZA - Sudafrica 46
MY - Malesia 45
BE - Belgio 42
IQ - Iraq 42
EC - Ecuador 40
EG - Egitto 38
PE - Perù 38
RO - Romania 33
NO - Norvegia 31
TH - Thailandia 29
UZ - Uzbekistan 28
IL - Israele 25
AE - Emirati Arabi Uniti 24
VE - Venezuela 23
HR - Croazia 21
KE - Kenya 21
MA - Marocco 20
AW - Aruba 19
KZ - Kazakistan 18
LT - Lituania 15
HU - Ungheria 14
RS - Serbia 14
CZ - Repubblica Ceca 13
NZ - Nuova Zelanda 13
JO - Giordania 12
LV - Lettonia 11
DO - Repubblica Dominicana 10
NG - Nigeria 10
SI - Slovenia 10
AZ - Azerbaigian 9
BO - Bolivia 9
EE - Estonia 9
JM - Giamaica 9
LB - Libano 9
PS - Palestinian Territory 9
PY - Paraguay 9
UY - Uruguay 9
NP - Nepal 7
OM - Oman 7
BG - Bulgaria 6
DZ - Algeria 6
PA - Panama 6
CR - Costa Rica 5
ET - Etiopia 5
LK - Sri Lanka 5
LY - Libia 5
SK - Slovacchia (Repubblica Slovacca) 5
TN - Tunisia 5
KG - Kirghizistan 4
MM - Myanmar 4
MU - Mauritius 4
QA - Qatar 4
ZW - Zimbabwe 4
GE - Georgia 3
MC - Monaco 3
MD - Moldavia 3
SC - Seychelles 3
TT - Trinidad e Tobago 3
AM - Armenia 2
BN - Brunei Darussalam 2
Totale 23.627
Città #
Ann Arbor 1.271
Singapore 780
Ashburn 677
Milan 583
Hong Kong 580
Woodbridge 542
Frankfurt am Main 482
San Jose 427
Houston 381
Fairfield 379
Chandler 360
Toronto 338
Wilmington 315
Dublin 258
New York 223
Seattle 202
Dearborn 193
Rome 188
Los Angeles 179
Santa Clara 175
Jacksonville 161
Beijing 154
Ho Chi Minh City 151
Cambridge 144
Dallas 141
Chicago 123
Princeton 122
Boardman 114
Vienna 104
Hefei 95
Hanoi 93
The Dalles 89
Columbus 84
Council Bluffs 84
Nanjing 84
London 73
Shanghai 72
São Paulo 69
Jakarta 60
Lauterbourg 57
Naples 56
Moscow 54
Altamura 49
Buffalo 49
Lawrence 49
Helsinki 45
Guangzhou 44
Dong Ket 42
Seoul 42
Chennai 41
Tokyo 41
Sydney 39
Munich 38
Atlanta 37
Orem 37
Amsterdam 36
Rio de Janeiro 36
San Diego 36
Ottawa 35
Zurich 35
Denver 33
Turin 33
Busto Arsizio 32
Hangzhou 31
Montreal 31
Washington 31
Brooklyn 29
Ankara 28
Bologna 28
Manchester 28
Palermo 28
Taipei 28
Lima 27
Paris 27
Berlin 26
Buccinasco 26
Florence 26
Trieste 26
Warsaw 26
Boston 24
Tashkent 24
Bergamo 23
Corbetta 23
Istanbul 23
Kent 23
Lachine 23
Nanchang 23
Santiago 23
Monza 22
Tianjin 22
Andover 21
Changsha 21
Madrid 21
Nuremberg 21
Riyadh 21
Stockholm 21
Brescia 20
Oranjestad 20
Turku 20
Zhengzhou 20
Totale 12.451
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 3.459
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.344
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 838
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 612
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 595
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 570
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 496
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 490
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 477
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 452
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 448
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 443
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 439
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 427
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 419
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 412
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 398
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 390
Mobile Virtual Reality to Enhance Subjective Well-Being 381
Virtual reality applications for stress management training in the military 334
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 319
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 318
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 302
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 297
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 296
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 292
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 286
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 279
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 276
Gamers. Breve storia dei videogiochi e degli esports 265
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 251
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 250
Assessment and rehabilitation of neglect using virtual reality: A systematic review 250
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 249
Testing augmented reality for cue exposure in obese patients: An exploratory study 249
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 249
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 247
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 246
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 244
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 240
NeuroVR 2 - A free virtual reality platform for the assessment and treatment in behavioral health care 238
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 237
Neurophysiological Aspects of Stress-related Disorders 233
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 233
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 232
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 231
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 231
Using Video Clips to Induce Negative Emotional Responses 230
The use of biofeedback in clinical virtual reality: The INTREPID project 227
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 224
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 219
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 218
Designig a serious game to assess real-life decision making under stress 217
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 215
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 214
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 214
Serious Games as Positive Technologies 198
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 196
Virtual multiple errands test: Reliability, usability and possible applications 188
Ubiquitous health in practice: the interreality paradigm 185
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 184
Learning island: the development of a virtual reality system for the experiential training of stress management 183
Positive technology: A free mobile platform for the self-management of psychological stress 167
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 152
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 128
Virtual Reality Video Games: Innovations for Mental Health 111
A Narrative Review on Augmented Reality in Education 63
Totale 24.197
Categoria #
all - tutte 68.479
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 68.479


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2021/2022940 0 88 94 104 56 100 54 64 53 53 80 194
2022/20232.322 235 477 173 190 164 297 79 152 207 92 151 105
2023/20241.931 116 98 126 158 197 286 208 143 144 126 132 197
2024/20253.939 209 393 233 304 393 313 325 198 344 390 382 455
2025/20267.780 653 393 619 856 874 434 952 423 635 687 600 654
2026/2027691 628 63 0 0 0 0 0 0 0 0 0 0
Totale 24.197