PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 8.701
EU - Europa 6.760
AS - Asia 4.977
SA - Sud America 1.046
AF - Africa 167
OC - Oceania 142
Continente sconosciuto - Info sul continente non disponibili 3
Totale 21.796
Nazione #
US - Stati Uniti d'America 8.333
IT - Italia 2.334
SG - Singapore 1.325
CN - Cina 1.092
DE - Germania 912
BR - Brasile 723
HK - Hong Kong 625
RU - Federazione Russa 495
VN - Vietnam 485
GB - Regno Unito 464
SE - Svezia 434
FR - Francia 383
IE - Irlanda 288
CA - Canada 236
NL - Olanda 212
IN - India 206
ID - Indonesia 194
UA - Ucraina 182
TR - Turchia 172
ES - Italia 160
DK - Danimarca 147
AT - Austria 143
FI - Finlandia 128
AU - Australia 125
JP - Giappone 117
KR - Corea 105
PH - Filippine 102
MX - Messico 82
CH - Svizzera 76
PL - Polonia 75
BD - Bangladesh 74
AR - Argentina 72
CL - Cile 63
CO - Colombia 61
IR - Iran 58
TW - Taiwan 51
GR - Grecia 49
SA - Arabia Saudita 47
PK - Pakistan 46
ZA - Sudafrica 46
PT - Portogallo 45
IQ - Iraq 43
BE - Belgio 40
EC - Ecuador 39
EG - Egitto 38
PE - Perù 36
MY - Malesia 35
RO - Romania 33
NO - Norvegia 31
TH - Thailandia 28
UZ - Uzbekistan 28
IL - Israele 25
VE - Venezuela 23
AE - Emirati Arabi Uniti 22
HR - Croazia 21
KE - Kenya 21
MA - Marocco 20
AW - Aruba 19
KZ - Kazakistan 19
LT - Lituania 15
RS - Serbia 14
CZ - Repubblica Ceca 13
JO - Giordania 13
NZ - Nuova Zelanda 13
HU - Ungheria 12
LV - Lettonia 11
DO - Repubblica Dominicana 10
AZ - Azerbaigian 9
BO - Bolivia 9
EE - Estonia 9
PS - Palestinian Territory 9
PY - Paraguay 9
UY - Uruguay 9
NG - Nigeria 8
SI - Slovenia 8
LB - Libano 7
OM - Oman 7
BG - Bulgaria 6
DZ - Algeria 6
PA - Panama 6
ET - Etiopia 5
JM - Giamaica 5
LK - Sri Lanka 5
LY - Libia 5
NP - Nepal 5
SK - Slovacchia (Repubblica Slovacca) 5
TN - Tunisia 5
KG - Kirghizistan 4
MM - Myanmar 4
MU - Mauritius 4
QA - Qatar 4
CR - Costa Rica 3
GE - Georgia 3
MC - Monaco 3
MD - Moldavia 3
SC - Seychelles 3
AM - Armenia 2
BN - Brunei Darussalam 2
BY - Bielorussia 2
CK - Cook, isole 2
Totale 21.765
Città #
Ann Arbor 1.271
Singapore 783
Ashburn 601
Hong Kong 584
Woodbridge 542
Frankfurt am Main 485
Milan 449
San Jose 381
Fairfield 379
Chandler 375
Houston 371
Wilmington 313
Dublin 261
New York 199
Seattle 198
Dearborn 191
Jacksonville 161
Santa Clara 160
Los Angeles 158
Beijing 153
Ho Chi Minh City 151
Cambridge 144
Dallas 125
Rome 123
Princeton 118
Chicago 117
Vienna 104
Hefei 96
Hanoi 91
The Dalles 88
Nanjing 84
Boardman 72
Shanghai 71
Council Bluffs 70
London 68
São Paulo 66
Jakarta 59
Lauterbourg 58
Moscow 55
Toronto 55
Altamura 49
Lawrence 49
Naples 49
Guangzhou 45
Helsinki 44
Seoul 43
Dong Ket 42
Chennai 40
Buffalo 39
Munich 39
Tokyo 37
Rio de Janeiro 36
Amsterdam 35
San Diego 35
Orem 34
Zurich 34
Busto Arsizio 32
Sydney 32
Hangzhou 31
Ottawa 31
Ankara 29
Taipei 28
Atlanta 27
Lima 27
Montreal 27
Warsaw 27
Buccinasco 26
Manchester 26
Paris 26
Trieste 26
Berlin 25
Denver 25
Florence 24
Tashkent 24
Bergamo 23
Brooklyn 23
Corbetta 23
Istanbul 23
Kent 23
Lachine 23
Nanchang 23
Washington 23
Bologna 22
Boston 22
Monza 22
Santiago 22
Tianjin 22
Andover 21
Changsha 21
Nuremberg 21
Turin 21
Riyadh 20
Stockholm 20
Turku 20
Zhengzhou 20
Baghdad 19
Bogotá 19
Brescia 19
Madrid 19
Oranjestad 19
Totale 11.526
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 2.848
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.330
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 756
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 593
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 553
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 537
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 452
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 443
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 436
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 427
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 424
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 423
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 422
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 414
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 394
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 386
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 369
Mobile Virtual Reality to Enhance Subjective Well-Being 365
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 363
Virtual reality applications for stress management training in the military 319
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 303
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 300
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 283
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 277
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 275
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 274
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 266
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 256
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 242
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 240
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 238
Testing augmented reality for cue exposure in obese patients: An exploratory study 237
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 234
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 234
Assessment and rehabilitation of neglect using virtual reality: A systematic review 232
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 230
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 226
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 225
NeuroVR 2 - A free virtual reality platform for the assessment and treatment in behavioral health care 222
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 222
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 217
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 216
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 216
The use of biofeedback in clinical virtual reality: The INTREPID project 216
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 214
Neurophysiological Aspects of Stress-related Disorders 214
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 214
Designig a serious game to assess real-life decision making under stress 213
Using Video Clips to Induce Negative Emotional Responses 212
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 210
Gamers. Breve storia dei videogiochi e degli esports 207
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 207
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 204
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 203
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 198
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 185
Serious Games as Positive Technologies 177
Ubiquitous health in practice: the interreality paradigm 174
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 172
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 169
Virtual multiple errands test: Reliability, usability and possible applications 168
Learning island: the development of a virtual reality system for the experiential training of stress management 167
Positive technology: A free mobile platform for the self-management of psychological stress 155
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 150
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 145
null 118
Virtual Reality Video Games: Innovations for Mental Health 87
A Narrative Review on Augmented Reality in Education 31
Totale 22.329
Categoria #
all - tutte 61.462
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 61.462


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021406 0 0 0 0 0 0 0 0 0 140 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
2025/20266.515 665 394 626 862 882 438 961 426 641 620 0 0
Totale 22.329