MANTOVANI, FABRIZIA
 Distribuzione geografica
Continente #
NA - Nord America 12.734
EU - Europa 10.347
AS - Asia 6.565
SA - Sud America 1.195
OC - Oceania 198
AF - Africa 166
Continente sconosciuto - Info sul continente non disponibili 6
Totale 31.211
Nazione #
US - Stati Uniti d'America 12.276
IT - Italia 4.176
SG - Singapore 1.936
CN - Cina 1.776
DE - Germania 1.321
HK - Hong Kong 918
BR - Brasile 862
RU - Federazione Russa 839
SE - Svezia 675
GB - Regno Unito 630
VN - Vietnam 501
IE - Irlanda 477
UA - Ucraina 371
FR - Francia 344
CA - Canada 325
DK - Danimarca 240
NL - Olanda 233
ID - Indonesia 227
ES - Italia 189
IN - India 185
AU - Australia 175
FI - Finlandia 166
KR - Corea 159
JP - Giappone 153
TR - Turchia 152
AT - Austria 136
AR - Argentina 87
CH - Svizzera 82
MX - Messico 81
PL - Polonia 80
PH - Filippine 75
CO - Colombia 68
IR - Iran 67
ZA - Sudafrica 62
TW - Taiwan 58
CL - Cile 56
PT - Portogallo 55
BD - Bangladesh 54
BE - Belgio 54
GR - Grecia 50
EC - Ecuador 46
MY - Malesia 43
NO - Norvegia 40
IL - Israele 37
RO - Romania 35
PE - Perù 34
SA - Arabia Saudita 31
EG - Egitto 30
TH - Thailandia 30
HR - Croazia 29
IQ - Iraq 29
CZ - Repubblica Ceca 21
LT - Lituania 21
MA - Marocco 21
KZ - Kazakistan 20
AW - Aruba 19
NZ - Nuova Zelanda 19
PK - Pakistan 19
VE - Venezuela 19
AE - Emirati Arabi Uniti 15
RS - Serbia 13
DO - Repubblica Dominicana 11
HU - Ungheria 11
KE - Kenya 11
LV - Lettonia 11
EE - Estonia 10
JO - Giordania 10
PY - Paraguay 10
UZ - Uzbekistan 10
NG - Nigeria 8
NP - Nepal 8
AZ - Azerbaigian 7
CY - Cipro 7
LK - Sri Lanka 7
UY - Uruguay 7
AL - Albania 6
BO - Bolivia 6
SI - Slovenia 6
TN - Tunisia 6
BG - Bulgaria 5
LB - Libano 5
MU - Mauritius 5
OM - Oman 5
PR - Porto Rico 5
SC - Seychelles 5
SK - Slovacchia (Repubblica Slovacca) 5
DZ - Algeria 4
EU - Europa 4
PS - Palestinian Territory 4
QA - Qatar 4
CR - Costa Rica 3
JM - Giamaica 3
KG - Kirghizistan 3
LY - Libia 3
MD - Moldavia 3
MM - Myanmar 3
PA - Panama 3
ZW - Zimbabwe 3
AO - Angola 2
BN - Brunei Darussalam 2
Totale 31.173
Città #
Ann Arbor 2.640
Singapore 1.173
Ashburn 926
Hong Kong 861
Woodbridge 832
Milan 793
Frankfurt am Main 719
Fairfield 696
Wilmington 578
Houston 548
Chandler 516
Dublin 447
Jacksonville 346
Seattle 306
New York 290
Dearborn 289
Cambridge 256
Hefei 248
Beijing 238
Rome 219
Santa Clara 218
Princeton 202
Dallas 188
Los Angeles 182
Nanjing 171
Ho Chi Minh City 129
Shanghai 109
Jakarta 103
Vienna 101
Kent 98
Boardman 96
Hanoi 96
Moscow 91
London 88
Seoul 79
Chicago 76
Dong Ket 76
São Paulo 75
Buffalo 74
Lawrence 70
Reggio Nell'emilia 67
Altamura 66
Guangzhou 66
Toronto 66
Turin 61
Council Bluffs 60
Lachine 56
Nanchang 55
San Diego 52
Tokyo 52
Florence 50
The Dalles 49
Sydney 47
Munich 46
Bologna 45
Helsinki 44
Amsterdam 43
Shenyang 43
Nuremberg 42
Torino 41
Brindisi 40
Ottawa 39
Tianjin 39
Naples 38
Andover 36
Perugia 36
Atlanta 35
Bari 35
Busto Arsizio 35
Pisa 33
Montreal 32
Changsha 31
Nocera Superiore 31
Stockholm 31
Warsaw 31
Jinan 30
Rio de Janeiro 30
Taipei 30
Brooklyn 29
Zhengzhou 29
Ankara 28
Monza 28
Padova 28
Zurich 28
Denver 27
Hangzhou 27
Manchester 27
San Jose 27
Washington 27
Chennai 26
Palermo 26
Brescia 25
Lima 25
Orem 25
Seriate 25
Catania 24
Edmonton 24
Hebei 24
Pavia 24
Trieste 24
Totale 17.483
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 2.522
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.292
Applicazione del Training Mindfulness in bambini con ADHD 1.080
Come funziona la nostra mente. Apprendimento, simulazione e Serious Games 614
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 561
Virtual reality in pediatric psychology 493
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 475
Multiplayer serious games and user experience: A comparison between paper-based and digital gaming experience 445
Deceptive behavior in doping related interviews: The case of Lance Armstrong 444
Positive technologies for promoting emotion regulation abilities in adolescents 440
Application of a clinical training based on mindfulness in children with attention deficit hyperactivity disorder (ADHD) 415
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 404
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 399
Serious Games as Positive Technologies 397
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 396
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 396
The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use 395
Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning 384
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 383
COLLEGO: An interactive platform for studying joint action during an ecological collaboration task 376
Teachers’ Attitudes Towards Children Who Use AAC in Italian Primary Schools 374
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 360
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 354
An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360° 351
Assessing User Experience of a virtual reality training in patients with anorexia nervosa: insigths from a pilot study 343
Learning to Be. Development of practices and methodologies for assessing social, emotional and health skills within education systems. 339
The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review 335
Mobile Virtual Reality to Enhance Subjective Well-Being 325
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 323
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine 315
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 314
Virtual Body Ownership Illusions for Mental Health: A Narrative Review 311
Digital Interventions for Psychological Comorbidities in Chronic Diseases-A Systematic Review 309
Virtual reality applications for stress management training in the military 291
Experienced usability and adherence to treatment in a technology-enhanced continuum of care program with respect to usual care in MCI and outpatients with Alzheimer: the Ability program 289
The Role of Engagement in Teleneurorehabilitation: A Systematic Review 288
A multimodal database as a background for emotional synthesis, recognition and training in e-learning systems 270
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 269
Attitudes and Perceived Communicative Competence: The Impact of Different AAC Means of Communication among Italian Teenagers 266
Costruire la mente multiculturale: nuove frontiere digitali 252
The voice of emotion in Chinese and Italian young adults 245
Changing Body Representation Through Full Body Ownership Illusions Might Foster Motor Rehabilitation Outcome in Patients With Stroke 243
Experiential Learning in the Myself Project 241
Embedding the Patient-Citizen Perspective into an Operational Framework for the Development and the Introduction of New Technologies in Rehabilitation Care: The Smart&Touch-ID Model 235
From Communication to Presence: Cognition, emotions and culture towards the ultimate communicative experience 235
Assessment of the Autism Spectrum Disorder Based on Machine Learning and Social Visual Attention: A Systematic Review 235
Intention, action, self and other: An evolutionary model of presence 233
Being There: Understanding the Feeling of Presence in a Synthetic Environment and its Potential for Clinical Change 231
A Decision Support System in the Context of an Applied Game for Telerehabilitation 231
The role of immersion and narrative in mediated presence: the virtual hospital experience 227
Affective computing e apprendimento: analisi di dispositivi per il riconoscimento automatico delle emozioni all'interno di piattaforme di e-learning 224
Addressing emotions within e-learning systems 222
Affective agents in the e-learning process 221
The potential of affective computing in e-learning: The journey from theory to practice in the "Myself" project 221
Extending the self through the tools and the others: A general framework for presence and social presence in mediated interactions 216
Simulation-based training of communication and emotional competence for the improvement of physician-patient relationship 215
Affective interactions using virtual reality: the link between presence and emotions 215
Virtual reality in mental health 213
Comparing online cognitive load on mobile versus PC-based devices 212
The VEPSY UPDATED project: Clinical rationale and technical approach 207
Is severe obesity a form of addiction?: Rationale, clinical approach, and controlled clinical trial 207
A digital health home intervention for people within the Alzheimer's disease continuum: results from the Ability-TelerehABILITation pilot randomized controlled trial 204
Virtual Reality [in obesity rehabilitation interventions] 204
Technology-enhanced multi-domain at home continuum of care program with respect to usual care for people with cognitive impairment: The Ability-TelerehABILITation study protocol for a randomized controlled trial 203
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 200
Virtual reality-enhanced cognitive-behavioral therapy for morbid obesity: A randomized controlled study with 1 year follow-up 197
From Intention to Action: the role of Presence 196
Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change 194
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 194
Emotions in Serious Games: From Experience to Assessment 193
Virtual reality for psycho-neurological assessment and rehabilitation 192
La voce delle emozioni in giovani adulti cinesi e italiani 190
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 188
Picture Interpretation Test (PIT) 360°: An Innovative Measure of Executive Functions 187
Designig a serious game to assess real-life decision making under stress 184
La simulazione interattiva come dispositivo di training esperienziale per le competenze emotive e relazionali nell'ambito dell'e-learning 180
General Practitioners’ Attitudes Toward Telemedicine: The Italian Case 178
Searching for the Metaverse: Neuroscience of Physical and Digital Communities 176
Leveraging Psychology of Virtual Body for Health and Wellness 176
Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up 175
Presence-inducing media for mental health applications 175
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 174
Transformation of flow in rehabilitation: The role of advanced communication technologies 173
From the body to the tools and back: a general framework for presence in mediated interactions 173
Multimodal temporal patterns for the analysis of user’s involvement in affective interaction with virtual agents 172
Fostering the bicultural mind. Towards a Serious Game for intercultural training embedding culture as situated cognition 172
A telemedicine survey among Milan doctors 171
Communication - Presence Roundtrip: Travelling along Theoretical, Methodological and Applicative Connections 168
Are robots present? From motor simulation to "being there" 167
The whole-body motor skills of children with autism spectrum disorder taking goal-directed actions in virtual reality 166
Presence: Form, content and consciousness 166
Interreality: The Experiential Use of Technology in the Treatment of Obesity 165
The Electrodermal Activity of Children with ASD in Virtual Reality Tasks Resembling Regular Actions 160
La deissi pronominale personale nell'interazione seduttiva in ambienti a virtualità variabile 155
Presence and rehabilitation: Toward second-generation virtual reality applications in neuropsychology 155
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 155
Biosignal comparison for autism assessment using machine learning models and virtual reality 153
Virtual reality in the treatment and rehabilitation of eating disorders: the integrated experiential therapy 152
New tools in cybertherapy: The VEPSY web site 150
Serious Games as Positive Technologies 150
Totale 30.201
Categoria #
all - tutte 95.357
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 95.357


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/20212.174 0 0 0 0 0 387 303 285 323 309 230 337
2021/20222.085 218 247 227 218 113 155 152 92 87 105 165 306
2022/20233.285 348 692 264 263 304 406 90 186 272 122 221 117
2023/20243.135 175 139 187 319 340 473 331 233 217 256 157 308
2024/20256.463 346 655 417 402 563 358 522 303 579 745 631 942
2025/20265.880 1.059 840 958 1.195 1.268 560 0 0 0 0 0 0
Totale 32.212