MANTOVANI, FABRIZIA
 Distribuzione geografica
Continente #
NA - Nord America 17.824
EU - Europa 11.918
AS - Asia 8.658
SA - Sud America 1.524
Continente sconosciuto - Info sul continente non disponibili 1.013
AF - Africa 269
OC - Oceania 232
Totale 41.438
Nazione #
US - Stati Uniti d'America 16.730
IT - Italia 5.084
SG - Singapore 2.441
CN - Cina 2.027
DE - Germania 1.402
HK - Hong Kong 1.060
BR - Brasile 1.024
VN - Vietnam 943
CA - Canada 871
RU - Federazione Russa 853
GB - Regno Unito 716
SE - Svezia 685
FR - Francia 528
IE - Irlanda 481
UA - Ucraina 385
IN - India 320
NL - Olanda 285
ID - Indonesia 266
ES - Italia 247
DK - Danimarca 243
KR - Corea 214
TR - Turchia 210
AU - Australia 208
FI - Finlandia 192
JP - Giappone 184
BD - Bangladesh 173
AT - Austria 140
AR - Argentina 139
PH - Filippine 123
CH - Svizzera 116
MX - Messico 109
PL - Polonia 105
CO - Colombia 98
ZA - Sudafrica 85
IQ - Iraq 81
IR - Iran 71
CL - Cile 68
TW - Taiwan 68
SA - Arabia Saudita 67
PT - Portogallo 66
BE - Belgio 63
MY - Malesia 63
EC - Ecuador 61
GR - Grecia 60
PK - Pakistan 59
PE - Perù 45
VE - Venezuela 45
UZ - Uzbekistan 43
NO - Norvegia 42
IL - Israele 41
RO - Romania 41
EG - Egitto 39
TH - Thailandia 39
MA - Marocco 33
HR - Croazia 30
KE - Kenya 25
LT - Lituania 25
KZ - Kazakistan 22
CZ - Repubblica Ceca 21
JO - Giordania 21
NZ - Nuova Zelanda 20
AE - Emirati Arabi Uniti 19
AW - Aruba 19
HU - Ungheria 18
BO - Bolivia 16
CR - Costa Rica 16
JM - Giamaica 16
RS - Serbia 16
PY - Paraguay 15
NG - Nigeria 14
NP - Nepal 14
TN - Tunisia 14
OM - Oman 13
DO - Repubblica Dominicana 12
EE - Estonia 12
DZ - Algeria 11
LB - Libano 11
LV - Lettonia 11
AL - Albania 10
AZ - Azerbaigian 10
ET - Etiopia 10
SI - Slovenia 10
UY - Uruguay 10
HN - Honduras 9
NI - Nicaragua 9
CY - Cipro 8
KG - Kirghizistan 8
PS - Palestinian Territory 8
BG - Bulgaria 7
LK - Sri Lanka 7
PR - Porto Rico 7
QA - Qatar 7
TT - Trinidad e Tobago 6
LY - Libia 5
MU - Mauritius 5
PA - Panama 5
SC - Seychelles 5
SK - Slovacchia (Repubblica Slovacca) 5
ZW - Zimbabwe 5
AO - Angola 4
Totale 40.353
Città #
Ann Arbor 2.642
Singapore 1.456
Ashburn 1.364
Milan 1.067
San Jose 1.061
Hong Kong 983
Woodbridge 832
Frankfurt am Main 741
Fairfield 697
Wilmington 582
Houston 561
Chandler 516
Toronto 515
Dublin 451
New York 354
Jacksonville 348
Council Bluffs 320
Rome 313
Seattle 311
Los Angeles 299
Dearborn 289
Santa Clara 287
Columbus 273
Cambridge 261
Beijing 253
Hefei 248
Ho Chi Minh City 246
Dallas 223
Hanoi 219
Chicago 217
Princeton 204
Nanjing 173
Boardman 172
The Dalles 131
Shanghai 124
Seoul 123
Jakarta 112
Vienna 103
Lauterbourg 101
London 101
Buffalo 99
Kent 98
Moscow 92
Turin 90
São Paulo 85
Dong Ket 76
Lawrence 71
Guangzhou 68
Naples 68
Orem 67
Reggio Nell'emilia 67
Altamura 66
Sydney 64
San Diego 63
Tokyo 63
Helsinki 62
Atlanta 61
Florence 61
Lachine 56
Bologna 55
Nanchang 55
Amsterdam 54
Phoenix 53
Montreal 51
Zurich 51
Munich 46
Brooklyn 44
Nuremberg 44
Ottawa 44
Shenyang 43
Torino 41
Brindisi 40
Chennai 40
Denver 39
Palermo 39
Perugia 39
Rio de Janeiro 39
Tianjin 39
Bari 38
Busto Arsizio 38
Manchester 37
Tashkent 37
Warsaw 37
Andover 36
San Francisco 35
Stockholm 35
Washington 35
Ankara 33
Boston 33
Haiphong 33
Melbourne 33
Philadelphia 33
Pisa 33
Changsha 32
Istanbul 32
Johannesburg 32
Madrid 32
Da Nang 31
Jinan 31
Lima 31
Totale 22.253
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 3.570
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.352
Applicazione del Training Mindfulness in bambini con ADHD 1.259
Come funziona la nostra mente. Apprendimento, simulazione e Serious Games 736
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 620
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 617
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 575
Virtual reality in pediatric psychology 572
Application of a clinical training based on mindfulness in children with attention deficit hyperactivity disorder (ADHD) 537
Deceptive behavior in doping related interviews: The case of Lance Armstrong 526
Multiplayer serious games and user experience: A comparison between paper-based and digital gaming experience 519
Positive technologies for promoting emotion regulation abilities in adolescents 498
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 492
The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use 474
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 467
Assessing User Experience of a virtual reality training in patients with anorexia nervosa: insigths from a pilot study 464
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 462
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 459
Teachers’ Attitudes Towards Children Who Use AAC in Italian Primary Schools 458
Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning 453
Serious Games as Positive Technologies 452
COLLEGO: An interactive platform for studying joint action during an ecological collaboration task 451
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 449
The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review 431
An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360° 420
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 420
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 419
Digital Interventions for Psychological Comorbidities in Chronic Diseases-A Systematic Review 413
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 407
Learning to Be. Development of practices and methodologies for assessing social, emotional and health skills within education systems. 405
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 403
Virtual Body Ownership Illusions for Mental Health: A Narrative Review 398
Mobile Virtual Reality to Enhance Subjective Well-Being 390
The Role of Engagement in Teleneurorehabilitation: A Systematic Review 380
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine 378
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 347
Attitudes and Perceived Communicative Competence: The Impact of Different AAC Means of Communication among Italian Teenagers 345
Virtual reality applications for stress management training in the military 341
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 336
A multimodal database as a background for emotional synthesis, recognition and training in e-learning systems 333
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 329
Changing Body Representation Through Full Body Ownership Illusions Might Foster Motor Rehabilitation Outcome in Patients With Stroke 328
Costruire la mente multiculturale: nuove frontiere digitali 309
Comparing online cognitive load on mobile versus PC-based devices 305
The voice of emotion in Chinese and Italian young adults 303
Assessment of the Autism Spectrum Disorder Based on Machine Learning and Social Visual Attention: A Systematic Review 303
Affective computing e apprendimento: analisi di dispositivi per il riconoscimento automatico delle emozioni all'interno di piattaforme di e-learning 299
A Decision Support System in the Context of an Applied Game for Telerehabilitation 298
Experiential Learning in the Myself Project 297
Intention, action, self and other: An evolutionary model of presence 297
Extending the self through the tools and the others: A general framework for presence and social presence in mediated interactions 293
Affective agents in the e-learning process 289
The potential of affective computing in e-learning: The journey from theory to practice in the "Myself" project 287
The role of immersion and narrative in mediated presence: the virtual hospital experience 283
Being There: Understanding the Feeling of Presence in a Synthetic Environment and its Potential for Clinical Change 282
A digital health home intervention for people within the Alzheimer's disease continuum: results from the Ability-TelerehABILITation pilot randomized controlled trial 280
From Communication to Presence: Cognition, emotions and culture towards the ultimate communicative experience 280
DANCE Rehabilitation EXperience (DANCEREX-DTx): Protocol for a randomized controlled trial on effectiveness of digital therapeutics in chronic neurological disabilities 276
Virtual Reality [in obesity rehabilitation interventions] 273
Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial 268
Addressing emotions within e-learning systems 268
Is severe obesity a form of addiction?: Rationale, clinical approach, and controlled clinical trial 268
Virtual reality in mental health 266
Affective interactions using virtual reality: the link between presence and emotions 266
From Intention to Action: the role of Presence 265
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 264
Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change 261
The Electrodermal Activity of Children with ASD in Virtual Reality Tasks Resembling Regular Actions 259
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 258
Searching for the Metaverse: Neuroscience of Physical and Digital Communities 255
La voce delle emozioni in giovani adulti cinesi e italiani 255
Simulation-based training of communication and emotional competence for the improvement of physician-patient relationship 251
Biosignal comparison for autism assessment using machine learning models and virtual reality 250
The VEPSY UPDATED project: Clinical rationale and technical approach 250
Emotions in Serious Games: From Experience to Assessment 245
Virtual reality-enhanced cognitive-behavioral therapy for morbid obesity: A randomized controlled study with 1 year follow-up 245
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 244
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 243
Picture Interpretation Test (PIT) 360°: An Innovative Measure of Executive Functions 243
The whole-body motor skills of children with autism spectrum disorder taking goal-directed actions in virtual reality 240
Presence-inducing media for mental health applications 234
Designig a serious game to assess real-life decision making under stress 233
Virtual reality for psycho-neurological assessment and rehabilitation 232
On feeling (the) present: An evolutionary account of the sense of presence in physical and electronically-mediated environments 232
La simulazione interattiva come dispositivo di training esperienziale per le competenze emotive e relazionali nell'ambito dell'e-learning 230
Multimodal temporal patterns for the analysis of user’s involvement in affective interaction with virtual agents 229
Leveraging Psychology of Virtual Body for Health and Wellness 228
The Disembodied Disconnect Hypothesis: How Online Interactions Undermine Neurobiological Foundations of Social Cohesion 221
La deissi pronominale personale nell'interazione seduttiva in ambienti a virtualità variabile 219
Communication - Presence Roundtrip: Travelling along Theoretical, Methodological and Applicative Connections 219
Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up 219
Presence: Form, content and consciousness 219
Are robots present? From motor simulation to "being there" 218
A telemedicine survey among Milan doctors 218
Presence and rehabilitation: Toward second-generation virtual reality applications in neuropsychology 216
Transformation of flow in rehabilitation: The role of advanced communication technologies 214
General Practitioners’ Attitudes Toward Telemedicine: The Italian Case 214
Fostering the bicultural mind. Towards a Serious Game for intercultural training embedding culture as situated cognition 212
From the body to the tools and back: a general framework for presence in mediated interactions 211
Interreality: The Experiential Use of Technology in the Treatment of Obesity 208
Totale 38.429
Categoria #
all - tutte 120.769
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 120.769


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2021/20221.620 0 0 227 218 113 155 152 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
2025/202612.617 1.059 840 958 1.195 1.268 676 1.737 659 1.051 1.085 944 1.145
2026/20272.489 738 708 1.043 0 0 0 0 0 0 0 0 0
Totale 41.438