MANTOVANI, FABRIZIA
 Distribuzione geografica
Continente #
NA - Nord America 10.413
EU - Europa 8.140
AS - Asia 2.689
SA - Sud America 215
OC - Oceania 147
AF - Africa 61
Continente sconosciuto - Info sul continente non disponibili 6
Totale 21.671
Nazione #
US - Stati Uniti d'America 10.139
IT - Italia 3.388
DE - Germania 1.137
CN - Cina 888
SG - Singapore 660
SE - Svezia 638
GB - Regno Unito 484
IE - Irlanda 460
RU - Federazione Russa 412
UA - Ucraina 338
CA - Canada 237
DK - Danimarca 229
HK - Hong Kong 228
FR - Francia 215
NL - Olanda 140
AU - Australia 132
FI - Finlandia 130
ID - Indonesia 127
ES - Italia 122
VN - Vietnam 114
IN - India 107
AT - Austria 100
TR - Turchia 95
JP - Giappone 89
BR - Brasile 88
KR - Corea 69
PH - Filippine 63
CH - Svizzera 59
BE - Belgio 47
CO - Colombia 47
IR - Iran 45
TW - Taiwan 41
PL - Polonia 40
CL - Cile 35
GR - Grecia 33
IL - Israele 32
NO - Norvegia 31
RO - Romania 29
MY - Malesia 27
MX - Messico 26
PT - Portogallo 25
PE - Perù 22
TH - Thailandia 22
EG - Egitto 19
KZ - Kazakistan 17
CZ - Repubblica Ceca 16
EC - Ecuador 12
LT - Lituania 11
NZ - Nuova Zelanda 11
SA - Arabia Saudita 11
HR - Croazia 9
AE - Emirati Arabi Uniti 8
AR - Argentina 8
ZA - Sudafrica 8
HU - Ungheria 7
NG - Nigeria 7
PK - Pakistan 7
RS - Serbia 7
LK - Sri Lanka 6
MA - Marocco 6
BG - Bulgaria 5
CY - Cipro 5
DO - Repubblica Dominicana 5
EE - Estonia 5
LV - Lettonia 5
MU - Mauritius 5
SC - Seychelles 5
EU - Europa 4
IQ - Iraq 3
MD - Moldavia 3
MM - Myanmar 3
NP - Nepal 3
PR - Porto Rico 3
PS - Palestinian Territory 3
QA - Qatar 3
SI - Slovenia 3
SK - Slovacchia (Repubblica Slovacca) 3
TN - Tunisia 3
AL - Albania 2
AZ - Azerbaigian 2
BN - Brunei Darussalam 2
CK - Cook, isole 2
FJ - Figi 2
KE - Kenya 2
KG - Kirghizistan 2
KW - Kuwait 2
LU - Lussemburgo 2
LY - Libia 2
MC - Monaco 2
PA - Panama 2
SM - San Marino 2
VE - Venezuela 2
A1 - Anonimo 1
A2 - ???statistics.table.value.countryCode.A2??? 1
BD - Bangladesh 1
BW - Botswana 1
CR - Costa Rica 1
DZ - Algeria 1
GH - Ghana 1
JO - Giordania 1
Totale 21.665
Città #
Ann Arbor 2.640
Woodbridge 832
Fairfield 695
Frankfurt am Main 690
Wilmington 576
Singapore 552
Milan 543
Houston 533
Chandler 516
Ashburn 443
Dublin 432
Jacksonville 346
Seattle 299
Dearborn 289
Cambridge 256
New York 218
Princeton 202
Santa Clara 200
Hong Kong 186
Nanjing 169
Rome 150
Shanghai 100
Jakarta 88
Boardman 78
Vienna 78
London 77
Dong Ket 76
Lawrence 70
Reggio Nell'emilia 67
Altamura 66
Beijing 63
Turin 57
Lachine 56
Nanchang 55
Toronto 52
San Diego 50
Guangzhou 45
Helsinki 41
Shenyang 41
Torino 41
Brindisi 40
Ottawa 39
Andover 36
Chicago 36
Busto Arsizio 35
Tianjin 34
Bologna 33
Perugia 33
Nocera Superiore 31
Florence 29
Jinan 29
Dallas 28
Los Angeles 28
Padova 26
Sydney 26
Zhengzhou 26
Monza 25
Munich 25
Edmonton 24
Hangzhou 24
Hebei 24
Pavia 24
Seriate 24
Taipei 24
Amsterdam 23
Washington 23
Zurich 23
Catania 22
Jiaxing 22
Bari 21
Changsha 21
Montecatini Terme 21
Norwalk 21
Trieste 21
Buccinasco 20
Council Bluffs 20
Naples 20
Brescia 19
Palermo 19
Pescara 19
Bogotá 18
Kiev 18
Como 17
Lima 17
Paris 17
Tokyo 17
Suwon 16
Verona 16
Ankara 15
Corbetta 15
Falls Church 15
Genoa 15
Madrid 15
Manchester 15
Mountain View 15
Pune 15
Atlanta 14
Barcelona 14
Berlin 14
Brussels 14
Totale 13.318
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 1.511
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.177
Applicazione del Training Mindfulness in bambini con ADHD 755
Come funziona la nostra mente. Apprendimento, simulazione e Serious Games 477
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 476
Virtual reality in pediatric psychology 395
Positive technologies for promoting emotion regulation abilities in adolescents 387
Multiplayer serious games and user experience: A comparison between paper-based and digital gaming experience 382
Deceptive behavior in doping related interviews: The case of Lance Armstrong 362
Serious Games as Positive Technologies 347
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 343
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 331
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 330
The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use 327
COLLEGO: An interactive platform for studying joint action during an ecological collaboration task 324
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 319
Teachers’ Attitudes Towards Children Who Use AAC in Italian Primary Schools 311
Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning 306
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 299
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 288
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine 278
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 277
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 275
An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360° 273
Learning to Be. Development of practices and methodologies for assessing social, emotional and health skills within education systems. 256
Mobile Virtual Reality to Enhance Subjective Well-Being 252
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 241
The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review 228
Application of a clinical training based on mindfulness in children with attention deficit hyperactivity disorder (ADHD) 220
Digital Interventions for Psychological Comorbidities in Chronic Diseases-A Systematic Review 217
A multimodal database as a background for emotional synthesis, recognition and training in e-learning systems 216
Virtual reality applications for stress management training in the military 216
Virtual Body Ownership Illusions for Mental Health: A Narrative Review 216
Costruire la mente multiculturale: nuove frontiere digitali 211
Assessing User Experience of a virtual reality training in patients with anorexia nervosa: insigths from a pilot study 200
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 199
The Role of Engagement in Teleneurorehabilitation: A Systematic Review 197
Intention, action, self and other: An evolutionary model of presence 190
The voice of emotion in Chinese and Italian young adults 188
Experiential learning in Myself project 186
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 181
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 180
Addressing emotions within e-learning systems 180
Affective agents in the e-learning process 176
Affective computing e apprendimento: analisi di dispositivi per il riconoscimento automatico delle emozioni all'interno di piattaforme di e-learning 175
Affective interactions using virtual reality: the link between presence and emotions 171
From Communication to Presence: Cognition, emotions and culture towards the ultimate communicative experience 166
Simulation-based training of communication and emotional competence for the improvement of physician-patient relationship 164
Virtual Reality [in obesity rehabilitation interventions] 164
Changing Body Representation Through Full Body Ownership Illusions Might Foster Motor Rehabilitation Outcome in Patients With Stroke 162
The role of immersion and narrative in mediated presence: the virtual hospital experience 161
Virtual reality-enhanced cognitive-behavioral therapy for morbid obesity: A randomized controlled study with 1 year follow-up 160
Virtual reality in mental health 159
Is severe obesity a form of addiction?: Rationale, clinical approach, and controlled clinical trial 158
The VEPSY UPDATED project: Clinical rationale and technical approach 156
Attitudes and Perceived Communicative Competence: The Impact of Different AAC Means of Communication among Italian Teenagers 156
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 155
From Intention to Action: the role of Presence 152
Extending the self through the tools and the others: A general framework for presence and social presence in mediated interactions 152
The potential of affective computing in e-learning: The journey from theory to practice in the "Myself" project 149
Being There: Understanding the Feeling of Presence in a Synthetic Environment and its Potential for Clinical Change 147
Virtual reality for psycho-neurological assessment and rehabilitation 144
General Practitioners’ Attitudes Toward Telemedicine: The Italian Case 141
Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change 139
La voce delle emozioni in giovani adulti cinesi e italiani 138
Transformation of flow in rehabilitation: The role of advanced communication technologies 138
Multimodal temporal patterns for the analysis of user’s involvement in affective interaction with virtual agents 136
Fostering the bicultural mind. Towards a Serious Game for intercultural training embedding culture as situated cognition 136
Leveraging Psychology of Virtual Body for Health and Wellness 136
Presence: Form, content and consciousness 135
La simulazione interattiva come dispositivo di training esperienziale per le competenze emotive e relazionali nell'ambito dell'e-learning 134
Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up 134
A telemedicine survey among Milan doctors 133
Presence-inducing media for mental health applications 132
Picture Interpretation Test (PIT) 360°: An Innovative Measure of Executive Functions 132
Assessment of the Autism Spectrum Disorder Based on Machine Learning and Social Visual Attention: A Systematic Review 132
Are robots present? From motor simulation to "being there" 130
From the body to the tools and back: a general framework for presence in mediated interactions 130
Designig a serious game to assess real-life decision making under stress 129
Emotions in Serious Games: From Experience to Assessment 129
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 129
A Decision Support System in the Context of an Applied Game for Telerehabilitation 126
Communication - Presence Roundtrip: Travelling along Theoretical, Methodological and Applicative Connections 123
Interreality: The Experiential Use of Technology in the Treatment of Obesity 120
Virtual reality in the treatment and rehabilitation of eating disorders: the integrated experiential therapy 119
New tools in cybertherapy: The VEPSY web site 116
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 111
La deissi pronominale personale nell'interazione seduttiva in ambienti a virtualità variabile 111
Presence and rehabilitation: Toward second-generation virtual reality applications in neuropsychology 111
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 111
Virtual reality in the treatment and rehabilitation of eating disorders: the integrated experiential therapy (IET) 106
Serious Games as Positive Technologies 106
Cybertherapy in Practice: the VEPSY Updated Project 102
New Technologies for Improving the Psychological Treatment of Obesity 95
The sensorimotor dimension of the networked flow: An exploratory study using an interactive collaborative platform 89
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 88
Comparing online cognitive load on mobile versus PC-based devices 85
On feeling (the) present: An evolutionary account of the sense of presence in physical and electronically-mediated environments 78
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 75
Virtual reality meets artificial intelligence: The emergence of advanced digital therapeutics and digital biomarkers 71
Totale 22.037
Categoria #
all - tutte 65.031
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 65.031


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/20201.707 0 0 0 0 0 0 429 324 389 220 249 96
2020/20213.593 168 175 420 342 314 387 303 285 323 309 230 337
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
2024/20252.753 346 655 417 402 563 358 12 0 0 0 0 0
Totale 22.622