MANTOVANI, FABRIZIA
 Distribuzione geografica
Continente #
NA - Nord America 9.552
EU - Europa 7.395
AS - Asia 1.585
SA - Sud America 124
OC - Oceania 115
AF - Africa 51
Continente sconosciuto - Info sul continente non disponibili 6
Totale 18.828
Nazione #
US - Stati Uniti d'America 9.316
IT - Italia 2.833
DE - Germania 1.564
CN - Cina 750
SE - Svezia 634
IE - Irlanda 449
GB - Regno Unito 417
UA - Ucraina 332
DK - Danimarca 225
HK - Hong Kong 220
CA - Canada 212
FR - Francia 175
VN - Vietnam 114
AU - Australia 106
FI - Finlandia 106
NL - Olanda 104
AT - Austria 89
RU - Federazione Russa 87
BE - Belgio 85
ES - Italia 80
IN - India 78
TR - Turchia 73
JP - Giappone 68
BR - Brasile 58
KR - Corea 54
CH - Svizzera 43
IR - Iran 32
CL - Cile 30
GR - Grecia 30
PH - Filippine 27
IL - Israele 26
NO - Norvegia 26
PL - Polonia 26
SG - Singapore 25
ID - Indonesia 20
MX - Messico 20
MY - Malesia 19
PT - Portogallo 19
RO - Romania 18
CO - Colombia 17
TW - Taiwan 17
EG - Egitto 14
TH - Thailandia 13
KZ - Kazakistan 12
CZ - Repubblica Ceca 10
EC - Ecuador 10
HR - Croazia 7
NG - Nigeria 7
NZ - Nuova Zelanda 7
PK - Pakistan 7
ZA - Sudafrica 6
AE - Emirati Arabi Uniti 5
BG - Bulgaria 5
LK - Sri Lanka 5
MU - Mauritius 5
RS - Serbia 5
SC - Seychelles 5
EU - Europa 4
HU - Ungheria 4
LT - Lituania 4
PE - Perù 4
AR - Argentina 3
CY - Cipro 3
EE - Estonia 3
MA - Marocco 3
MD - Moldavia 3
PR - Porto Rico 3
PS - Palestinian Territory 3
QA - Qatar 3
SA - Arabia Saudita 3
SI - Slovenia 3
TN - Tunisia 3
BN - Brunei Darussalam 2
CK - Cook, isole 2
KE - Kenya 2
LU - Lussemburgo 2
LY - Libia 2
MC - Monaco 2
NP - Nepal 2
SM - San Marino 2
VE - Venezuela 2
A1 - Anonimo 1
A2 - ???statistics.table.value.countryCode.A2??? 1
BW - Botswana 1
CR - Costa Rica 1
DZ - Algeria 1
GH - Ghana 1
IQ - Iraq 1
JO - Giordania 1
LB - Libano 1
LV - Lettonia 1
MT - Malta 1
MV - Maldive 1
SK - Slovacchia (Repubblica Slovacca) 1
ZW - Zimbabwe 1
Totale 18.828
Città #
Ann Arbor 2.638
Frankfurt am Main 1.198
Woodbridge 832
Fairfield 695
Wilmington 576
Houston 529
Chandler 516
Milan 442
Dublin 425
Ashburn 412
Jacksonville 346
Dearborn 289
Seattle 289
Cambridge 256
New York 216
Princeton 202
Hong Kong 186
Nanjing 168
Rome 111
Dong Ket 76
Vienna 76
Lawrence 70
London 70
Shanghai 70
Reggio Nell'emilia 67
Altamura 66
Boardman 64
Beijing 59
Lachine 56
Nanchang 54
Brussels 53
Toronto 48
San Diego 45
Guangzhou 43
Shenyang 41
Torino 41
Brindisi 40
Turin 39
Andover 36
Ottawa 36
Busto Arsizio 35
Tianjin 34
Bologna 29
Jinan 27
Philadelphia 27
Edmonton 24
Hebei 24
Pavia 24
Seriate 24
Chicago 23
Dallas 23
Hangzhou 23
Zhengzhou 22
Jiaxing 21
Norwalk 21
Padova 21
Washington 21
Catania 19
Changsha 19
Monza 19
Kiev 18
Trieste 18
Helsinki 17
Bari 16
Florence 16
Los Angeles 16
Palermo 16
Suwon 16
Corbetta 15
Falls Church 15
Pune 15
Singapore 15
Sydney 15
Tokyo 15
Amsterdam 14
Como 14
Ningbo 14
Genoa 13
Kunming 13
Taizhou 13
Zurich 13
Athens 12
Barcelona 12
Brescia 12
Chillan 12
Huizen 12
Rho 12
Sacramento 12
Segrate 12
Arcore 11
Fremont 11
Madrid 11
Mountain View 11
Munich 11
Nova Milanese 11
Central 10
Council Bluffs 10
Cura Carpignano 10
Livorno 10
Paris 10
Totale 12.485
Nome #
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.076
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 792
Applicazione del Training Mindfulness in bambini con ADHD 539
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 507
Come funziona la nostra mente. Apprendimento, simulazione e Serious Games 425
Positive technologies for promoting emotion regulation abilities in adolescents 379
Multiplayer serious games and user experience: A comparison between paper-based and digital gaming experience 367
Deceptive behavior in doping related interviews: The case of Lance Armstrong 348
COLLEGO: An interactive platform for studying joint action during an ecological collaboration task 334
The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use 332
Serious Games as Positive Technologies 331
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 324
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 314
Virtual reality in pediatric psychology 307
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 292
Teachers’ Attitudes Towards Children Who Use AAC in Italian Primary Schools 292
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 272
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 262
Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning 259
Mobile Virtual Reality to Enhance Subjective Well-Being 258
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine 253
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 252
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 242
An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360° 240
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 232
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 231
Learning to Be. Development of practices and methodologies for assessing social, emotional and health skills within education systems. 226
Virtual Body Ownership Illusions for Mental Health: A Narrative Review 214
Digital Interventions for Psychological Comorbidities in Chronic Diseases-A Systematic Review 210
A multimodal database as a background for emotional synthesis, recognition and training in e-learning systems 207
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 202
Virtual reality applications for stress management training in the military 200
The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review 198
Costruire la mente multiculturale: nuove frontiere digitali 189
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 183
The Role of Engagement in Teleneurorehabilitation: A Systematic Review 180
Experiential learning in Myself project 173
Intention, action, self and other: An evolutionary model of presence 172
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 171
Addressing emotions within e-learning systems 171
Assessing User Experience of a virtual reality training in patients with anorexia nervosa: insigths from a pilot study 171
The voice of emotion in Chinese and Italian young adults 170
Affective computing e apprendimento: analisi di dispositivi per il riconoscimento automatico delle emozioni all'interno di piattaforme di e-learning 165
Affective agents in the e-learning process 161
Comparing online cognitive load on mobile versus PC-based devices 156
Simulation-based training of communication and emotional competence for the improvement of physician-patient relationship 153
Affective interactions using virtual reality: the link between presence and emotions 152
Virtual reality-enhanced cognitive-behavioral therapy for morbid obesity: A randomized controlled study with 1 year follow-up 149
Is severe obesity a form of addiction?: Rationale, clinical approach, and controlled clinical trial 147
The VEPSY UPDATED project: Clinical rationale and technical approach 143
From Communication to Presence: Cognition, emotions and culture towards the ultimate communicative experience 143
Changing Body Representation Through Full Body Ownership Illusions Might Foster Motor Rehabilitation Outcome in Patients With Stroke 143
Virtual reality in mental health 142
The role of immersion and narrative in mediated presence: the virtual hospital experience 142
The potential of affective computing in e-learning: The journey from theory to practice in the "Myself" project 141
Virtual Reality [in obesity rehabilitation interventions] 137
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 136
Attitudes and Perceived Communicative Competence: The Impact of Different AAC Means of Communication among Italian Teenagers 136
General Practitioners’ Attitudes Toward Telemedicine: The Italian Case 135
From Intention to Action: the role of Presence 135
Assessment of the Autism Spectrum Disorder Based on Machine Learning and Social Visual Attention: A Systematic Review 134
Extending the self through the tools and the others: A general framework for presence and social presence in mediated interactions 129
Virtual reality for psycho-neurological assessment and rehabilitation 128
Leveraging Psychology of Virtual Body for Health and Wellness 128
La voce delle emozioni in giovani adulti cinesi e italiani 127
Transformation of flow in rehabilitation: The role of advanced communication technologies 127
Fostering the bicultural mind. Towards a Serious Game for intercultural training embedding culture as situated cognition 127
Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change 126
A telemedicine survey among Milan doctors 124
Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up 124
Presence: Form, content and consciousness 124
La simulazione interattiva come dispositivo di training esperienziale per le competenze emotive e relazionali nell'ambito dell'e-learning 123
Multimodal temporal patterns for the analysis of user’s involvement in affective interaction with virtual agents 123
Presence-inducing media for mental health applications 123
Picture Interpretation Test (PIT) 360°: An Innovative Measure of Executive Functions 123
Are robots present? From motor simulation to "being there" 121
From the body to the tools and back: a general framework for presence in mediated interactions 117
Designig a serious game to assess real-life decision making under stress 114
Virtual reality in the treatment and rehabilitation of eating disorders: the integrated experiential therapy 112
Being There: Understanding the Feeling of Presence in a Synthetic Environment and its Potential for Clinical Change 112
A Decision Support System in the Context of an Applied Game for Telerehabilitation 112
Communication - Presence Roundtrip: Travelling along Theoretical, Methodological and Applicative Connections 110
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 110
Emotions in Serious Games: From Experience to Assessment 109
Interreality: The Experiential Use of Technology in the Treatment of Obesity 109
Application of a clinical training based on mindfulness in children with attention deficit hyperactivity disorder (ADHD) 105
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 101
La deissi pronominale personale nell'interazione seduttiva in ambienti a virtualità variabile 101
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 100
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 99
Presence and rehabilitation: Toward second-generation virtual reality applications in neuropsychology 99
Virtual reality in the treatment and rehabilitation of eating disorders: the integrated experiential therapy (IET) 98
New tools in cybertherapy: The VEPSY web site 95
Cybertherapy in Practice: the VEPSY Updated Project 95
Serious Games as Positive Technologies 91
New Technologies for Improving the Psychological Treatment of Obesity 86
null 66
The sensorimotor dimension of the networked flow: An exploratory study using an interactive collaborative platform 63
A digital health home intervention for people within the Alzheimer's disease continuum: results from the Ability-TelerehABILITation pilot randomized controlled trial 59
Presence, flow, and narrative absorption: An interdisciplinary theoretical exploration with a new spatiotemporal integrated model based on predictive processing 55
Totale 19.442
Categoria #
all - tutte 44.881
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 44.881


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2018/2019981 0 0 0 0 0 0 0 0 149 149 266 417
2019/20203.281 321 159 195 242 292 365 429 324 389 220 249 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
2022/20233.723 348 692 265 265 306 407 179 254 344 188 326 149
2023/20242.565 207 168 223 358 366 476 332 233 202 0 0 0
Totale 19.737