PALLAVICINI, FEDERICA
 Distribuzione geografica
Continente #
NA - Nord America 6.322
EU - Europa 4.944
AS - Asia 1.905
SA - Sud America 269
OC - Oceania 109
AF - Africa 57
Continente sconosciuto - Info sul continente non disponibili 2
Totale 13.608
Nazione #
US - Stati Uniti d'America 6.107
IT - Italia 1.723
DE - Germania 765
CN - Cina 509
SG - Singapore 438
SE - Svezia 410
GB - Regno Unito 321
IE - Irlanda 271
RU - Federazione Russa 244
HK - Hong Kong 231
FR - Francia 217
BR - Brasile 165
CA - Canada 158
UA - Ucraina 155
DK - Danimarca 140
NL - Olanda 125
AT - Austria 114
AU - Australia 97
FI - Finlandia 90
TR - Turchia 89
ES - Italia 88
ID - Indonesia 87
IN - India 80
PH - Filippine 65
VN - Vietnam 65
JP - Giappone 62
KR - Corea 51
CH - Svizzera 48
TW - Taiwan 42
CL - Cile 36
IR - Iran 36
CO - Colombia 35
BE - Belgio 33
PL - Polonia 32
GR - Grecia 31
MX - Messico 30
NO - Norvegia 26
EG - Egitto 24
MY - Malesia 24
RO - Romania 24
IL - Israele 22
PE - Perù 20
AW - Aruba 19
PT - Portogallo 17
TH - Thailandia 17
KZ - Kazakistan 14
SA - Arabia Saudita 11
AE - Emirati Arabi Uniti 10
HR - Croazia 10
CZ - Repubblica Ceca 9
RS - Serbia 9
HU - Ungheria 8
NZ - Nuova Zelanda 8
PK - Pakistan 8
IQ - Iraq 7
LT - Lituania 7
NG - Nigeria 7
EC - Ecuador 6
LV - Lettonia 6
ZA - Sudafrica 6
DO - Repubblica Dominicana 5
KE - Kenya 5
LB - Libano 5
LK - Sri Lanka 5
SK - Slovacchia (Repubblica Slovacca) 4
AR - Argentina 3
BG - Bulgaria 3
EE - Estonia 3
JO - Giordania 3
MA - Marocco 3
MM - Myanmar 3
MU - Mauritius 3
PS - Palestinian Territory 3
QA - Qatar 3
SC - Seychelles 3
SI - Slovenia 3
UZ - Uzbekistan 3
AZ - Azerbaigian 2
BD - Bangladesh 2
BN - Brunei Darussalam 2
CK - Cook, isole 2
EU - Europa 2
FJ - Figi 2
KW - Kuwait 2
LU - Lussemburgo 2
LY - Libia 2
MC - Monaco 2
MD - Moldavia 2
MT - Malta 2
PA - Panama 2
VE - Venezuela 2
AM - Armenia 1
BO - Bolivia 1
BW - Botswana 1
CR - Costa Rica 1
DZ - Algeria 1
KG - Kirghizistan 1
NP - Nepal 1
OM - Oman 1
TN - Tunisia 1
Totale 13.606
Città #
Ann Arbor 1.271
Woodbridge 542
Frankfurt am Main 460
Fairfield 379
Chandler 375
Houston 359
Singapore 338
Wilmington 310
Milan 274
Ashburn 255
Dublin 244
Hong Kong 200
Seattle 195
Dearborn 191
Jacksonville 161
Cambridge 144
Santa Clara 138
New York 124
Princeton 118
Vienna 91
Rome 88
Nanjing 81
Shanghai 58
London 50
Altamura 49
Lawrence 49
Jakarta 46
Boardman 43
Toronto 43
Dong Ket 42
Beijing 40
Guangzhou 38
Helsinki 34
San Diego 31
Busto Arsizio 30
Chicago 30
Ottawa 30
Buccinasco 26
Hangzhou 26
Naples 26
Taipei 26
Corbetta 23
Lachine 23
Nanchang 23
Sydney 23
Council Bluffs 22
Andover 21
Munich 21
Florence 20
Los Angeles 20
Monza 20
Washington 20
Berlin 19
Dallas 19
Oranjestad 19
Paris 19
Tianjin 19
Shenyang 18
Turin 18
Zurich 18
Amsterdam 17
Bogotá 16
Bologna 16
Suwon 16
Boulder 15
Changsha 15
Lima 15
Rio de Janeiro 15
Ankara 14
Brindisi 14
Manchester 14
Reggio Nell'emilia 14
Sacramento 14
Zhengzhou 14
Brussels 13
Norwalk 13
Novara 13
Torino 13
Trieste 13
Atlanta 12
Chillan 12
Como 12
Jinan 11
Madrid 11
Mohali 11
Montreal 11
Mountain View 11
Santiago 11
São Paulo 11
Tokyo 11
Bangkok 10
Brescia 10
Hebei 10
Jiaxing 10
Reno 10
Rochester 10
Stockholm 10
Bergamo 9
Cislago 9
Falls Church 9
Totale 7.935
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 1.620
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.186
Stress incidentale e decision making: l'impatto dello stress transitorio e cronico sulla presa di decisione in condizione di ambiguità 508
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 480
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? 405
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 348
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 335
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 335
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 325
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 303
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 296
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 283
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 278
Mobile Virtual Reality to Enhance Subjective Well-Being 256
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions 239
Virtual reality games and the role of body involvement in enhancing positive emotions and decreasing anxiety: Within-subjects pilot study 231
Virtual reality applications for stress management training in the military 220
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 205
Psicologia della realtà virtuale. Aspetti tecnologici, teorie e applicazioni per il benessere mentale 202
The role of virtual reality in neuropsychology: The virtual multiple errands test for the assessment of executive functions in Parkinson's disease 196
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 188
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 185
Biofeedback, virtual reality and mobile phones in the treatment of generalized anxiety disorder (gad): A phase-2 controlled clinical trial 185
Virtual reality body swapping: A tool for modifying the allocentric memory of the body 183
Assessment of Unilateral Spatial Neglect using a free mobile application for Italian clinicians 183
Feeling ghost food as real one: Psychometric assessment of presence engagement exposing to food in augmented reality 177
Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial 174
Validating the neuro vr-based virtual version of the multiple errands test: Preliminary results 170
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders 168
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 166
The use of biofeedback in clinical virtual reality: The INTREPID project 166
Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial 161
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 158
Assessment and rehabilitation of neglect using virtual reality: A systematic review 157
Neglect App. Usability of a new application for assessment and rehabilitation of neglect 150
Experiential virtual scenarios with real-time monitoring (interreality) for the management of psychological stress: A block randomized controlled trial 148
Testing augmented reality for cue exposure in obese patients: An exploratory study 145
NeuroVR 2--a free virtual reality platform for the assessment and treatment in behavioral health care 143
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management 142
Using Video Clips to Induce Negative Emotional Responses 141
NeuroVirtual 3D: A multiplatform 3D simulation system for application in psychology and neuro-rehabilitation 139
Virtual multiple errands test (VMET): a virtual reality-based tool to detect early executive functions deficit in Parkinson's disease 136
Designig a serious game to assess real-life decision making under stress 133
Neurophysiological Aspects of Stress-related Disorders 132
Assessing Unilateral Spatial Neglect using advanced technologies: The potentiality of mobile virtual reality 130
Validation of a Neuro Virtual Reality-based version of the Multiple Errands Test for the assessment of executive functions 129
Investigations of executive functions using Virtual Multiple Errands Test and Psychophysiological measures 128
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions 124
Ubiquitous health in practice: the interreality paradigm 122
Inter-reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project 121
EEG alpha asymmetry in virtual environments for the assessment of stress-related disorders 119
Smartphone for self-management of psychological stress: A preliminary evaluation of positive technology app 119
null 118
Hacking Well-Being: Can Serious Games Fit Positive Technology Framework? 118
Learning island: the development of a virtual reality system for the experiential training of stress management 115
Serious Games as Positive Technologies 109
Positive technology: A free mobile platform for the self-management of psychological stress 93
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 93
Virtual multiple errands test: Reliability, usability and possible applications 87
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 81
Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey 70
The Use of Virtual Reality Tools for the Assessment of Executive Functions and Unilateral Spatial Neglect 70
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health 65
Exploring Virtual Reality for the Assessment and Rehabilitation of Executive Functions 37
Totale 14.129
Categoria #
all - tutte 40.847
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 40.847


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/2020736 0 0 0 0 0 0 0 187 194 144 170 41
2020/20211.820 74 117 304 157 148 164 162 152 136 140 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
2024/20252.293 213 398 235 306 395 315 328 103 0 0 0 0
Totale 14.129