MANTOVANI, FABRIZIA
 Distribuzione geografica
Continente #
NA - Nord America 10.339
EU - Europa 7.986
AS - Asia 2.500
SA - Sud America 201
OC - Oceania 147
AF - Africa 59
Continente sconosciuto - Info sul continente non disponibili 6
Totale 21.238
Nazione #
US - Stati Uniti d'America 10.066
IT - Italia 3.308
DE - Germania 1.116
CN - Cina 857
SE - Svezia 638
SG - Singapore 586
GB - Regno Unito 475
IE - Irlanda 457
RU - Federazione Russa 411
UA - Ucraina 338
CA - Canada 236
DK - Danimarca 229
HK - Hong Kong 227
FR - Francia 205
NL - Olanda 134
AU - Australia 132
FI - Finlandia 125
VN - Vietnam 114
ES - Italia 113
IN - India 106
AT - Austria 97
TR - Turchia 93
BR - Brasile 88
JP - Giappone 87
ID - Indonesia 66
KR - Corea 64
PH - Filippine 62
CH - Svizzera 57
BE - Belgio 47
IR - Iran 43
TW - Taiwan 41
PL - Polonia 37
CL - Cile 35
CO - Colombia 34
GR - Grecia 33
IL - Israele 31
NO - Norvegia 31
RO - Romania 29
MX - Messico 26
MY - Malesia 26
PT - Portogallo 25
PE - Perù 21
TH - Thailandia 20
EG - Egitto 17
CZ - Repubblica Ceca 16
KZ - Kazakistan 15
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
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
RS - Serbia 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
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
BW - Botswana 1
CR - Costa Rica 1
DZ - Algeria 1
GH - Ghana 1
JO - Giordania 1
LB - Libano 1
MO - Macao, regione amministrativa speciale della Cina 1
Totale 21.234
Città #
Ann Arbor 2.640
Woodbridge 832
Fairfield 695
Frankfurt am Main 684
Wilmington 576
Houston 533
Milan 520
Chandler 516
Singapore 481
Ashburn 437
Dublin 432
Jacksonville 346
Seattle 296
Dearborn 289
Cambridge 256
New York 216
Princeton 202
Hong Kong 185
Santa Clara 171
Nanjing 169
Rome 147
Shanghai 100
Vienna 78
Boardman 77
Dong Ket 76
London 76
Lawrence 70
Reggio Nell'emilia 67
Altamura 66
Beijing 63
Turin 57
Lachine 56
Nanchang 54
Toronto 52
San Diego 48
Guangzhou 44
Shenyang 41
Torino 41
Brindisi 40
Ottawa 39
Andover 36
Chicago 36
Helsinki 36
Busto Arsizio 35
Tianjin 34
Bologna 33
Jakarta 32
Nocera Superiore 31
Perugia 31
Jinan 29
Dallas 28
Florence 27
Los Angeles 27
Padova 26
Sydney 26
Monza 25
Munich 25
Edmonton 24
Hangzhou 24
Hebei 24
Pavia 24
Seriate 24
Taipei 24
Zhengzhou 24
Amsterdam 23
Washington 23
Catania 22
Jiaxing 22
Bari 21
Norwalk 21
Trieste 21
Zurich 21
Buccinasco 20
Changsha 20
Naples 20
Palermo 19
Pescara 19
Bogotá 18
Brescia 18
Kiev 18
Tokyo 17
Council Bluffs 16
Lima 16
Suwon 16
Verona 16
Ankara 15
Corbetta 15
Falls Church 15
Genoa 15
Mountain View 15
Pune 15
Barcelona 14
Berlin 14
Brussels 14
Como 14
Madrid 14
Ningbo 14
Paris 14
Athens 13
Nova Milanese 13
Totale 13.074
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 1.406
Developing effective Virtual Reality training for military forces and emergency operators: From technology to human factors 1.170
Applicazione del Training Mindfulness in bambini con ADHD 726
Come funziona la nostra mente. Apprendimento, simulazione e Serious Games 473
How web design influences user experience: A multi-modal method for real-time assessment during web browsing 473
Positive technologies for promoting emotion regulation abilities in adolescents 387
Virtual reality in pediatric psychology 386
Multiplayer serious games and user experience: A comparison between paper-based and digital gaming experience 379
Deceptive behavior in doping related interviews: The case of Lance Armstrong 360
Serious Games as Positive Technologies 346
A 3D virtual environment for empirical research on social pain: Enhancing fidelity and anthropomorphism in the study of feelings of ostracism inclusion and overinclusion 337
Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency 330
What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study 327
The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use 326
COLLEGO: An interactive platform for studying joint action during an ecological collaboration task 323
Video games to foster empathy: a critical analysis of the potential of detroit: become human and the walking dead 313
Teachers’ Attitudes Towards Children Who Use AAC in Italian Primary Schools 308
Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning 302
Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using resident evil 7: Biohazard 296
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 284
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine 278
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 274
Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population 270
An ecological measure to screen executive functioning in MS: the Picture Interpretation Test (PIT) 360° 268
Mobile Virtual Reality to Enhance Subjective Well-Being 250
Learning to Be. Development of practices and methodologies for assessing social, emotional and health skills within education systems. 249
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 239
The Benefits of emotion Regulation Interventions in Virtual Reality for the Improvement of Wellbeing in Adults and Older Adults: A Systematic Review 221
A multimodal database as a background for emotional synthesis, recognition and training in e-learning systems 215
Virtual reality applications for stress management training in the military 215
Digital Interventions for Psychological Comorbidities in Chronic Diseases-A Systematic Review 213
Virtual Body Ownership Illusions for Mental Health: A Narrative Review 210
Costruire la mente multiculturale: nuove frontiere digitali 207
Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19 196
Application of a clinical training based on mindfulness in children with attention deficit hyperactivity disorder (ADHD) 193
The Role of Engagement in Teleneurorehabilitation: A Systematic Review 192
Assessing User Experience of a virtual reality training in patients with anorexia nervosa: insigths from a pilot study 189
The voice of emotion in Chinese and Italian young adults 188
Intention, action, self and other: An evolutionary model of presence 188
Experiential learning in Myself project 186
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
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 175
Affective interactions using virtual reality: the link between presence and emotions 171
Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study 166
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
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 159
Virtual reality in mental health 158
Is severe obesity a form of addiction?: Rationale, clinical approach, and controlled clinical trial 158
Changing Body Representation Through Full Body Ownership Illusions Might Foster Motor Rehabilitation Outcome in Patients With Stroke 157
The VEPSY UPDATED project: Clinical rationale and technical approach 156
From Intention to Action: the role of Presence 152
Attitudes and Perceived Communicative Competence: The Impact of Different AAC Means of Communication among Italian Teenagers 152
Beyond Sentiment: How Social Network Analytics Can Enhance Opinion Mining and Sentiment Analysis 150
Extending the self through the tools and the others: A general framework for presence and social presence in mediated interactions 148
The potential of affective computing in e-learning: The journey from theory to practice in the "Myself" project 147
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
La voce delle emozioni in giovani adulti cinesi e italiani 138
Transforming experience: The potential of augmented reality and virtual reality for enhancing personal and clinical change 138
Transformation of flow in rehabilitation: The role of advanced communication technologies 137
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
Presence: Form, content and consciousness 135
Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up 134
Leveraging Psychology of Virtual Body for Health and Wellness 134
A telemedicine survey among Milan doctors 133
Presence-inducing media for mental health applications 132
La simulazione interattiva come dispositivo di training esperienziale per le competenze emotive e relazionali nell'ambito dell'e-learning 131
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
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
Picture Interpretation Test (PIT) 360°: An Innovative Measure of Executive Functions 129
Emotions in Serious Games: From Experience to Assessment 128
Designig a serious game to assess real-life decision making under stress 127
Assessment of the Autism Spectrum Disorder Based on Machine Learning and Social Visual Attention: A Systematic Review 127
A Decision Support System in the Context of an Applied Game for Telerehabilitation 125
Communication - Presence Roundtrip: Travelling along Theoretical, Methodological and Applicative Connections 122
Virtual reality in the treatment and rehabilitation of eating disorders: the integrated experiential therapy 119
Interreality: The Experiential Use of Technology in the Treatment of Obesity 119
New tools in cybertherapy: The VEPSY web site 115
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? 110
Virtual reality in the treatment and rehabilitation of eating disorders: the integrated experiential therapy (IET) 106
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 105
Serious Games as Positive Technologies 105
Cybertherapy in Practice: the VEPSY Updated Project 102
New Technologies for Improving the Psychological Treatment of Obesity 93
The sensorimotor dimension of the networked flow: An exploratory study using an interactive collaborative platform 88
Comparing online cognitive load on mobile versus PC-based devices 82
Commercial off-the-shelf video games for reducing stress and anxiety: Systematic review 82
On feeling (the) present: An evolutionary account of the sense of presence in physical and electronically-mediated environments 78
Virtual reality meets artificial intelligence: The emergence of advanced digital therapeutics and digital biomarkers 71
Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review 68
Totale 21.656
Categoria #
all - tutte 62.148
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 62.148


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/20202.364 0 0 0 0 292 365 429 324 389 220 249 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
2022/20233.285 348 692 264 263 304 406 90 186 272 122 221 117
2023/20243.135 175 139 187 319 340 473 331 233 217 256 157 308
2024/20252.317 346 657 417 402 495 0 0 0 0 0 0 0
Totale 22.186