Triberti, Stefano
 Distribuzione geografica
Continente #
EU - Europa 4.048
NA - Nord America 2.154
AS - Asia 1.269
SA - Sud America 55
OC - Oceania 28
AF - Africa 13
Continente sconosciuto - Info sul continente non disponibili 7
Totale 7.574
Nazione #
IT - Italia 2.338
US - Stati Uniti d'America 2.092
DE - Germania 401
CN - Cina 391
SE - Svezia 286
SG - Singapore 212
UA - Ucraina 167
FR - Francia 162
HK - Hong Kong 150
PL - Polonia 150
GB - Regno Unito 109
IE - Irlanda 102
KR - Corea 78
IN - India 68
ID - Indonesia 67
FI - Finlandia 58
JP - Giappone 57
MY - Malesia 55
TR - Turchia 54
NL - Olanda 45
TW - Taiwan 45
CA - Canada 44
RU - Federazione Russa 42
BR - Brasile 31
BE - Belgio 30
CH - Svizzera 29
ES - Italia 29
AU - Australia 26
IR - Iran 21
PH - Filippine 21
NO - Norvegia 19
MX - Messico 14
AT - Austria 13
DK - Danimarca 13
PK - Pakistan 11
PT - Portogallo 11
CO - Colombia 10
RO - Romania 10
IL - Israele 9
VN - Vietnam 9
CZ - Repubblica Ceca 8
HR - Croazia 7
SA - Arabia Saudita 7
SI - Slovenia 6
EU - Europa 5
LT - Lituania 5
AR - Argentina 4
CL - Cile 4
KZ - Kazakistan 4
CM - Camerun 3
EC - Ecuador 3
EG - Egitto 3
KW - Kuwait 3
TN - Tunisia 3
ZA - Sudafrica 3
A1 - Anonimo 2
BD - Bangladesh 2
GR - Grecia 2
NZ - Nuova Zelanda 2
OM - Oman 2
PE - Perù 2
PR - Porto Rico 2
QA - Qatar 2
RS - Serbia 2
TT - Trinidad e Tobago 2
BA - Bosnia-Erzegovina 1
BG - Bulgaria 1
BO - Bolivia 1
CI - Costa d'Avorio 1
HU - Ungheria 1
MO - Macao, regione amministrativa speciale della Cina 1
MT - Malta 1
Totale 7.574
Città #
Milan 322
Chandler 294
Ashburn 157
Singapore 152
Warsaw 142
Rome 130
Jacksonville 126
Ann Arbor 123
Dublin 99
Beijing 75
Redwood City 69
Cattolica 68
Jakarta 62
Nanjing 62
Wilmington 59
San Mateo 58
Turin 56
Dearborn 49
Kuala Lumpur 47
Boston 43
Fairfield 42
Izmir 42
Redmond 39
Bologna 37
Monza 35
Naples 31
Padova 31
Palermo 31
Woodbridge 31
Lawrence 30
Seoul 29
Munich 27
Boardman 26
Moscow 25
Houston 24
Princeton 22
Hangzhou 21
Helsinki 21
Los Angeles 21
Bari 20
New York 20
Hong Kong 19
Seattle 18
Verona 18
Brussels 17
Florence 17
Guangzhou 17
Kunming 17
Taipei 17
Catania 16
Kish 16
London 16
Mumbai 16
Napoli 16
Tokyo 16
Brescia 15
Cagliari 15
Dallas 15
Hebei 15
Mountain View 15
Taichung 15
Torino 15
Parma 14
Shenyang 14
Trieste 14
Cambridge 13
Genoa 13
Mainz 13
Nanchang 13
Raleigh 13
Central 12
Essen 12
Genova 12
Carlentini 11
East Lansing 11
Paris 11
Senago 11
Busto Arsizio 10
Chicago 10
Gangnam-gu 10
Marseille 10
Siegen 10
Tianjin 10
Apricena 9
Augusta 9
Central District 9
Conway 9
Hefei 9
Norwalk 9
Ottawa 9
Syracuse 9
Atlanta 8
Phoenix 8
San Giuliano Milanese 8
Santa Cruz 8
University Park 8
Washington 8
Ascoli Piceno 7
Dalmine 7
Iowa City 7
Totale 3.527
Nome #
Psicologia dei Videogiochi 1.396
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 829
User Experience. Psicologia degli Oggetti, degli Utenti e dei Contesti d'Uso 542
La personalità online. Tracce digitali dell'identità 405
eHealth for Patient Engagement: a systematic review 357
Using and intending: How personal intentions can influence the user experience of interactive technologies 211
The ‘‘Active Ageing’’ app: preliminary usability evaluation of a mobile application for diabetes self-management 153
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 134
Videogames for Emotion Regulation: A Systematic Review 133
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 120
Patient engagement: A consumer-centered model to innovate healthcare 116
Virtual Reality Body Swapping: A Tool for Modifying the Allocentric Memory of the Body 114
Positive and Transformative Technologies for Active Ageing 114
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 109
PATIENT CENTERED VIRTUAL REALITY: AN OPPORTUNITY TO IMPROVE THE QUALITY OF PATIENT’S EXPERIENCE 108
Towards Emotionally-Adaptive Virtual Reality for Mental Health Applications 107
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 106
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 104
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 100
The ActiveAgeing Mobile App for Diabetes Self-management: First Adherence Data and Analysis of Patients’ in-App Notes 97
Enabling ehealth as a pathway for patient engagement: A toolkit for medical practice 94
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 91
Learning into the Wild: A Protocol for the Use of 360° Video for Foreign Language Learning 89
Press to grasp: how action dynamics shape object categorization 88
On Social Presence: Theories, Methodologies, and Guidelines for the Innovative Contexts of Computer-Mediated Learning 87
Serious Games as Positive Technologies for Individual and Group Flourishing 86
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 86
Video games as learning tools at school: parents’ attitude 86
Developing emotional design: Emotions as cognitive processes and their role in the design of interactive technologies 84
Presence-Inducing Media for Mental Health Applications 82
Modificazione dell’attività corticale alfa in risposta a stimoli emotivi positivi vs negativi in contesti “reali” o “virtuali” 81
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 80
Psychological Factors Influencing the Effectiveness of Virtual Reality–Based Analgesia: A Systematic Review 79
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 71
Virtual reality as a potential tool to face frailty challenges 71
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 69
Giving (Back) a Role to Patients in the Delivery of Healthcare Services: Theoretical Roots of Patient Engagement 68
Giocando s’impara? Alla ricerca delle proprietà educative “elevate” di giochi e videogiochi 67
Document Ageing positively with digital games 67
Parental Attitudes toward Videogames at School 64
Engaging Users to Design Positive Technologies for Patient Engagement: the Perfect Interaction Model 60
Analisi delle condotte fatali 58
The quest for engaging AmI: Patient engagement and experience design tools to promote effective assisted living 58
Being in an Avatar: Action and Embodiment in a Digital Me 56
Evaluating Patient Engagement and User Experience of a Positive Technology Intervention: The H-CIM Case 53
Being Present in Action: A Theoretical Model About the "Interlocking" Between Intentions and Environmental Affordances 52
Positive Technology for Healthy Living and Active Ageing 51
Positive Technology for Enhancing the Patient Engagement Experiences 51
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 44
Exchanging Social Information in Online Social Games 43
Transformative interactions: Designing positive technologies to foster self-transcendence and meaning 41
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 41
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 36
New technologies as opportunities for flow experience: A framework for the analysis 35
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 26
User-centered virtual reality for promoting relaxation: An innovative approach 21
The Brain at Play: Investigating Motivational Factors and Perceived Effects of High-level Problem-solving in Video Games 21
The Artificial Face (ART-F) Project: Addressing the Problem of Interpretability, Interface, and Trust in Artificial Intelligence 9
BEYOND ERGONOMICS: THE ROLE OF INTENTIONS IN HUMAN-TECHNOLOGY INTERACTION 4
Totale 7.705
Categoria #
all - tutte 23.376
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 23.376


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/2020458 0 0 0 0 0 0 110 53 77 47 110 61
2020/2021895 62 65 26 82 103 64 92 56 104 64 102 75
2021/2022969 69 47 50 47 67 66 57 118 103 70 148 127
2022/20231.430 140 144 125 146 122 139 75 100 192 92 97 58
2023/20241.381 103 207 125 113 88 136 151 94 71 73 112 108
2024/2025609 76 68 134 112 122 88 9 0 0 0 0 0
Totale 7.705