Triberti, Stefano
 Distribuzione geografica
Continente #
EU - Europa 4.253
NA - Nord America 2.227
AS - Asia 1.438
SA - Sud America 187
OC - Oceania 29
AF - Africa 18
Continente sconosciuto - Info sul continente non disponibili 7
Totale 8.159
Nazione #
IT - Italia 2.453
US - Stati Uniti d'America 2.155
DE - Germania 425
CN - Cina 409
SG - Singapore 323
SE - Svezia 295
FR - Francia 179
UA - Ucraina 167
HK - Hong Kong 153
BR - Brasile 152
PL - Polonia 150
GB - Regno Unito 124
IE - Irlanda 102
KR - Corea 84
IN - India 73
ID - Indonesia 67
TR - Turchia 59
FI - Finlandia 58
JP - Giappone 58
NL - Olanda 58
MY - Malesia 55
CA - Canada 50
TW - Taiwan 50
RU - Federazione Russa 44
BE - Belgio 30
CH - Svizzera 29
ES - Italia 29
AU - Australia 26
PH - Filippine 26
IR - Iran 21
NO - Norvegia 19
AT - Austria 17
DK - Danimarca 15
MX - Messico 15
CO - Colombia 12
IL - Israele 11
PK - Pakistan 11
PT - Portogallo 11
VN - Vietnam 11
RO - Romania 10
CZ - Repubblica Ceca 9
AR - Argentina 8
SA - Arabia Saudita 8
HR - Croazia 7
EC - Ecuador 6
SI - Slovenia 6
ZA - Sudafrica 6
EU - Europa 5
KZ - Kazakistan 5
LT - Lituania 5
CL - Cile 4
GR - Grecia 4
BD - Bangladesh 3
CM - Camerun 3
EG - Egitto 3
KW - Kuwait 3
NZ - Nuova Zelanda 3
OM - Oman 3
PE - Perù 3
TN - Tunisia 3
A1 - Anonimo 2
PR - Porto Rico 2
QA - Qatar 2
RS - Serbia 2
TT - Trinidad e Tobago 2
AL - Albania 1
BA - Bosnia-Erzegovina 1
BG - Bulgaria 1
BO - Bolivia 1
CI - Costa d'Avorio 1
DO - Repubblica Dominicana 1
HN - Honduras 1
HU - Ungheria 1
JM - Giamaica 1
KE - Kenya 1
MA - Marocco 1
MO - Macao, regione amministrativa speciale della Cina 1
MT - Malta 1
TH - Thailandia 1
UZ - Uzbekistan 1
VE - Venezuela 1
Totale 8.159
Città #
Milan 362
Chandler 294
Singapore 184
Ashburn 163
Warsaw 142
Rome 136
Jacksonville 126
Ann Arbor 123
Dublin 99
Beijing 76
Redwood City 69
Cattolica 68
Jakarta 62
Nanjing 62
Wilmington 59
San Mateo 58
Turin 56
Dearborn 49
Kuala Lumpur 47
Boston 44
Fairfield 42
Izmir 42
Redmond 39
Bologna 38
Naples 36
Monza 35
Seoul 35
Palermo 34
Padova 31
Woodbridge 31
Lawrence 30
Los Angeles 28
Bari 27
Munich 27
Boardman 26
Moscow 25
Houston 24
New York 23
Hong Kong 22
Princeton 22
Taipei 22
Hangzhou 21
Helsinki 21
Seattle 20
Verona 19
Brescia 18
Florence 18
Guangzhou 18
Brussels 17
Kunming 17
London 17
Cagliari 16
Cambridge 16
Catania 16
Dallas 16
Kish 16
Mumbai 16
Napoli 16
Tokyo 16
Genoa 15
Hebei 15
Hefei 15
Mountain View 15
Taichung 15
Torino 15
Parma 14
Shenyang 14
Trieste 14
Mainz 13
Nanchang 13
Raleigh 13
Central 12
Essen 12
Genova 12
Nuremberg 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
Frankfurt am Main 9
Norwalk 9
Ottawa 9
Phoenix 9
Syracuse 9
São Paulo 9
Atlanta 8
Düsseldorf 8
San Giuliano Milanese 8
Santa Cruz 8
Toronto 8
Totale 3.685
Nome #
Psicologia dei Videogiochi 1.460
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 863
User Experience. Psicologia degli Oggetti, degli Utenti e dei Contesti d'Uso 561
La personalità online. Tracce digitali dell'identità 424
eHealth for Patient Engagement: a systematic review 364
Using and intending: How personal intentions can influence the user experience of interactive technologies 216
The ‘‘Active Ageing’’ app: preliminary usability evaluation of a mobile application for diabetes self-management 165
Videogames for Emotion Regulation: A Systematic Review 145
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 142
Virtual Reality Body Swapping: A Tool for Modifying the Allocentric Memory of the Body 132
Patient engagement: A consumer-centered model to innovate healthcare 125
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 125
Towards Emotionally-Adaptive Virtual Reality for Mental Health Applications 121
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 117
Positive and Transformative Technologies for Active Ageing 116
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 115
PATIENT CENTERED VIRTUAL REALITY: AN OPPORTUNITY TO IMPROVE THE QUALITY OF PATIENT’S EXPERIENCE 111
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 110
The ActiveAgeing Mobile App for Diabetes Self-management: First Adherence Data and Analysis of Patients’ in-App Notes 110
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 106
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 106
Enabling ehealth as a pathway for patient engagement: A toolkit for medical practice 99
Learning into the Wild: A Protocol for the Use of 360° Video for Foreign Language Learning 97
On Social Presence: Theories, Methodologies, and Guidelines for the Innovative Contexts of Computer-Mediated Learning 96
Press to grasp: how action dynamics shape object categorization 95
Video games as learning tools at school: parents’ attitude 95
Serious Games as Positive Technologies for Individual and Group Flourishing 94
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 92
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 90
Developing emotional design: Emotions as cognitive processes and their role in the design of interactive technologies 89
Giocando s’impara? Alla ricerca delle proprietà educative “elevate” di giochi e videogiochi 88
Modificazione dell’attività corticale alfa in risposta a stimoli emotivi positivi vs negativi in contesti “reali” o “virtuali” 87
Psychological Factors Influencing the Effectiveness of Virtual Reality–Based Analgesia: A Systematic Review 87
Presence-Inducing Media for Mental Health Applications 86
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 79
Virtual reality as a potential tool to face frailty challenges 77
Giving (Back) a Role to Patients in the Delivery of Healthcare Services: Theoretical Roots of Patient Engagement 74
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 73
Parental Attitudes toward Videogames at School 72
Document Ageing positively with digital games 70
Analisi delle condotte fatali 63
The quest for engaging AmI: Patient engagement and experience design tools to promote effective assisted living 63
Engaging Users to Design Positive Technologies for Patient Engagement: the Perfect Interaction Model 62
Being in an Avatar: Action and Embodiment in a Digital Me 60
Transformative interactions: Designing positive technologies to foster self-transcendence and meaning 60
Evaluating Patient Engagement and User Experience of a Positive Technology Intervention: The H-CIM Case 59
Positive Technology for Healthy Living and Active Ageing 58
Being Present in Action: A Theoretical Model About the "Interlocking" Between Intentions and Environmental Affordances 55
Positive Technology for Enhancing the Patient Engagement Experiences 53
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 52
Exchanging Social Information in Online Social Games 46
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 46
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 46
The Brain at Play: Investigating Motivational Factors and Perceived Effects of High-level Problem-solving in Video Games 45
New technologies as opportunities for flow experience: A framework for the analysis 41
User-centered virtual reality for promoting relaxation: An innovative approach 31
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 31
Being there but where? Sense of presence theory for virtual reality applications 24
The Artificial Face (ART-F) Project: Addressing the Problem of Interpretability, Interface, and Trust in Artificial Intelligence 16
BEYOND ERGONOMICS: THE ROLE OF INTENTIONS IN HUMAN-TECHNOLOGY INTERACTION 9
Totale 8.294
Categoria #
all - tutte 26.317
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 26.317


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/2020171 0 0 0 0 0 0 0 0 0 0 110 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
2024/20251.198 76 68 134 112 122 88 78 76 131 100 213 0
Totale 8.294