Triberti, Stefano
 Distribuzione geografica
Continente #
EU - Europa 4.541
NA - Nord America 2.535
AS - Asia 2.215
SA - Sud America 453
AF - Africa 46
OC - Oceania 30
Continente sconosciuto - Info sul continente non disponibili 8
Totale 9.828
Nazione #
IT - Italia 2.599
US - Stati Uniti d'America 2.442
SG - Singapore 732
CN - Cina 538
DE - Germania 455
BR - Brasile 361
SE - Svezia 300
FR - Francia 205
HK - Hong Kong 175
UA - Ucraina 171
PL - Polonia 155
GB - Regno Unito 150
VN - Vietnam 106
IE - Irlanda 103
IN - India 93
KR - Corea 87
ID - Indonesia 79
NL - Olanda 73
JP - Giappone 69
TR - Turchia 64
FI - Finlandia 59
MY - Malesia 56
CA - Canada 53
TW - Taiwan 50
RU - Federazione Russa 49
ES - Italia 34
AR - Argentina 32
PH - Filippine 31
BE - Belgio 30
CH - Svizzera 29
AU - Australia 26
MX - Messico 26
BD - Bangladesh 23
IR - Iran 21
AT - Austria 19
NO - Norvegia 19
EC - Ecuador 17
SA - Arabia Saudita 16
DK - Danimarca 15
IQ - Iraq 15
PK - Pakistan 14
CO - Colombia 13
IL - Israele 13
PT - Portogallo 13
ZA - Sudafrica 13
RO - Romania 11
CZ - Repubblica Ceca 10
CL - Cile 8
EG - Egitto 8
LT - Lituania 8
HR - Croazia 7
PE - Perù 7
TN - Tunisia 7
KZ - Kazakistan 6
MA - Marocco 6
SI - Slovenia 6
VE - Venezuela 6
EU - Europa 5
GR - Grecia 5
KE - Kenya 5
PY - Paraguay 5
KW - Kuwait 4
NZ - Nuova Zelanda 4
CM - Camerun 3
JM - Giamaica 3
JO - Giordania 3
OM - Oman 3
QA - Qatar 3
RS - Serbia 3
UY - Uruguay 3
UZ - Uzbekistan 3
A1 - Anonimo 2
AE - Emirati Arabi Uniti 2
AL - Albania 2
BG - Bulgaria 2
BY - Bielorussia 2
DO - Repubblica Dominicana 2
HN - Honduras 2
PA - Panama 2
PR - Porto Rico 2
TT - Trinidad e Tobago 2
AO - Angola 1
BA - Bosnia-Erzegovina 1
BN - Brunei Darussalam 1
BO - Bolivia 1
CI - Costa d'Avorio 1
GE - Georgia 1
GT - Guatemala 1
HU - Ungheria 1
KH - Cambogia 1
LB - Libano 1
LV - Lettonia 1
MD - Moldavia 1
MK - Macedonia 1
ML - Mali 1
MN - Mongolia 1
MO - Macao, regione amministrativa speciale della Cina 1
MR - Mauritania 1
MT - Malta 1
NP - Nepal 1
Totale 9.824
Città #
Milan 379
Singapore 302
Chandler 294
Ashburn 206
Rome 160
Warsaw 147
Beijing 128
Jacksonville 126
Ann Arbor 124
Dublin 100
Redwood City 69
Cattolica 68
Jakarta 65
Nanjing 62
Wilmington 59
San Mateo 58
Turin 57
Los Angeles 53
Dearborn 49
Kuala Lumpur 48
Boston 46
Hong Kong 44
Bologna 42
Fairfield 42
Izmir 42
Munich 42
Naples 39
Redmond 39
Ho Chi Minh City 38
New York 38
Dallas 37
Palermo 36
Monza 35
Seoul 35
Hefei 34
Bari 33
Padova 31
Woodbridge 31
Lawrence 30
São Paulo 30
Boardman 28
Hanoi 27
Houston 26
Moscow 26
Tokyo 24
Seattle 23
Buffalo 22
Princeton 22
Taipei 22
Verona 22
Florence 21
Hangzhou 21
Helsinki 21
London 20
Mumbai 20
Frankfurt am Main 19
Guangzhou 19
Brescia 18
Catania 18
Brussels 17
Genoa 17
Kunming 17
Cagliari 16
Cambridge 16
Chicago 16
Kish 16
Napoli 16
Parma 16
Hebei 15
Mountain View 15
Taichung 15
Torino 15
Essen 14
Shenyang 14
Trieste 14
Mainz 13
Nanchang 13
Nuremberg 13
Raleigh 13
Central 12
Genova 12
Paris 12
Atlanta 11
Carlentini 11
East Lansing 11
Phoenix 11
Senago 11
Tianjin 11
Brooklyn 10
Busto Arsizio 10
Gangnam-gu 10
Marseille 10
Siegen 10
Toronto 10
Apricena 9
Augusta 9
Central District 9
Conway 9
Dhaka 9
Jeddah 9
Totale 4.234
Nome #
Psicologia dei Videogiochi 1.531
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 941
User Experience. Psicologia degli Oggetti, degli Utenti e dei Contesti d'Uso 607
La personalità online. Tracce digitali dell'identità 496
eHealth for Patient Engagement: a systematic review 382
Using and intending: How personal intentions can influence the user experience of interactive technologies 237
The ‘‘Active Ageing’’ app: preliminary usability evaluation of a mobile application for diabetes self-management 193
Videogames for Emotion Regulation: A Systematic Review 175
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 165
Patient engagement: A consumer-centered model to innovate healthcare 164
Virtual Reality Body Swapping: A Tool for Modifying the Allocentric Memory of the Body 158
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 152
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 144
Towards Emotionally-Adaptive Virtual Reality for Mental Health Applications 139
Video games as learning tools at school: parents’ attitude 137
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 137
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 136
Enabling ehealth as a pathway for patient engagement: A toolkit for medical practice 136
Positive and Transformative Technologies for Active Ageing 136
The ActiveAgeing Mobile App for Diabetes Self-management: First Adherence Data and Analysis of Patients’ in-App Notes 134
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 133
PATIENT CENTERED VIRTUAL REALITY: AN OPPORTUNITY TO IMPROVE THE QUALITY OF PATIENT’S EXPERIENCE 132
Giocando s’impara? Alla ricerca delle proprietà educative “elevate” di giochi e videogiochi 121
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 121
On Social Presence: Theories, Methodologies, and Guidelines for the Innovative Contexts of Computer-Mediated Learning 118
Serious Games as Positive Technologies for Individual and Group Flourishing 117
Learning into the Wild: A Protocol for the Use of 360° Video for Foreign Language Learning 116
Developing emotional design: Emotions as cognitive processes and their role in the design of interactive technologies 115
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 112
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 111
Modificazione dell’attività corticale alfa in risposta a stimoli emotivi positivi vs negativi in contesti “reali” o “virtuali” 108
Virtual reality as a potential tool to face frailty challenges 108
Press to grasp: how action dynamics shape object categorization 107
Psychological Factors Influencing the Effectiveness of Virtual Reality–Based Analgesia: A Systematic Review 106
Presence-Inducing Media for Mental Health Applications 106
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 104
Transformative interactions: Designing positive technologies to foster self-transcendence and meaning 98
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 97
Parental Attitudes toward Videogames at School 95
Giving (Back) a Role to Patients in the Delivery of Healthcare Services: Theoretical Roots of Patient Engagement 94
Being there but where? Sense of presence theory for virtual reality applications 92
Document Ageing positively with digital games 91
Analisi delle condotte fatali 85
Positive Technology for Healthy Living and Active Ageing 85
The Brain at Play: Investigating Motivational Factors and Perceived Effects of High-level Problem-solving in Video Games 84
The quest for engaging AmI: Patient engagement and experience design tools to promote effective assisted living 83
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 81
Being in an Avatar: Action and Embodiment in a Digital Me 78
Engaging Users to Design Positive Technologies for Patient Engagement: the Perfect Interaction Model 76
Evaluating Patient Engagement and User Experience of a Positive Technology Intervention: The H-CIM Case 75
Exchanging Social Information in Online Social Games 71
Being Present in Action: A Theoretical Model About the "Interlocking" Between Intentions and Environmental Affordances 71
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 71
Positive Technology for Enhancing the Patient Engagement Experiences 70
New technologies as opportunities for flow experience: A framework for the analysis 67
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 65
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 62
User-centered virtual reality for promoting relaxation: An innovative approach 59
The Artificial Face (ART-F) Project: Addressing the Problem of Interpretability, Interface, and Trust in Artificial Intelligence 42
BEYOND ERGONOMICS: THE ROLE OF INTENTIONS IN HUMAN-TECHNOLOGY INTERACTION 36
Totale 9.963
Categoria #
all - tutte 31.822
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 31.822


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021557 0 0 0 0 0 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
2024/20251.394 76 68 134 112 122 88 78 76 131 100 214 195
2025/20261.473 390 100 190 311 424 58 0 0 0 0 0 0
Totale 9.963