Triberti, Stefano
 Distribuzione geografica
Continente #
EU - Europa 4.343
NA - Nord America 2.343
AS - Asia 1.712
SA - Sud America 301
OC - Oceania 30
AF - Africa 29
Continente sconosciuto - Info sul continente non disponibili 7
Totale 8.765
Nazione #
IT - Italia 2.484
US - Stati Uniti d'America 2.262
SG - Singapore 453
CN - Cina 445
DE - Germania 440
SE - Svezia 297
BR - Brasile 255
FR - Francia 191
UA - Ucraina 168
HK - Hong Kong 165
PL - Polonia 151
GB - Regno Unito 140
IE - Irlanda 103
IN - India 88
KR - Corea 84
ID - Indonesia 73
NL - Olanda 64
TR - Turchia 61
JP - Giappone 60
FI - Finlandia 59
MY - Malesia 56
CA - Canada 51
TW - Taiwan 50
RU - Federazione Russa 45
VN - Vietnam 38
ES - Italia 31
BE - Belgio 30
CH - Svizzera 29
PH - Filippine 29
AU - Australia 26
IR - Iran 21
MX - Messico 19
NO - Norvegia 19
AT - Austria 17
BD - Bangladesh 15
DK - Danimarca 15
PK - Pakistan 14
SA - Arabia Saudita 14
IL - Israele 13
AR - Argentina 12
CO - Colombia 12
PT - Portogallo 11
ZA - Sudafrica 11
IQ - Iraq 10
RO - Romania 10
CZ - Repubblica Ceca 9
EC - Ecuador 9
HR - Croazia 7
LT - Lituania 6
SI - Slovenia 6
CL - Cile 5
EU - Europa 5
KZ - Kazakistan 5
EG - Egitto 4
GR - Grecia 4
MA - Marocco 4
NZ - Nuova Zelanda 4
TN - Tunisia 4
CM - Camerun 3
JM - Giamaica 3
KW - Kuwait 3
OM - Oman 3
PE - Perù 3
QA - Qatar 3
UZ - Uzbekistan 3
A1 - Anonimo 2
DO - Repubblica Dominicana 2
PR - Porto Rico 2
PY - Paraguay 2
RS - Serbia 2
TT - Trinidad e Tobago 2
VE - Venezuela 2
AE - Emirati Arabi Uniti 1
AL - Albania 1
AO - Angola 1
BA - Bosnia-Erzegovina 1
BG - Bulgaria 1
BO - Bolivia 1
CI - Costa d'Avorio 1
HN - Honduras 1
HU - Ungheria 1
JO - Giordania 1
KE - Kenya 1
LB - Libano 1
MO - Macao, regione amministrativa speciale della Cina 1
MT - Malta 1
NP - Nepal 1
PA - Panama 1
TH - Thailandia 1
Totale 8.765
Città #
Milan 368
Chandler 294
Singapore 196
Ashburn 172
Warsaw 143
Rome 138
Jacksonville 126
Ann Arbor 124
Dublin 100
Beijing 95
Redwood City 69
Cattolica 68
Jakarta 63
Nanjing 62
Wilmington 59
San Mateo 58
Turin 57
Dearborn 49
Kuala Lumpur 48
Boston 44
Fairfield 42
Izmir 42
Bologna 39
Redmond 39
Munich 38
Naples 36
Los Angeles 35
Monza 35
Seoul 35
Hong Kong 34
Palermo 34
Padova 31
Woodbridge 31
Lawrence 30
Bari 28
Boardman 28
Hefei 27
New York 26
Moscow 25
Houston 24
Seattle 23
Princeton 22
Taipei 22
Hangzhou 21
Helsinki 21
London 20
Florence 19
Mumbai 19
Verona 19
Brescia 18
Catania 18
Dallas 18
Guangzhou 18
Tokyo 18
Brussels 17
Genoa 17
Kunming 17
São Paulo 17
Cagliari 16
Cambridge 16
Kish 16
Napoli 16
Parma 16
Hebei 15
Mountain View 15
Taichung 15
Torino 15
Hanoi 14
Shenyang 14
Trieste 14
Chicago 13
Frankfurt am Main 13
Mainz 13
Nanchang 13
Raleigh 13
Central 12
Essen 12
Genova 12
Nuremberg 12
Carlentini 11
East Lansing 11
Paris 11
Senago 11
Atlanta 10
Brooklyn 10
Busto Arsizio 10
Gangnam-gu 10
Marseille 10
Phoenix 10
Siegen 10
Tianjin 10
Apricena 9
Augusta 9
Central District 9
Conway 9
Norwalk 9
Ottawa 9
Syracuse 9
Toronto 9
Washington 9
Totale 3.836
Nome #
Psicologia dei Videogiochi 1.482
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 881
User Experience. Psicologia degli Oggetti, degli Utenti e dei Contesti d'Uso 576
La personalità online. Tracce digitali dell'identità 447
eHealth for Patient Engagement: a systematic review 371
Using and intending: How personal intentions can influence the user experience of interactive technologies 228
The ‘‘Active Ageing’’ app: preliminary usability evaluation of a mobile application for diabetes self-management 178
Videogames for Emotion Regulation: A Systematic Review 156
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 145
Virtual Reality Body Swapping: A Tool for Modifying the Allocentric Memory of the Body 142
Patient engagement: A consumer-centered model to innovate healthcare 136
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 130
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 130
Towards Emotionally-Adaptive Virtual Reality for Mental Health Applications 129
Positive and Transformative Technologies for Active Ageing 127
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 125
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 122
PATIENT CENTERED VIRTUAL REALITY: AN OPPORTUNITY TO IMPROVE THE QUALITY OF PATIENT’S EXPERIENCE 121
The ActiveAgeing Mobile App for Diabetes Self-management: First Adherence Data and Analysis of Patients’ in-App Notes 116
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 116
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 113
Video games as learning tools at school: parents’ attitude 110
Developing emotional design: Emotions as cognitive processes and their role in the design of interactive technologies 107
Serious Games as Positive Technologies for Individual and Group Flourishing 106
Enabling ehealth as a pathway for patient engagement: A toolkit for medical practice 104
Learning into the Wild: A Protocol for the Use of 360° Video for Foreign Language Learning 104
Giocando s’impara? Alla ricerca delle proprietà educative “elevate” di giochi e videogiochi 100
On Social Presence: Theories, Methodologies, and Guidelines for the Innovative Contexts of Computer-Mediated Learning 100
Modificazione dell’attività corticale alfa in risposta a stimoli emotivi positivi vs negativi in contesti “reali” o “virtuali” 99
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 99
Press to grasp: how action dynamics shape object categorization 98
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 97
Presence-Inducing Media for Mental Health Applications 96
Psychological Factors Influencing the Effectiveness of Virtual Reality–Based Analgesia: A Systematic Review 94
Virtual reality as a potential tool to face frailty challenges 88
Giving (Back) a Role to Patients in the Delivery of Healthcare Services: Theoretical Roots of Patient Engagement 87
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 84
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 83
Parental Attitudes toward Videogames at School 83
Document Ageing positively with digital games 81
Positive Technology for Healthy Living and Active Ageing 77
Analisi delle condotte fatali 74
The quest for engaging AmI: Patient engagement and experience design tools to promote effective assisted living 73
Being in an Avatar: Action and Embodiment in a Digital Me 70
Engaging Users to Design Positive Technologies for Patient Engagement: the Perfect Interaction Model 69
The Brain at Play: Investigating Motivational Factors and Perceived Effects of High-level Problem-solving in Video Games 67
Evaluating Patient Engagement and User Experience of a Positive Technology Intervention: The H-CIM Case 67
Transformative interactions: Designing positive technologies to foster self-transcendence and meaning 66
Being Present in Action: A Theoretical Model About the "Interlocking" Between Intentions and Environmental Affordances 64
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 63
Positive Technology for Enhancing the Patient Engagement Experiences 60
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 55
Exchanging Social Information in Online Social Games 54
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 49
New technologies as opportunities for flow experience: A framework for the analysis 44
User-centered virtual reality for promoting relaxation: An innovative approach 43
Being there but where? Sense of presence theory for virtual reality applications 37
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 37
The Artificial Face (ART-F) Project: Addressing the Problem of Interpretability, Interface, and Trust in Artificial Intelligence 27
BEYOND ERGONOMICS: THE ROLE OF INTENTIONS IN HUMAN-TECHNOLOGY INTERACTION 13
Totale 8.900
Categoria #
all - tutte 28.131
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 28.131


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021833 0 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
2024/20251.394 76 68 134 112 122 88 78 76 131 100 214 195
2025/2026410 390 20 0 0 0 0 0 0 0 0 0 0
Totale 8.900