Triberti, Stefano
 Distribuzione geografica
Continente #
EU - Europa 4.813
NA - Nord America 3.064
AS - Asia 2.550
SA - Sud America 496
AF - Africa 62
OC - Oceania 31
Continente sconosciuto - Info sul continente non disponibili 8
Totale 11.024
Nazione #
US - Stati Uniti d'America 2.955
IT - Italia 2.747
SG - Singapore 858
CN - Cina 573
DE - Germania 469
BR - Brasile 381
SE - Svezia 302
FR - Francia 271
HK - Hong Kong 196
VN - Vietnam 181
UA - Ucraina 172
GB - Regno Unito 169
PL - Polonia 158
IE - Irlanda 104
IN - India 98
KR - Corea 87
ID - Indonesia 82
JP - Giappone 81
NL - Olanda 80
TR - Turchia 70
FI - Finlandia 62
MY - Malesia 61
CA - Canada 60
TW - Taiwan 50
RU - Federazione Russa 49
PH - Filippine 46
AR - Argentina 42
ES - Italia 34
BD - Bangladesh 33
MX - Messico 31
BE - Belgio 30
CH - Svizzera 29
AU - Australia 27
IR - Iran 21
ZA - Sudafrica 21
EC - Ecuador 20
NO - Norvegia 20
SA - Arabia Saudita 20
AT - Austria 19
IQ - Iraq 19
CO - Colombia 17
PK - Pakistan 17
PT - Portogallo 16
DK - Danimarca 15
IL - Israele 15
CZ - Repubblica Ceca 11
RO - Romania 11
EG - Egitto 10
CL - Cile 9
LT - Lituania 9
TN - Tunisia 8
HR - Croazia 7
MA - Marocco 7
PE - Perù 7
VE - Venezuela 7
GR - Grecia 6
JM - Giamaica 6
KE - Kenya 6
KZ - Kazakistan 6
PY - Paraguay 6
SI - Slovenia 6
EU - Europa 5
KW - Kuwait 5
UY - Uruguay 5
UZ - Uzbekistan 5
JO - Giordania 4
NZ - Nuova Zelanda 4
OM - Oman 4
AL - Albania 3
CM - Camerun 3
PA - Panama 3
QA - Qatar 3
RS - Serbia 3
A1 - Anonimo 2
AE - Emirati Arabi Uniti 2
AZ - Azerbaigian 2
BG - Bulgaria 2
BO - Bolivia 2
BY - Bielorussia 2
DO - Repubblica Dominicana 2
HN - Honduras 2
PR - Porto Rico 2
TH - Thailandia 2
TT - Trinidad e Tobago 2
AO - Angola 1
BA - Bosnia-Erzegovina 1
BN - Brunei Darussalam 1
BW - Botswana 1
CI - Costa d'Avorio 1
DZ - Algeria 1
ET - Etiopia 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
Totale 11.015
Città #
Singapore 409
Milan 393
San Jose 313
Chandler 294
Ashburn 263
Rome 171
Warsaw 148
Beijing 133
Jacksonville 126
Ann Arbor 124
Dublin 101
Redwood City 69
Cattolica 68
Jakarta 67
Turin 65
Hong Kong 62
Nanjing 62
Ho Chi Minh City 61
Wilmington 59
San Mateo 58
Los Angeles 57
New York 52
Naples 50
Dearborn 49
Kuala Lumpur 49
Bologna 48
Hanoi 48
Lauterbourg 47
Boston 46
Izmir 43
Palermo 43
Fairfield 42
Munich 42
Dallas 41
Bari 40
Redmond 39
Monza 35
Seoul 35
Tokyo 35
Hefei 34
Lawrence 31
Padova 31
São Paulo 31
Woodbridge 31
Frankfurt am Main 30
Boardman 29
Houston 29
Moscow 26
Florence 24
Buffalo 23
Seattle 23
Princeton 22
Taipei 22
Verona 22
Guangzhou 21
Hangzhou 21
Helsinki 21
London 21
Mumbai 21
Brescia 19
Catania 18
Chicago 18
Genoa 18
Brussels 17
Kunming 17
Cagliari 16
Cambridge 16
Kish 16
Napoli 16
Paris 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
Toronto 13
Busto Arsizio 12
Central 12
Council Bluffs 12
Dhaka 12
Genova 12
Orem 12
Atlanta 11
Carlentini 11
East Lansing 11
Jeddah 11
Modena 11
Phoenix 11
Quezon City 11
Quito 11
Santa Clara 11
Senago 11
Tianjin 11
Totale 4.963
Nome #
Psicologia dei Videogiochi 1.617
A frame effect in avatar customization: How users’ attitudes towards their avatars may change depending on virtual context 1.003
User Experience. Psicologia degli Oggetti, degli Utenti e dei Contesti d'Uso 644
La personalità online. Tracce digitali dell'identità 560
eHealth for Patient Engagement: a systematic review 402
Using and intending: How personal intentions can influence the user experience of interactive technologies 253
The ‘‘Active Ageing’’ app: preliminary usability evaluation of a mobile application for diabetes self-management 217
Patient engagement: A consumer-centered model to innovate healthcare 210
Videogames for Emotion Regulation: A Systematic Review 207
User experience of BenEssere Mamma, a pregnancy app for women wellbeing 178
Virtual Reality Body Swapping: A Tool for Modifying the Allocentric Memory of the Body 174
Towards Emotionally-Adaptive Virtual Reality for Mental Health Applications 168
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 165
Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension 164
Video games as learning tools at school: parents’ attitude 161
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 157
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 156
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 156
Enabling ehealth as a pathway for patient engagement: A toolkit for medical practice 150
PATIENT CENTERED VIRTUAL REALITY: AN OPPORTUNITY TO IMPROVE THE QUALITY OF PATIENT’S EXPERIENCE 150
Positive and Transformative Technologies for Active Ageing 147
The ActiveAgeing Mobile App for Diabetes Self-management: First Adherence Data and Analysis of Patients’ in-App Notes 147
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review 139
Giocando s’impara? Alla ricerca delle proprietà educative “elevate” di giochi e videogiochi 137
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 136
Serious Games as Positive Technologies for Individual and Group Flourishing 135
Learning into the Wild: A Protocol for the Use of 360° Video for Foreign Language Learning 135
On Social Presence: Theories, Methodologies, and Guidelines for the Innovative Contexts of Computer-Mediated Learning 132
Developing emotional design: Emotions as cognitive processes and their role in the design of interactive technologies 130
Virtual reality as a potential tool to face frailty challenges 127
Modificazione dell’attività corticale alfa in risposta a stimoli emotivi positivi vs negativi in contesti “reali” o “virtuali” 125
Presence-Inducing Media for Mental Health Applications 125
Parental Attitudes toward Videogames at School 125
Changing Avatars, Changing Selves? the Influence of Social and Contextual Expectations on Digital Rendition of Identity 122
Psychological Factors Influencing the Effectiveness of Virtual Reality–Based Analgesia: A Systematic Review 119
Transformative interactions: Designing positive technologies to foster self-transcendence and meaning 119
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment 117
Press to grasp: how action dynamics shape object categorization 116
Being there but where? Sense of presence theory for virtual reality applications 115
The Brain at Play: Investigating Motivational Factors and Perceived Effects of High-level Problem-solving in Video Games 114
No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games 113
Giving (Back) a Role to Patients in the Delivery of Healthcare Services: Theoretical Roots of Patient Engagement 108
Document Ageing positively with digital games 106
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 103
Positive Technology for Healthy Living and Active Ageing 101
Analisi delle condotte fatali 98
The quest for engaging AmI: Patient engagement and experience design tools to promote effective assisted living 97
Engaging Users to Design Positive Technologies for Patient Engagement: the Perfect Interaction Model 92
Being in an Avatar: Action and Embodiment in a Digital Me 90
Evaluating Patient Engagement and User Experience of a Positive Technology Intervention: The H-CIM Case 88
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 85
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 83
Positive Technology for Enhancing the Patient Engagement Experiences 82
Exchanging Social Information in Online Social Games 80
Being Present in Action: A Theoretical Model About the "Interlocking" Between Intentions and Environmental Affordances 79
New technologies as opportunities for flow experience: A framework for the analysis 77
User-centered virtual reality for promoting relaxation: An innovative approach 76
Healthy avatars, healthy people: Care engagement through the shared experience of virtual worlds 76
The Artificial Face (ART-F) Project: Addressing the Problem of Interpretability, Interface, and Trust in Artificial Intelligence 58
BEYOND ERGONOMICS: THE ROLE OF INTENTIONS IN HUMAN-TECHNOLOGY INTERACTION 49
Avatar Detection: The Potential of Digital Identities for Dark Triad Profiling and Cybersecurity 1
Totale 11.196
Categoria #
all - tutte 35.515
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 35.515


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/202175 0 0 0 0 0 0 0 0 0 0 0 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
2025/20262.706 390 100 190 311 424 150 407 120 241 242 101 30
Totale 11.196