Triberti, Stefano
 Distribuzione geografica
Continente #
AS - Asia 2.816
EU - Europa 1.022
NA - Nord America 745
SA - Sud America 585
AF - Africa 73
OC - Oceania 10
Continente sconosciuto - Info sul continente non disponibili 2
Totale 5.253
Nazione #
SG - Singapore 1.949
US - Stati Uniti d'America 708
IT - Italia 641
BR - Brasile 432
CN - Cina 284
BD - Bangladesh 125
RU - Federazione Russa 110
VN - Vietnam 105
NL - Olanda 90
HK - Hong Kong 69
IN - India 65
AR - Argentina 42
FR - Francia 42
GB - Regno Unito 42
EC - Ecuador 40
ID - Indonesia 37
TR - Turchia 32
DE - Germania 31
CO - Colombia 29
IQ - Iraq 29
ZA - Sudafrica 28
MX - Messico 18
PK - Pakistan 18
SA - Arabia Saudita 18
PH - Filippine 17
VE - Venezuela 16
UZ - Uzbekistan 13
MA - Marocco 12
MY - Malesia 12
PE - Perù 8
PY - Paraguay 8
TN - Tunisia 8
AU - Australia 7
CA - Canada 7
CH - Svizzera 7
EG - Egitto 7
ES - Italia 7
HU - Ungheria 6
BO - Bolivia 5
DK - Danimarca 5
SE - Svezia 5
TH - Thailandia 5
AE - Emirati Arabi Uniti 4
DZ - Algeria 4
JO - Giordania 4
JP - Giappone 4
OM - Oman 4
UA - Ucraina 4
AL - Albania 3
CL - Cile 3
DO - Repubblica Dominicana 3
GA - Gabon 3
GR - Grecia 3
IL - Israele 3
KE - Kenya 3
KZ - Kazakistan 3
NZ - Nuova Zelanda 3
PL - Polonia 3
AT - Austria 2
BG - Bulgaria 2
BH - Bahrain 2
CR - Costa Rica 2
ET - Etiopia 2
FI - Finlandia 2
HR - Croazia 2
IE - Irlanda 2
JM - Giamaica 2
KR - Corea 2
LB - Libano 2
NP - Nepal 2
PS - Palestinian Territory 2
PT - Portogallo 2
RO - Romania 2
SI - Slovenia 2
SM - San Marino 2
SO - Somalia 2
UY - Uruguay 2
XK - ???statistics.table.value.countryCode.XK??? 2
AO - Angola 1
AZ - Azerbaigian 1
BB - Barbados 1
BE - Belgio 1
BN - Brunei Darussalam 1
BW - Botswana 1
BY - Bielorussia 1
CY - Cipro 1
CZ - Repubblica Ceca 1
EE - Estonia 1
GT - Guatemala 1
HN - Honduras 1
IR - Iran 1
KG - Kirghizistan 1
LK - Sri Lanka 1
LT - Lituania 1
LY - Libia 1
NI - Nicaragua 1
PR - Porto Rico 1
SN - Senegal 1
Totale 5.253
Città #
Ashburn 430
Singapore 272
Milan 91
Beijing 83
San Jose 66
Hong Kong 61
Council Bluffs 40
Ho Chi Minh City 40
Rome 36
Moscow 33
Guayaquil 32
Naples 31
São Paulo 23
Hanoi 18
New York 18
Bari 15
Munich 15
Baghdad 14
Rio de Janeiro 12
Santa Clara 12
Turin 12
Dhaka 11
Los Angeles 11
Venice 11
Istanbul 10
Johannesburg 10
Tashkent 10
Chennai 9
Florence 9
Asunción 8
Bologna 8
Campinas 8
Medellín 8
Amsterdam 7
Belo Horizonte 7
Boardman 7
Haiphong 7
Osasco 7
Ravenna 7
Shanghai 7
Brasília 6
Caracas 6
Concord 6
Coventry 6
Curitiba 6
Florianópolis 6
Guarulhos 6
Jeddah 6
Padua 6
Quito 6
Aalborg 5
Baltimore 5
Biên Hòa 5
Buffalo 5
Central 5
Delhi 5
Frankfurt am Main 5
Izmir 5
Kolkata 5
L'Haÿ-les-Roses 5
Lima 5
Manaus 5
Mexico City 5
Pasay 5
Pisa 5
Recife 5
Riyadh 5
Salvador 5
Treviglio 5
Amman 4
Bogotá 4
Brindisi 4
Bury 4
Cagliari 4
Cape Town 4
Dammam 4
Dubai 4
Faisalabad 4
Guangzhou 4
Jakarta 4
Lahore 4
Langenzenn 4
Ludhiana 4
Modugno 4
Muscat 4
Newark 4
Palermo 4
Ribeirão Preto 4
San Giovanni la Punta 4
Santo André 4
Adana 3
Athens 3
Baguio City 3
Bergamo 3
Brooklyn 3
Buenos Aires 3
Camaçari 3
Can Tho 3
Chandigarh 3
Charlotte 3
Totale 1.785
Nome #
Validation of the Italian Version of the Brief Emotional Intelligence Scale (BEIS-10) 401
How to make big decisions: A cross-sectional study on the decision making process in life choices 192
Psicologia dei videogiochi: Mente, Identità, Esperienza nei Mondi Virtuali 192
ITMI: The use of Immersive Technologies to promote Moral Intuitions 158
eHealth for improving quality of life in breast cancer patients: A systematic review [Cancer Treatm. Rev. 74C (2019) 1-14 154
Moral positioning in video games and its relation with dispositional traits : the emergence of a social dimension 151
“You do not get cancer by chance” : Communicating the role of environmental causes in cancer diseases and the risk of a “guilt rhetoric” 149
User experience : psicologia degli oggetti, degli utenti e dei contesti d'uso 148
Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization 147
Editorial: On the “Human” in Human-Artificial Intelligence Interaction 128
The Artificial Face (ART-F) Project: Addressing the Problem of Interpretability, Interface, and Trust in Artificial Intelligence 122
Longer the game, better the sleep: intense video game playing is associated to better sleep quality and better daytime functioning 119
Trusting decisions: Doctors’ attitudes towards explanation by artificial intelligence 102
Videogames for Emotion Regulation: A Systematic Review 74
Psicologia dei Videogiochi : come i mondi virtuali influenzano mente e comportamento 65
Artificial Intelligence in mental health: professionals' attitudes towards AI as a psychotherapist 62
The Efficacy of Psychological Intervention on Body Image in Breast Cancer Patients and Survivors : A Systematic-Review and Meta-Analysis 60
Exchanging Social Information in Online Social Games 60
Utilitarian choice and self-serving cognitive distortions: using VR to investigate adolescents’ responses and enhance interventions 60
Cancer patients’ participation and commitment to psychological interventions : a scoping review 55
A Grade for Artificial Intelligence: A Study on School Teachers’ Ability to Identify Assignments Written by Generative Artificial Intelligence 51
Is explanation a marketing problem? The quest for trust in artificial intelligence and two conflicting solutions 50
A Scoping Review of Flow Research 47
A 6-month follow-up study on worry and its impact on well-being during the first wave of COVID-19 pandemic in an Italian sample 47
Do You Transfer Your Skills? From Sports to Health Management in Cancer Patients 46
Avatars and the Disease : Digital Customization as a Resource for Self-Perception Assessment in Breast Cancer Patients 42
Giocando s' impara? Alla ricerca delle proprietà educative “elevate” di giochi e videogiochi 41
Assessing Sense of Presence and Emotions in Virtual Reality Based on Job-Related Expertise: A Pilot Study with Police Officers 39
A “Third Wheel” Effect in Health Decision Making Involving Artificial Entities : A Psychological Perspective 38
“Better than my professor?” How to develop artificial intelligence tools for higher education 37
Bridging museum mission to visitors’ experience. Activity, meanings, interactions, technology 36
Assessing the emotional state of job applicants through a virtual reality simulation: A psycho-physiological study 36
Avatars for Clinical Assessment: Digital Renditions of the Self as Innovative Tools for Assessment in Mental Health Treatment 35
Reward-dependent dynamics and changes in risk taking in the Balloon Analogue Risk Task 35
A 6-month follow-up study on worry and its impact on well-being during the first wave of COVID-19 pandemic in an Italian sample 35
Toward Emotionally Adaptive Virtual Reality for Mental Health Applications 35
Ageing positively with digital games 35
eHealth for improving quality of life in breast cancer patients: A systematic review 34
User-centered virtual reality for promoting relaxation: An innovative approach 34
The Role of Emotion-Related Abilities in the Quality of Life of Breast Cancer Survivors: A Systematic Review 33
Being in an Avatar : Action and Embodiment in a Digital Me 32
Le emozioni tra cura e malattia: nuove strade della psicologia della salute 32
Unconscious goal pursuit primes attitudes towards technology usage : a virtual reality experiment 32
Patient engagement: A consumer-centered model to innovate healthcare 32
A Machine of Many Faces: On the Issue of Interface in Artificial Intelligence and Tools from User Experience 32
Digital interventions to support morality: A scoping review 32
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility 32
On social presence: Theories, methodologies, and guidelines for the innovative contexts of computer-mediated learning 32
Do You Transfer Your Skills? From Sports to Health Management in Cancer Patients 32
How to make big decisions: A cross-sectional study on the decision making process in life choices 32
Transformative interactions: Designing positive technologies to foster self-transcendence and meaning 32
The Role of Emotion-Related Abilities in the Quality of Life of Breast Cancer Survivors: A Systematic Review 31
Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial 31
Analisi delle condotte fatali 31
Avatars for Clinical Assessment: Digital Renditions of the Self as Innovative Tools for Assessment in Mental Health Treatment 31
Team Formation for Human-Artificial Intelligence Collaboration in the Workplace: A Goal Programming Model to Foster Organizational Change 31
Serious Games as Positive Technologies for Individual and Group Flourishing 30
Patient Centered Virtual Reality: An Opportunity To Improve The Quality Of Patient's Experience 30
Artificial Intelligence in Healthcare Practice: How to Tackle the “Human” Challenge 30
Avatars and the Disease : Digital Customization as a Resource for Self-Perception Assessment in Breast Cancer Patients 30
The Brain at Play: Investigating Motivational Factors and Perceived Effects of High-level Problem-solving in Video Games 30
Enabling ehealth as a pathway for patient engagement: A toolkit for medical practice 30
Persone Migranti e Instagram Reels: una Revisione Narrativa sui Microformati Visivi per l’Apprendimento Informale della Lingua L2 30
Avatar Detection: The Potential of Digital Identities for Dark Triad Profiling and Cybersecurity 30
A P5 Approach to m-Health : Design Suggestions for Advanced Mobile Health Technology 30
Augmenting Surgery: Medical Students’ Assessment and Ergonomics of 3D Holograms vs. CT Scans for Pre- Operative Planning 29
The Silence of Art: Investigating the Emotional Experience of a Virtual Museum by Facial Expression Analysis 29
Cancer patients’ participation and commitment to psychological interventions : a scoping review 29
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training : a systematic review 29
What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases 28
Being there but where? Sense of presence theory for virtual reality applications 27
Developing emotional design : emotions as cognitive processes and their role in the design of interactive technologies 27
Press to grasp: how action dynamics shape object categorization 27
Positive and Transformative Technologies for Active Ageing 27
Patient empowerment for cancer patients through a novel ICT infrastructure 27
eHealth for improving quality of life in breast cancer patients: A systematic review 27
In the eye of a quiet storm: A critical incident study on the quarantine experience during the coronavirus pandemic 27
Virtual Reality Body Swapping : A Tool for Modifying the Allocentric Memory of the Body 27
Psychological Factors Influencing the Effectiveness of Virtual Reality–Based Analgesia : A Systematic Review 26
Presence-Inducing Media for Mental Health Applications 26
The motivation journey: A grounded theory study on female cancer survivors’ experience of a psychological intervention for quality of life 26
The quest for engaging AmI : patient engagement and experience design tools to promote effective assisted living 26
Breast cancer survivors’ attitudes towards internet-based psychotherapy 25
In the eye of a quiet storm: A critical incident study on the quarantine experience during the coronavirus pandemic 25
Master Splinter and the challenge of personalization in education 25
Cognitive Biases in Chronic Illness and Their Impact on Patients' Commitment 25
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students 24
Giving (Back) a Role to Patients in the Delivery of Healthcare Services: Theoretical Roots of Patient Engagement 24
Social distancing is the right thing to do: Dark Triad behavioral correlates in the COVID-19 quarantine 24
The Impact of Unsupportive Social Support on the Injured Self in Breast Cancer Patients 24
Cognitive Biases in Chronic Illness and Their Impact on Patients' Commitment 23
Being Present in Action : a Theoretical Model About the "Interlocking" Between Intentions and Environmental Affordances 23
Mixed reality for cross-cultural integration. Using positive technology to share experiences and promote communication 23
Video Game Players’ Motivation Predicts Complex and Transformative Emotions During the Gaming Experience 23
Using and intending : How personal intentions can influence the user experience of interactive technologies 23
Modificazione dell’attività corticale alfa in risposta a stimoli emotivi positivi vs negativi in contesti “reali” o “virtuali” 22
Flowing Technologies: The Role of Flow and Related Constructs in Human-Computer Interaction 21
Stylizing IOWA: Influence of decision making style on the IOWA gambling task 20
Psychological benefits of a sport-based program for female cancer survivors : The role of social connections 20
Personality Traits and Cardiotoxicity Arising From Cancer Treatments : An Hypothesized Relationship 20
Totale 5.040
Categoria #
all - tutte 19.535
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 19.535


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2023/202473 0 0 0 0 0 0 0 7 1 12 24 29
2024/20252.535 35 54 68 86 48 54 28 93 188 77 970 834
2025/20262.725 165 71 224 245 321 88 172 371 414 387 208 59
Totale 5.333