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1. Psychomatics -- A Multidisciplinary Framework for Understanding Artificial Minds

2. Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up

5. Assessment of the Autism Spectrum Disorder Based on Machine Learning and Social Visual Attention: A Systematic Review

6. Attitudes and Perceived Communicative Competence: The Impact of Different AAC Means of Communication among Italian Teenagers

7. Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey

8. A virtual reality home-based training for the management of stress and anxiety among healthcare workers during the COVID-19 pandemic: study protocol for a randomized controlled trial

9. Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead

10. Virtual Reality

11. Searching for the Metaverse: Neuroscience of Physical and Digital Communities

12. Teachers' Attitudes towards Children Who Use AAC in Italian Primary Schools

14. COLLEGO: An Interactive Platform for Studying Joint Action During an Ecological Collaboration Task

15. The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use

16. What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study

17. Effectiveness of Virtual Reality Survival Horror Games for the Emotional Elicitation: Preliminary Insights Using Resident Evil 7: Biohazard

19. Positive Technologies for Promoting Emotion Regulation Abilities in Adolescents

21. A digital health home intervention for people within the Alzheimer's disease continuum: results from the Ability-TelerehABILITation pilot randomized controlled trial.

23. Hacking Well-Being

26. Multiplayer Serious Games and User Experience: A Comparison Between Paper-Based and Digital Gaming Experience

27. Presence-Inducing Media for Mental Health Applications

29. Presence: Form, Content and Consciousness

30. Embedding the Patient-Citizen Perspective into an Operational Framework for the Development and the Introduction of New Technologies in Rehabilitation Care: The Smart&Touch-ID Model

31. The whole-body motor skills of children with autism spectrum disorder taking goal-directed actions in virtual reality

32. Embedding the Patient-Citizen Perspective into an Operational Framework for the Development and the Introduction of New Technologies in Rehabilitation Care: The Smart&Touch-ID Model

33. A digital health home intervention for people within the Alzheimer's disease continuum: results from the Ability-TelerehABILITation pilot randomized controlled trial

34. The whole-body motor skills of children with autism spectrum disorder taking goal-directed actions in virtual reality

35. Serious Games as Positive Technologies

43. Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study

46. A Multimodal Database as a Background for Emotional Synthesis, Recognition and Training in E-Learning Systems

48. A virtual reality home-based training for the management of stress and anxiety among healthcare workers during the COVID-19 pandemic: study protocol for a randomized controlled trial

49. The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review

50. Psychoeducation on Stress and Anxiety Using Virtual Reality: A Mixed-Methods Study

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