Daniela Villani

Orcid: 0000-0002-2435-4036

According to our database1, Daniela Villani authored at least 45 papers between 2005 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2024
Toward a Humane Metaverse: Challenges and Opportunities.
Cyberpsychology Behav. Soc. Netw., January, 2024

Learning in the Metaverse: Are University Students Willing to Learn in Immersive Virtual Reality?
Cyberpsychology Behav. Soc. Netw., January, 2024

2023
The use of immersive 360° videos for foreign language learning: a study on usage and efficacy among high-school students.
Interact. Learn. Environ., May, 2023

Promoting Emotional and Psychological Well-Being During COVID-19 Pandemic: A Self-Help Virtual Reality Intervention for University Students.
Cyberpsychology Behav. Soc. Netw., April, 2023

oVeRcomING COPD: Virtual Reality and Savoring to Promote the Well-Being of Patients with Chronic Obstructive Pulmonary Disease.
Cyberpsychology Behav. Soc. Netw., January, 2023

Promoting Positive Emotions in Older Adults: A Self-help Relational Savoring e-Intervention.
Proceedings of the Human Aspects of IT for the Aged Population, 2023

The Silence of Art: Investigating the Emotional Experience of a Virtual Museum by Facial Expression Analysis.
Proceedings of the Extended Reality - International Conference, 2023

2022
<i>Call for Special Issue Papers: </i> HUMANE METAVERSE: Opportunities and Challenges Towards the Development of a Humane-Centered Metaverse: Deadline for Manuscript Submission: December 31, 2022.
Cyberpsychology Behav. Soc. Netw., 2022

The e-SaVoR Project: Savoring and Virtual Reality to Enhance Emerging Adults' Well-Being.
Cyberpsychology Behav. Soc. Netw., 2022

Mobile well-being in pregnancy: suggestions from a quasi-experimental controlled study.
Behav. Inf. Technol., 2022

2021
Behind a Digital Mask: Users' Subjective Experience of Animated Characters and Its Effect on Source Credibility.
Interact. Comput., 2021

Emerging Adults' Expectations About the Next Generation of Robots: Exploring Robotic Needs Through a Latent Profile Analysis.
Cyberpsychology Behav. Soc. Netw., 2021

Machines Like Us and People Like You: Toward Human-Robot Shared Experience.
Cyberpsychology Behav. Soc. Netw., 2021

2020
Immersive virtual reality in K-12 and higher education: A 10-year systematic review of empirical research.
Br. J. Educ. Technol., 2020

2019
Adolescents' Beliefs About Peers' Engagement in an Online Self-Harm Challenge: Exploring the Role of Individual Characteristics Through a Latent Class Analysis.
Cyberpsychology Behav. Soc. Netw., 2019

Promoting Wellbeing in Pregnancy: A Multi-component Positive Psychology and Mindfulness-Based Mobile App.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2019

2018
Students' acceptance of tablet PCs in Italian high schools: Profiles and differences.
Br. J. Educ. Technol., 2018

Engaging Elderly Breast Cancer Patients Through an e-health Intervention: A Case Series Study.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2018

2017
Changing Avatars, Changing Selves? The Influence of Social and Contextual Expectations on Digital Rendition of Identity.
Cyberpsychology Behav. Soc. Netw., 2017

2016
Unconscious goal pursuit primes attitudes towards technology usage: A virtual reality experiment.
Comput. Hum. Behav., 2016

Positive and Transformative Technologies for Active Ageing.
Proceedings of the Medicine Meets Virtual Reality 22 - NextMed, 2016

Ageing Positively with Digital Games.
Proceedings of the eHealth 360°, 2016

Assessing the Emotional State of Job Applicants Through a Virtual Reality Simulation: A Psycho-Physiological Study.
Proceedings of the eHealth 360°, 2016

2015
Computational Psychometrics in Communication and Implications in Decision Making.
Comput. Math. Methods Medicine, 2015

Moral positioning in video games and its relation with dispositional traits: The emergence of a social dimension.
Comput. Hum. Behav., 2015

Does a Meditation Protocol Supported by a Mobile Application Help People Reduce Stress? Suggestions from a Controlled Pragmatic Trial.
Cyberpsychology Behav. Soc. Netw., 2015

Helping Women with Breast Cancer to Cope with Hair Loss: An e-SIT Protocol.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2015

No Man Is a Monkey Island: Individual Characteristics Associated with Gamers' Preferences for Single or Multiplayer Games.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

Presence-Inducing Media for Mental Health Applications.
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015

2014
Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review.
Virtual Real., 2014

2012
May I experience more presence in doing the same thing in virtual reality than in reality? An answer from a simulated job interview.
Interact. Comput., 2012

Is your phone so smart to affect your state? An exploratory study based on psychophysiological measures.
Neurocomputing, 2012

Does Interactive Media Enhance the Management of Stress? Suggestions from a Controlled Study.
Cyberpsychology Behav. Soc. Netw., 2012

Am I My Avatar? A Tool to Investigate Virtual Body Image Representation in Adolescence.
Cyberpsychology Behav. Soc. Netw., 2012

The Effects of a Mobile Stress Management Protocol on Nurses Working with Cancer Patients: a Preliminary Controlled Study.
Proceedings of the Medicine Meets Virtual Reality 19 - NextMed, 2012

2009
The Role of Interactive Media Features on the Affective Response: a Virtual Reality Study.
e Minds Int. J. Hum. Comput. Interact., 2009

2008
Presence and Relaxation: A Preliminary Controlled Study.
PsychNology J., 2008

Why You Really Eat? Virtual Reality in the Treatment of Obese Emotional Eaters.
Proceedings of the Medicine Meets Virtual Reality 16, 2008

2007
Affective Interactions Using Virtual Reality: The Link between Presence and Emotions.
Cyberpsychology Behav. Soc. Netw., 2007

NeuroVR: An Open Source Virtual Reality Platform for Clinical Psychology and Behavioral Neurosciences.
Proceedings of the Medicine Meets Virtual Reality 15, 2007

Cellular phones for reducing battlefield stress: Rationale and a preliminary research.
Proceedings of the Medicine Meets Virtual Reality 15, 2007

Managing Exam Stress Using UMTS Phones: The advantage of Portable Audio/Video Support.
Proceedings of the Medicine Meets Virtual Reality 15, 2007

An Open-Source Virtual Reality Platform for Clinical and Research Applications.
Proceedings of the Virtual Reality, 2007

2005
CyberEurope.
Cyberpsychology Behav. Soc. Netw., 2005

Personality of People Using Chat: An On-Line Research.
Cyberpsychology Behav. Soc. Netw., 2005


  Loading...