Fabrizia Mantovani

According to our database1, Fabrizia Mantovani authored at least 35 papers between 2001 and 2021.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2021
MIND-VR: Design and Evaluation Protocol of a Virtual Reality Psychoeducational Experience on Stress and Anxiety for the Psychological Support of Healthcare Workers Involved in the COVID-19 Pandemic.
Frontiers Virtual Real., 2021

Surviving COVID-19: The Neuroscience of Smart Working and Distance Learning.
Cyberpsychology Behav. Soc. Netw., 2021

A Decision Support System in the Context of an Applied Game for Telerehabilitation.
Proceedings of the IEEE International Conference on Digital Health, 2021

2020
What Is the Relationship Among Positive Emotions, Sense of Presence, and Ease of Interaction in Virtual Reality Systems? An On-Site Evaluation of a Commercial Virtual Experience.
Presence Teleoperators Virtual Environ., 2020

Positive Technology and COVID-19.
Cyberpsychology Behav. Soc. Netw., 2020

Global Storm of Stress-Related Psychopathological Symptoms: A Brief Overview on the Usefulness of Virtual Reality in Facing the Mental Health Impact of COVID-19.
Cyberpsychology Behav. Soc. Netw., 2020

Video Games to Foster Empathy: A Critical Analysis of the Potential of Detroit: Become Human and the Walking Dead.
Proceedings of the Universal Access in Human-Computer Interaction. Applications and Practice, 2020

2019
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine.
Cyberpsychology Behav. Soc. Netw., 2019

2018
The Technology-Enhanced Ability Continuum-of-Care Home Program for People with Cognitive Disorders: Concept Design and Scenario of Use.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2018

Effectiveness of Virtual Reality Survival Horror Games for the Emotional Elicitation: Preliminary Insights Using Resident Evil 7: Biohazard.
Proceedings of the Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments, 2018

2017
How web design influences user experience: A multi-modal method for real-time assessment during web browsing.
Proceedings of the 14th IEEE Annual Consumer Communications & Networking Conference, 2017

What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study.
Proceedings of the Advances in Human Factors in Wearable Technologies and Game Design, 2017

2016
Virtual Reality-Enhanced Cognitive-Behavioral Therapy for Morbid Obesity: A Randomized Controlled Study with 1 Year Follow-Up.
Cyberpsychology Behav. Soc. Netw., 2016

COLLEGO: An Interactive Platform for Studying Joint Action During an Ecological Collaboration Task.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2016

Positive Technologies for Promoting Emotion Regulation Abilities in Adolescents.
Proceedings of the eHealth 360°, 2016

2015
Presence: Form, Content and Consciousness.
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015

Intention, Action, Self and Other: An Evolutionary Model of Presence.
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015

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

2014
Serious Games as Positive Technologies.
Proceedings of the Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality, 2014

Multiplayer Serious Games and User Experience: A Comparison Between Paper-Based and Digital Gaming Experience.
Proceedings of the Games and Learning Alliance - Third International Conference, 2014

2012
Special issue: Presence and interaction.
Interact. Comput., 2012

From the body to the tools and back: A general framework for presence in mediated interactions.
Interact. Comput., 2012

2011
The Role of Immersion and Narrative in Mediated Presence: The Virtual Hospital Experience.
Cyberpsychology Behav. Soc. Netw., 2011

2010
Emotions in Serious Games: From Experience to Assessment.
Int. J. Emerg. Technol. Learn., 2010

2008
Are Robots Present? From Motor Simulation to "Being There".
Cyberpsychology Behav. Soc. Netw., 2008

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

2006
Is Severe Obesity a Form of Addiction?: Rationale, Clinical Approach, and Controlled Clinical Trial.
Cyberpsychology Behav. Soc. Netw., 2006

2005
A Multimodal Database as a Background for Emotional Synthesis, Recognition and Training in E-Learning Systems.
Proceedings of the Affective Computing and Intelligent Interaction, 2005

2004
Cybertherapy in Practice: The VEPSY Updated project.
Proceedings of the Cybertherapy, 2004

New tools in cybertherapy: the VEPSY Web Site.
Proceedings of the Cybertherapy, 2004

2003
The VEPSY UPDATED Project: Clinical Rationale and Technical Approach.
Cyberpsychology Behav. Soc. Netw., 2003

Virtual Reality Training for Health-Care Professionals.
Cyberpsychology Behav. Soc. Netw., 2003

Avatars in Clinical Psychology: A Framework for the Clinical Use of Virtual Humans.
Cyberpsychology Behav. Soc. Netw., 2003

From Psychotherapy to e-Therapy: The Integration of Traditional Techniques and New Communication Tools in Clinical Settings.
Cyberpsychology Behav. Soc. Netw., 2003

2001
Networked Seduction: A Test-Bed for the Study of Strategic Communication on the Internet.
Cyberpsychology Behav. Soc. Netw., 2001


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