Federica Pallavicini

Orcid: 0000-0003-2064-3823

According to our database1, Federica Pallavicini authored at least 28 papers between 2010 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2022
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.
Cyberpsychology Behav. Soc. Netw., 2022

Virtual Reality to Support Healthcare Workers in Managing Stress and Anxiety During the COVID-19 Pandemic: An Online Survey.
Proceedings of the HCI International 2022 - Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence, 2022

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

Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health.
Frontiers Virtual Real., 2021

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
Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions.
Proceedings of the Universal Access in Human-Computer Interaction. Multimodality and Assistive Environments, 2019

Comparing Player Experience in Video Games Played in Virtual Reality or on Desktop Displays: Immersion, Flow, and Positive Emotions.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

2018
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., 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 Body Swapping: A Tool for Modifying the Allocentric Memory of the Body.
Cyberpsychology Behav. Soc. Netw., 2016

Testing Augmented Reality for Cue Exposure in Obese Patients: An Exploratory Study.
Cyberpsychology Behav. Soc. Netw., 2016

2015
Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders.
Comput. Math. Methods Medicine, 2015

Neglect App. Usability of a new application for assessment and rehabilitation of neglect.
Proceedings of the 3rd 2015 Workshop on ICTs for improving Patients Rehabilitation Research Techniques, 2015

Feeling Ghost Food as Real One: Psychometric Assessment of Presence Engagement Exposing to Food in Augmented Reality.
Proceedings of the Pervasive Computing Paradigms for Mental Health, 2015

2014
Psychometric Assessment of Cardio-Respiratory Activity Using a Mobile Platform.
Int. J. Handheld Comput. Res., 2014

2013
Virtual Multiple Errands Test: Reliability, Usability and Possible Applications.
Proceedings of the Annual Review of Cybertherapy and Telemedicine 2013, 2013

Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial.
Pers. Ubiquitous Comput., 2013

2012
Inter-Reality in the Evaluation and Treatment of Psychological Stress Disorders: the INTERSTRESS Project.
Proceedings of the Annual Review of Cybertherapy and Telemedicine 2012, 2012

Validating the Neuro VR-Based Virtual Version of the Multiple Errands Test: Preliminary Results.
Presence Teleoperators Virtual Environ., 2012

Learning Island: The Development of a Virtual Reality System for the Experiential Training of Stress Management.
Proceedings of the Medicine Meets Virtual Reality 19 - NextMed, 2012

EEG Alpha Asymmetry in Virtual Environments for the Assessment of Stress-Related Disorders.
Proceedings of the Medicine Meets Virtual Reality 19 - NextMed, 2012

2011
Validation of a Neuro Virtual Reality-based Version of the Multiple Errands Test for the Assessment of Executive Functions.
Proceedings of the Annual Review of Cybertherapy and Telemedicine 2011, 2011

NeuroVR 2 - A Free Virtual Reality Platform for the Assessment and Treatment in Behavioral Health Care.
Proceedings of the Medicine Meets Virtual Reality 18 - NextMed, 2011

Ubiquitous Health in Practice: The Interreality Paradigm.
Proceedings of the Medicine Meets Virtual Reality 18 - NextMed, 2011

2010
Interreality in Practice: Bridging Virtual and Real Worlds in the Treatment of Posttraumatic Stress Disorders.
Cyberpsychology Behav. Soc. Netw., 2010


  Loading...