Fabrizia Mantovani
Orcid: 0000-0003-4772-9109
According to our database1,
Fabrizia Mantovani
authored at least 43 papers
between 2001 and 2024.
Collaborative distances:
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Bibliography
2024
Cyberpsychology Behav. Soc. Netw., January, 2024
CoRR, 2024
The Disembodied Disconnect Hypothesis: How Online Interactions Undermine Neurobiological Foundations of Social Cohesion.
Cyberpsychology Behav. Soc. Netw., 2024
Rosalind Franklin Society Proudly Announces the 2023 Award Recipient for <i>Cyberpsychology, Behavior, and Social Networking</i>.
Cyberpsychology Behav. Soc. Netw., 2024
Biosignal comparison for autism assessment using machine learning models and virtual reality.
Comput. Biol. Medicine, 2024
2023
Pers. Ubiquitous Comput., April, 2023
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
Cyberpsychology Behav. Soc. Netw., 2021
Proceedings of the IEEE International Conference on Digital Health, 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
Cyberpsychology Behav. Soc. Netw., 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
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
Proceedings of the eHealth 360°, 2016
2015
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015
2014
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
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
Int. J. Emerg. Technol. Learn., 2010
2008
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
Proceedings of the Cybertherapy, 2004
2003
Cyberpsychology Behav. Soc. Netw., 2003
Cyberpsychology Behav. Soc. Netw., 2003
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