Federica Pallavicini
Orcid: 0000-0003-2064-3823
According to our database1,
Federica Pallavicini
authored at least 28 papers
between 2010 and 2022.
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Legend:
Book In proceedings Article PhD thesis Dataset OtherLinks
Online presence:
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on orcid.org
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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
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
Int. J. Handheld Comput. Res., 2014
2013
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
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