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    Chapter and Conference Paper

    The Silence of Art: Investigating the Emotional Experience of a Virtual Museum by Facial Expression Analysis

    Art is a fundamental part of human experience. Today the fruition of art is often mediated by new technologies such as virtual environments reproducing museums and expositions, and even more during the COVID-1...

    Maurizio Mauri, Stefano Triberti, Daniela Villani in Extended Reality (2023)

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    Chapter and Conference Paper

    Promoting Positive Emotions in Older Adults: A Self-help Relational Savoring e-Intervention

    Promoting positive emotions in older adults appears to be a path to support healthy aging and prevent mental disorders such as depression. To reach this goal, relational savoring (RS) appears to be a promising...

    Elisa Pancini, Francesca Pesce in Human Aspects of IT for the Aged Population (2023)

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    Chapter and Conference Paper

    Promoting Wellbeing in Pregnancy: A Multi-component Positive Psychology and Mindfulness-Based Mobile App

    Pregnancy involves important changes for women of all ages: it is a time of physical and psychological change. Women may experience anxiety and negative emotions, which can negatively influence their wellbein...

    Claudia Carissoli, Giulia Corno in Pervasive Computing Paradigms for Mental H… (2019)

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    Chapter and Conference Paper

    Engaging Elderly Breast Cancer Patients Through an e-health Intervention: A Case Series Study

    The aging population increases the number of new diagnoses of breast cancer and women of all ages experience psychological stress for possible treatment related side effects. To prepare elderly women diagnosed...

    Daniela Villani, Chiara Cognetta in Pervasive Computing Paradigms for Mental H… (2018)

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    Chapter and Conference Paper

    Assessing the Emotional State of Job Applicants Through a Virtual Reality Simulation: A Psycho-Physiological Study

    Job interview is one of the most frequently used methods to assess candidates for employment and it often evokes feelings of anxiety and distress. The principal aim of this study is to use a VR simulation expe...

    Daniela Villani, Chiara Rotasperti, Pietro Cipresso, Stefano Triberti in eHealth 360° (2017)

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    Chapter and Conference Paper

    Ageing Positively with Digital Games

    Active ageing is the process of optimizing health, social participation and security in order to enhance the quality of life of older individuals. Building on the paradigm of Positive Technology, we argue that...

    Daniela Villani, Silvia Serino, Stefano Triberti, Giuseppe Riva in eHealth 360° (2017)

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    Chapter and Conference Paper

    Hel** Women with Breast Cancer to Cope with Hair Loss: An e-SIT Protocol

    The emerging convergence of technology and health care is offering new methods and tools to help people cope with stressful upcoming events. To address the distress of chemotherapy and of alopecia in particula...

    Daniela Villani, Chiara Cognetta in Pervasive Computing Paradigms for Mental H… (2016)

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    Chapter and Conference Paper

    No Man Is a Monkey Island: Individual Characteristics Associated with Gamers’ Preferences for Single or Multiplayer Games

    Recent literature suggests that video games and serious games may be used to promote prosocial behavior and social abilities. Among several important open issues, a critical question regards what features of v...

    Stefano Triberti, Daniela Villani, Giuseppe Riva in Games and Learning Alliance (2016)

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    Chapter

    Presence-Inducing Media for Mental Health Applications

    Presence inducing media have recently emerged as a potentially effective way to provide general and specialty mental health services, and they appear poised to enter mainstream clinical delivery. However, to e...

    Giuseppe Riva, Cristina Botella, Rosa Baños, Fabrizia Mantovani in Immersed in Media (2015)

  10. Chapter and Conference Paper

    An Open-Source Virtual Reality Platform for Clinical and Research Applications

    In recent years, there has been an increasing interest in clinical and research applications of virtual reality (VR). However, the adoption of this approach is still limited by the high costs of software devel...

    Giuseppe Riva, Andrea Gaggioli, Daniela Villani, Alessandra Preziosa in Virtual Reality (2007)