F
Federica Pallavicini
Researcher at University of Milano-Bicocca
Publications - 59
Citations - 2081
Federica Pallavicini is an academic researcher from University of Milano-Bicocca. The author has contributed to research in topics: Virtual reality & Anxiety. The author has an hindex of 22, co-authored 55 publications receiving 1477 citations. Previous affiliations of Federica Pallavicini include University of Milan.
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Virtual Reality Body Swapping: A Tool for Modifying the Allocentric Memory of the Body
Silvia Serino,Elisa Pedroli,Anouk Keizer,Stefano Triberti,Antonios Dakanalis,Antonios Dakanalis,Federica Pallavicini,Alice Chirico,Giuseppe Riva +8 more
TL;DR: Findings provide first evidence that VR body swapping is able to induce a change in the memory of the body, and may be potentially useful for patients suffering from eating and weight disorders.
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Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency
Luca Morganti,Federica Pallavicini,Elena Cadel,Antonio Candelieri,Francesco Archetti,Fabrizia Mantovani +5 more
TL;DR: In this paper, serious games and gamification have been used in three different areas related to energy efficiency: environmental education, consumption awareness, and pro-environmental behaviours, and applied gaming interventions can be used in more than one of these three areas (comprehensive interventions).
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Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial
Claudia Repetto,Andrea Gaggioli,Federica Pallavicini,Pietro Cipresso,Simona Raspelli,Giuseppe Riva +5 more
TL;DR: A clinical protocol for the treatment of Generalized Anxiety Disorders (GAD) based on the ubiquitous use of a biofeedback-enhanced VR system is presented, allowing patients to perform the virtual experience in an outpatient setting.
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Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games?:
TL;DR: Evidence is provided that playing a video game in virtual reality was not more difficult than playing through a desktop display and players showed a more intense emotional response, as assessed by self-report questionnaires and with psycho-physiological indexes.
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Virtual Reality Applications for Stress Management Training in the Military.
TL;DR: The main observation to be drawn from this review is that virtual reality can provide interactive Stress Management Training to decrease levels of perceived stress and negative affect in military personnel.