PRANDI, CATIA
 Distribuzione geografica
Continente #
NA - Nord America 8.007
AS - Asia 7.201
EU - Europa 6.370
AF - Africa 519
SA - Sud America 500
OC - Oceania 33
Continente sconosciuto - Info sul continente non disponibili 4
Totale 22.634
Nazione #
US - Stati Uniti d'America 7.899
SG - Singapore 2.098
GB - Regno Unito 1.961
CN - Cina 1.939
IT - Italia 1.775
VN - Vietnam 1.466
DE - Germania 593
HK - Hong Kong 537
SE - Svezia 398
FR - Francia 365
BR - Brasile 337
IN - India 304
RU - Federazione Russa 255
NL - Olanda 220
CI - Costa d'Avorio 198
IE - Irlanda 187
KR - Corea 166
TR - Turchia 158
JP - Giappone 103
ZA - Sudafrica 103
FI - Finlandia 95
UA - Ucraina 84
SC - Seychelles 73
ID - Indonesia 69
BG - Bulgaria 65
AR - Argentina 62
CH - Svizzera 55
CA - Canada 53
EE - Estonia 53
PH - Filippine 53
JO - Giordania 46
AT - Austria 45
TG - Togo 38
NG - Nigeria 36
BD - Bangladesh 35
ES - Italia 34
TW - Taiwan 33
IQ - Iraq 32
PT - Portogallo 31
PL - Polonia 30
BE - Belgio 29
MX - Messico 28
MY - Malesia 28
EG - Egitto 27
AU - Australia 26
EC - Ecuador 26
CO - Colombia 25
TH - Thailandia 23
CL - Cile 22
SA - Arabia Saudita 20
GR - Grecia 18
RO - Romania 14
HR - Croazia 12
IL - Israele 12
IR - Iran 11
MA - Marocco 10
PK - Pakistan 10
NP - Nepal 9
KE - Kenya 8
PY - Paraguay 8
VE - Venezuela 8
CZ - Repubblica Ceca 7
DZ - Algeria 7
LT - Lituania 7
PE - Perù 7
UZ - Uzbekistan 7
KZ - Kazakistan 6
NO - Norvegia 6
NZ - Nuova Zelanda 6
SI - Slovenia 6
AE - Emirati Arabi Uniti 5
JM - Giamaica 5
RS - Serbia 5
TN - Tunisia 5
DO - Repubblica Dominicana 4
ET - Etiopia 4
LB - Libano 4
MO - Macao, regione amministrativa speciale della Cina 4
PA - Panama 4
PS - Palestinian Territory 4
CR - Costa Rica 3
CU - Cuba 3
DK - Danimarca 3
HU - Ungheria 3
IS - Islanda 3
MK - Macedonia 3
MN - Mongolia 3
OM - Oman 3
SM - San Marino 3
UY - Uruguay 3
AZ - Azerbaigian 2
BH - Bahrain 2
BO - Bolivia 2
CG - Congo 2
EU - Europa 2
LU - Lussemburgo 2
MU - Mauritius 2
SN - Senegal 2
SY - Repubblica araba siriana 2
TT - Trinidad e Tobago 2
Totale 22.611
Città #
Southend 1.754
Singapore 1.448
Ashburn 824
Fairfield 753
Hong Kong 508
Dallas 467
Chandler 449
San Jose 439
Santa Clara 408
Woodbridge 355
Bologna 347
Wilmington 340
Ho Chi Minh City 325
Houston 314
Hefei 305
Seattle 290
Hanoi 289
Cambridge 229
Beijing 221
Princeton 216
Ann Arbor 209
Abidjan 195
Dublin 184
Boardman 181
Seoul 138
Lauterbourg 128
Istanbul 124
Milan 117
Dong Ket 105
Los Angeles 105
Turin 104
Nanjing 89
Westminster 85
Council Bluffs 82
Tokyo 81
Medford 80
New York 80
Berlin 78
Helsinki 73
Cesena 61
Haiphong 60
Sofia 60
Padova 59
Jinan 58
Redondo Beach 58
The Dalles 58
Buffalo 53
Rome 51
Frankfurt am Main 50
Rimini 48
Guangzhou 46
Amman 45
Redmond 44
Da Nang 42
Changsha 41
Saint Petersburg 41
Lomé 38
Des Moines 37
San Diego 37
Shanghai 37
São Paulo 37
Jakarta 36
Abeokuta 34
Forlì 34
Shenyang 34
London 33
Amsterdam 30
Munich 30
Tianjin 30
Zhengzhou 30
Barletta 29
Bengaluru 28
Bern 28
Chicago 28
Eindhoven 26
Hebei 26
Wuhan 26
Parma 25
Florence 24
Johannesburg 24
Biên Hòa 23
Falls Church 23
Lucca 23
Redwood City 23
Birmingham 22
Ningbo 22
San Francisco 22
Brussels 21
Hangzhou 21
Reggio Emilia 21
Hải Dương 20
Nanchang 20
Warsaw 20
Cairo 19
Orem 19
Paris 19
Phoenix 19
Modena 18
Shenzhen 18
Yubileyny 18
Totale 14.546
Nome #
Smart Campus: Fostering the Community Awareness Through an Intelligent Environment 346
Gamifying cultural experiences across the urban environment 344
Train your attention and executive functions with Eye-Riders! A videogame for improving cognitive abilities in neurodiverse children 339
A data visualization interactive exploration of human mobility data during the COVID-19 outbreak: A case study 281
Automatic web content personalization through reinforcement learning 277
Attitudes of Crohn's Disease Patients: Infodemiology Case Study and Sentiment Analysis of Facebook and Twitter Posts 271
Accessible wayfinding and navigation: a systematic mapping study 267
Designing interactive infographics to stimulate environmental awareness: an exploration with a University community 266
Learning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications 248
Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design 246
Using educational robot and tablet to improve wayfinding in children 240
A Microservice Architecture Use Case for Persons with Disabilities 237
Almawhere 2.0: A pervasive system to facilitate indoor wayfinding 235
Diegetic user interfaces for virtual environments with HMDs: a user experience study with oculus rift 233
Towards Eco-Centric Interaction: Urban Playful Interventions in the Anthropocene 227
Industry 4.0 and Video Monitoring: A Multidimensional Approach Based on MPEG-DASH 226
Incidental language and culture learning through mobile technologies: a multi-case study 215
Assessing the Efficacy of a Diegetic Game Interface with Oculus Rift 213
Walking with Geo-Zombie: a Pervasive Game to Engage People in Urban Crowdsourcing 209
Privacy Perception when Using Smartphone Applications 205
A Deep Learning and Social IoT approach for Plants Disease Prediction toward a Sustainable Agriculture 202
An evaluation methodology to determine the actual limitations of a TinyML-based solution 198
What do patients tell doctors on the internet? ask AI how to valorize online medical conversations 198
On assessing the accuracy of air pollution models exploiting a strategic sensors deployment 197
A blue Monday? Try walking on a yellow path 195
Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation 195
Digital Twins and Artificial Intelligence as Pillars of Personalized Learning Models 195
URBAN GAMERS LAB: Techniques and Tools to Develop Transversal Competences and Life Skills in Educational Context Using Technologies 193
Augmenting Emerging Hospitality Services: A Playful Immersive Experience to Foster Interactions among Locals and Visitors 192
Eye-Riders un applied game per il potenziamento delle funzioni esecutive. Risultati preliminari dell'efficacia clinica 190
MapRecorder: analysing real-world usage of mobile map applications 189
Augment browsing and standard profiling for enhancing Web accessibility 188
Gamification in Crowdsourcing Applications 188
A Service-Oriented Approach to Crowdsensing for Accessible Smart Mobility Scenarios 188
BEAT: an AContent extension to support authors in developing learning pathways 187
Designing human-centric software artifacts with future users: a case study 187
Understanding Crohn's disease patients reaction to infliximab from facebook: A medical perspective 186
Tourism for all: A mobile application to assist visually impaired users in enjoying tourist services 184
Trustworthiness in crowd- sensed and sourced georeferenced data 182
User-driven and open innovation as app design tools for high school students 181
On combining Big Data and machine learning to support eco-driving behaviours 181
In-vehicle human machine interface: An approach to enhance eco-driving behaviors 179
Storytelling and remote-sensing playful interventions to foster biodiversity awareness 179
A data visualization exploration to facilitate a sustainable usage of premises in a Smart Campus context 178
Patients reactions to non-invasive and invasive prenatal tests: A machine-based analysis from reddit posts 175
GAPforAPE: an augmented browsing system to improve Web 2.0 accessibility 174
CrowdSensing for smart mobility through a service-oriented architecture 174
Fitting like a GlovePi: A wearable device for deaf-blind people 174
Augmenting good behaviour: Mixing digital and reality to promote sustainability in a campus community 172
SDGs Like You Have Never Seen Before!: Co-designing Data Visualization Tools with and for University Students 171
On augmenting the experience of people with mobility impairments while exploring the city: A case study with wearable devices 171
Exploring proximity-based recommendation criteria as a tool for information exchange and interactions between locals and tourists 170
On Engaging Communities in Smart Societies: Crowdsourcing, Gamification, and Participatory Design for Accessible, Sustainable, and Safer Urban Mobility 170
On supporting university communities in indoor wayfinding: An inclusive design approach 170
Unleashing the true potential of social networks: confirming infliximab medical trials through Facebook posts 168
On the interpretation of the effects of the Infliximab treatment on Crohn’s disease patients from Facebook posts: a human vs. machine comparison 167
Bus stops as interactive touchpoints -improving engagement and use of public transport 166
On exploiting Data Visualization and IoT for Increasing Sustainability and Safety in a Smart Campus 165
Designing Interfaces to Display Sensor Data: A Case Study in the Human-Building Interaction Field Targeting a University Community 165
IoT and Data Visualization to Enhance Hyperlocal Data in a Smart Campus Context 164
Preservation in Smart Libraries: an Experiment involving IoT and Indoor Environmental Sensing 164
From gamification to pervasive game in mapping urban accessibility 162
On the need of trustworthy sensing and crowdsourcing for urban accessibility in smart city 162
LOCOMOBIS: A low-cost acoustic-based sensing system to monitor and classify mosquitoes 162
Blue whale street art as a landmark: extracting landmarks from children's cognitive maps for the design of locative systems 162
Can IoT Wearable Devices Feed Frugal Innovation? 162
A microservice-based architecture for the development of accessible, crowdsensing-based mobility platforms 160
A context-aware system for personalized and accessible pedestrian paths 158
Food and gastronomic heritage: Telling a story of eyes and hands 158
Walking under a Different Sky: Urban Colored Routes for Creative Engagement and Pleasure 158
On combining crowdsourcing, sensing and open data for an accessible smart city 157
What influences sentiment analysis on social networks: A case study 157
null 157
Personalizing Pedestrian Accessible way-finding with mPASS 156
Social location awareness: A prototype of altruistic IoT 154
Human-drone interaction: State of the art, open issues and challenges 154
Crowdsourcing Urban Accessibility: Some Preliminary Experiences with Results 149
MecWilly in your pocket: On evaluating a mobile serious game for kids 149
Mapping urban accessibility: gamifying the citizens’ experience 146
Smart sensing supporting energy-efficient buildings: On comparing prototypes for people counting 146
Accessibility and Smart Data: the Case Study of mPASS 142
Handmade narrations: Handling digital narrations on food and gastronomic culture 139
Exploiting Reinforcement Learning to Profile Users and Personalize Web Pages 138
Beanstalk - A community based passive Wi-Fi tracking system for analysing tourism dynamics 138
Enhancing sustainable mobility awareness by exploiting multi-sourced data: The case study of the madeira islands 138
How are you, Mar Menor? Fostering Awareness About an Ecological Crisis through Children's Art and Conversational Generative AI 138
Trustworthiness Assessment in Mapping Urban Accessibility via Sensing and Crowdsourcing 136
A visual immersive participatory platform to foster dialogue between locals and tourists 135
User centered and context dependent personalization through experiential transcoding 135
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter 134
Evaluating the use of machine learning algorithms in environmental sensing for energy saving 134
Integrazione del tool autore AContent con Moodle 134
Integrating Personalized and Accessible Itineraries in MaaS Ecosystems Through Microservices 134
mPASS: Integrating people sensing and crowdsourcing to map urban accessibility 133
Conversational Interfaces for a Smart Campus: A Case Study 133
What Does Air Quality Sound Like? On Exploring the impact of Data Sonification Versus Data Visualization 128
Sensing and making sense of tourism flows and urban data to foster sustainability awareness: a real-world experience 128
On designing a way-finding system to assist users with respiratory ailments and track symptoms 126
On developing a procedural level generator based on the Model Synthesis algorithm in the context of serious games 125
Experiential Adaptation to Provide User-Centered Web Content Personalization 123
Totale 18.177
Categoria #
all - tutte 61.780
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 61.780


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021744 0 0 0 0 0 0 0 0 0 180 145 419
2021/20222.582 190 151 126 119 269 202 79 158 161 156 530 441
2022/20232.502 185 283 132 289 182 289 84 140 431 93 207 187
2023/20241.213 56 160 89 63 64 175 90 149 96 127 80 64
2024/20253.669 158 505 326 269 584 146 342 206 56 203 253 621
2025/20267.748 546 864 972 493 872 494 1.040 399 1.551 517 0 0
Totale 23.114