PRANDI, CATIA
 Distribuzione geografica
Continente #
NA - Nord America 8.624
AS - Asia 7.405
EU - Europa 6.607
SA - Sud America 529
AF - Africa 520
OC - Oceania 35
Continente sconosciuto - Info sul continente non disponibili 4
Totale 23.724
Nazione #
US - Stati Uniti d'America 8.482
SG - Singapore 2.117
GB - Regno Unito 1.969
CN - Cina 1.964
IT - Italia 1.953
VN - Vietnam 1.482
DE - Germania 605
HK - Hong Kong 551
SE - Svezia 399
FR - Francia 367
BR - Brasile 357
IN - India 306
RU - Federazione Russa 255
NL - Olanda 226
CI - Costa d'Avorio 198
IE - Irlanda 188
KR - Corea 166
TR - Turchia 159
BD - Bangladesh 151
JP - Giappone 108
ZA - Sudafrica 103
FI - Finlandia 95
UA - Ucraina 85
CA - Canada 74
SC - Seychelles 74
ID - Indonesia 69
AR - Argentina 65
BG - Bulgaria 65
CH - Svizzera 59
EE - Estonia 53
PH - Filippine 53
JO - Giordania 46
AT - Austria 45
ES - Italia 42
TG - Togo 38
NG - Nigeria 36
MX - Messico 34
TW - Taiwan 33
IQ - Iraq 32
PT - Portogallo 32
PL - Polonia 31
BE - Belgio 29
MY - Malesia 29
AU - Australia 28
CO - Colombia 28
EG - Egitto 27
EC - Ecuador 26
TH - Thailandia 24
CL - Cile 22
GR - Grecia 21
SA - Arabia Saudita 20
RO - Romania 16
IR - Iran 13
HR - Croazia 12
IL - Israele 12
PK - Pakistan 12
MA - Marocco 10
PE - Perù 10
NP - Nepal 9
JM - Giamaica 8
KE - Kenya 8
PY - Paraguay 8
VE - Venezuela 8
CZ - Repubblica Ceca 7
DZ - Algeria 7
LT - Lituania 7
UZ - Uzbekistan 7
KZ - Kazakistan 6
NO - Norvegia 6
NZ - Nuova Zelanda 6
RS - Serbia 6
SI - Slovenia 6
AE - Emirati Arabi Uniti 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
AL - Albania 3
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
SK - Slovacchia (Repubblica Slovacca) 3
SM - San Marino 3
TT - Trinidad e Tobago 3
UY - Uruguay 3
AZ - Azerbaigian 2
BH - Bahrain 2
BO - Bolivia 2
CG - Congo 2
EU - Europa 2
HN - Honduras 2
LU - Lussemburgo 2
Totale 23.692
Città #
Southend 1.754
Singapore 1.464
Ashburn 878
Fairfield 753
San Jose 524
Hong Kong 519
Dallas 475
Chandler 449
Santa Clara 424
Bologna 363
Woodbridge 355
Wilmington 340
Ho Chi Minh City 329
Houston 317
Hefei 305
Hanoi 295
Seattle 292
Beijing 235
Cambridge 229
Princeton 216
Ann Arbor 209
Abidjan 195
Boardman 189
Dublin 184
Milan 141
Seoul 138
Lauterbourg 128
Istanbul 124
Los Angeles 120
New York 118
Turin 106
Dong Ket 105
Council Bluffs 104
Nanjing 89
Westminster 85
Tokyo 82
Medford 80
Berlin 78
Helsinki 73
Rimini 69
Rome 68
Cesena 61
Haiphong 60
Sofia 60
Padova 59
The Dalles 59
Jinan 58
Redondo Beach 58
Buffalo 56
São Paulo 51
Frankfurt am Main 50
Guangzhou 47
Amman 45
Redmond 45
Da Nang 44
Changsha 41
Saint Petersburg 41
Lomé 38
San Diego 38
Shanghai 38
Des Moines 37
Jakarta 36
Chicago 35
Abeokuta 34
Forlì 34
Shenyang 34
London 33
Zhengzhou 31
Amsterdam 30
Munich 30
Tianjin 30
Barletta 29
Bengaluru 28
Bern 28
San Francisco 28
Phoenix 27
Eindhoven 26
Hebei 26
Wuhan 26
Florence 25
Parma 25
Brooklyn 24
Johannesburg 24
Modena 24
Biên Hòa 23
Falls Church 23
Lucca 23
Redwood City 23
Reggio Emilia 23
Birmingham 22
Ningbo 22
Orem 22
Brussels 21
Hangzhou 21
Hải Dương 20
Nanchang 20
Verona 20
Warsaw 20
Cairo 19
Paris 19
Totale 14.995
Nome #
Gamifying cultural experiences across the urban environment 353
Smart Campus: Fostering the Community Awareness Through an Intelligent Environment 353
Train your attention and executive functions with Eye-Riders! A videogame for improving cognitive abilities in neurodiverse children 352
Learning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications 286
Automatic web content personalization through reinforcement learning 284
A data visualization interactive exploration of human mobility data during the COVID-19 outbreak: A case study 282
Designing interactive infographics to stimulate environmental awareness: an exploration with a University community 278
Attitudes of Crohn's Disease Patients: Infodemiology Case Study and Sentiment Analysis of Facebook and Twitter Posts 273
Accessible wayfinding and navigation: a systematic mapping study 268
Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design 251
Using educational robot and tablet to improve wayfinding in children 250
A Microservice Architecture Use Case for Persons with Disabilities 241
Almawhere 2.0: A pervasive system to facilitate indoor wayfinding 238
Diegetic user interfaces for virtual environments with HMDs: a user experience study with oculus rift 237
Towards Eco-Centric Interaction: Urban Playful Interventions in the Anthropocene 230
Industry 4.0 and Video Monitoring: A Multidimensional Approach Based on MPEG-DASH 229
Incidental language and culture learning through mobile technologies: a multi-case study 222
URBAN GAMERS LAB: Techniques and Tools to Develop Transversal Competences and Life Skills in Educational Context Using Technologies 222
Assessing the Efficacy of a Diegetic Game Interface with Oculus Rift 216
A Deep Learning and Social IoT approach for Plants Disease Prediction toward a Sustainable Agriculture 213
Privacy Perception when Using Smartphone Applications 211
Walking with Geo-Zombie: a Pervasive Game to Engage People in Urban Crowdsourcing 209
An evaluation methodology to determine the actual limitations of a TinyML-based solution 202
What do patients tell doctors on the internet? ask AI how to valorize online medical conversations 202
Digital Twins and Artificial Intelligence as Pillars of Personalized Learning Models 201
Eye-Riders un applied game per il potenziamento delle funzioni esecutive. Risultati preliminari dell'efficacia clinica 200
A blue Monday? Try walking on a yellow path 199
On assessing the accuracy of air pollution models exploiting a strategic sensors deployment 199
Augmenting Emerging Hospitality Services: A Playful Immersive Experience to Foster Interactions among Locals and Visitors 199
Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation 198
A Service-Oriented Approach to Crowdsensing for Accessible Smart Mobility Scenarios 194
BEAT: an AContent extension to support authors in developing learning pathways 193
MapRecorder: analysing real-world usage of mobile map applications 193
Augment browsing and standard profiling for enhancing Web accessibility 192
Gamification in Crowdsourcing Applications 192
Designing human-centric software artifacts with future users: a case study 190
On supporting university communities in indoor wayfinding: An inclusive design approach 190
Understanding Crohn's disease patients reaction to infliximab from facebook: A medical perspective 189
User-driven and open innovation as app design tools for high school students 185
Tourism for all: A mobile application to assist visually impaired users in enjoying tourist services 185
On combining Big Data and machine learning to support eco-driving behaviours 183
Storytelling and remote-sensing playful interventions to foster biodiversity awareness 183
In-vehicle human machine interface: An approach to enhance eco-driving behaviors 182
Trustworthiness in crowd- sensed and sourced georeferenced data 182
A data visualization exploration to facilitate a sustainable usage of premises in a Smart Campus context 182
CrowdSensing for smart mobility through a service-oriented architecture 178
SDGs Like You Have Never Seen Before!: Co-designing Data Visualization Tools with and for University Students 177
Exploring proximity-based recommendation criteria as a tool for information exchange and interactions between locals and tourists 177
GAPforAPE: an augmented browsing system to improve Web 2.0 accessibility 177
Fitting like a GlovePi: A wearable device for deaf-blind people 177
Patients reactions to non-invasive and invasive prenatal tests: A machine-based analysis from reddit posts 177
On Engaging Communities in Smart Societies: Crowdsourcing, Gamification, and Participatory Design for Accessible, Sustainable, and Safer Urban Mobility 175
Augmenting good behaviour: Mixing digital and reality to promote sustainability in a campus community 175
On augmenting the experience of people with mobility impairments while exploring the city: A case study with wearable devices 173
On exploiting Data Visualization and IoT for Increasing Sustainability and Safety in a Smart Campus 171
Unleashing the true potential of social networks: confirming infliximab medical trials through Facebook posts 170
Designing Interfaces to Display Sensor Data: A Case Study in the Human-Building Interaction Field Targeting a University Community 170
Bus stops as interactive touchpoints -improving engagement and use of public transport 169
On the need of trustworthy sensing and crowdsourcing for urban accessibility in smart city 168
From gamification to pervasive game in mapping urban accessibility 167
On the interpretation of the effects of the Infliximab treatment on Crohn’s disease patients from Facebook posts: a human vs. machine comparison 167
Preservation in Smart Libraries: an Experiment involving IoT and Indoor Environmental Sensing 166
Blue whale street art as a landmark: extracting landmarks from children's cognitive maps for the design of locative systems 166
A context-aware system for personalized and accessible pedestrian paths 165
LOCOMOBIS: A low-cost acoustic-based sensing system to monitor and classify mosquitoes 165
Can IoT Wearable Devices Feed Frugal Innovation? 165
IoT and Data Visualization to Enhance Hyperlocal Data in a Smart Campus Context 164
What influences sentiment analysis on social networks: A case study 163
A microservice-based architecture for the development of accessible, crowdsensing-based mobility platforms 162
Walking under a Different Sky: Urban Colored Routes for Creative Engagement and Pleasure 162
Food and gastronomic heritage: Telling a story of eyes and hands 161
On combining crowdsourcing, sensing and open data for an accessible smart city 160
Personalizing Pedestrian Accessible way-finding with mPASS 159
Human-drone interaction: State of the art, open issues and challenges 159
null 157
Social location awareness: A prototype of altruistic IoT 156
How are you, Mar Menor? Fostering Awareness About an Ecological Crisis through Children's Art and Conversational Generative AI 154
Crowdsourcing Urban Accessibility: Some Preliminary Experiences with Results 152
MecWilly in your pocket: On evaluating a mobile serious game for kids 150
Smart sensing supporting energy-efficient buildings: On comparing prototypes for people counting 149
mPASS: Integrating people sensing and crowdsourcing to map urban accessibility 147
Mapping urban accessibility: gamifying the citizens’ experience 146
Accessibility and Smart Data: the Case Study of mPASS 145
Integrating Personalized and Accessible Itineraries in MaaS Ecosystems Through Microservices 143
Handmade narrations: Handling digital narrations on food and gastronomic culture 141
Beanstalk - A community based passive Wi-Fi tracking system for analysing tourism dynamics 141
Exploiting Reinforcement Learning to Profile Users and Personalize Web Pages 140
Trustworthiness Assessment in Mapping Urban Accessibility via Sensing and Crowdsourcing 140
Enhancing sustainable mobility awareness by exploiting multi-sourced data: The case study of the madeira islands 140
Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter 138
A visual immersive participatory platform to foster dialogue between locals and tourists 137
User centered and context dependent personalization through experiential transcoding 136
Evaluating the use of machine learning algorithms in environmental sensing for energy saving 135
Integrazione del tool autore AContent con Moodle 135
Conversational Interfaces for a Smart Campus: A Case Study 135
What Does Air Quality Sound Like? On Exploring the impact of Data Sonification Versus Data Visualization 131
Sensing and making sense of tourism flows and urban data to foster sustainability awareness: a real-world experience 130
On designing a way-finding system to assist users with respiratory ailments and track symptoms 129
On developing a procedural level generator based on the Model Synthesis algorithm in the context of serious games 128
Extreme flooding events in coastal lagoons: seawater parameters and rainfall over a six-year period in the Mar Menor (SE Spain) 125
Totale 18.658
Categoria #
all - tutte 66.194
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 66.194


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
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
2025/20268.788 546 864 972 493 872 494 1.040 399 1.551 642 446 469
2026/202760 60 0 0 0 0 0 0 0 0 0 0 0
Totale 24.214