All Stories

  1. A scale to measure awe
  2. Multilevel Behavioral Synchronization in a Joint Tower-Building Task
  3. The “Hive Mind” Is Near
  4. Effectiveness of Immersive Videos in Inducing Awe: An Experimental Study
  5. Virtual Reality for Research in Social Neuroscience
  6. Visualizing the Mind
  7. Networked Flow in musical bands
  8. Cyberpsychology Meets the Internet of Things
  9. An Open Research Community for Studying Virtual Reality Experience
  10. Online Positive Interventions to Promote Well-being and Resilience in the Adolescent Population: A Narrative Review
  11. Bringing More Transparency to Artificial Intelligence
  12. Positive Technology, Computing, and Design: Shaping a Future in Which Technology Promotes Psychological Well-Being
  13. CyberSightings
  14. The Potential of Virtual Reality for the Investigation of Awe
  15. CyberSightings
  16. CyberSightings
  17. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change
  18. CyberSightings
  19. CyberSightings
  20. CyberSightings
  21. CyberSightings
  22. CyberSightings
  23. Predictive Technologies: Can Smart Tools Augment the Brain's Predictive Abilities?
  24. Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift
  25. CyberSightings
  26. CyberSightings
  27. Virtual Reality–Enhanced Cognitive–Behavioral Therapy for Morbid Obesity: A Randomized Controlled Study with 1 Year Follow-Up
  28. CyberSightings
  29. Integrating Technology in Positive Psychology Practice
  30. How can technology help intergenerational reminiscence? A pilot study
  31. CyberSightings
  32. CyberSightings
  33. CyberSightings
  34. CyberSightings
  35. CyberSightings
  36. Psychometric modeling of the pervasive use of Facebook through psychophysiological measures: Stress or optimal experience?
  37. CyberSightings
  38. Automatic imitation of the arm kinematic profile in interacting partners
  39. CyberSightings
  40. When music “flows”. State and trait in musical performance, composition and listening: a systematic review
  41. Tecnologie positive per il benessere: proposte di intervento
  42. CyberSightings
  43. CyberSightings
  44. CyberSightings
  45. CyberSightings
  46. CyberSightings
  47. 6. Transformative Experience Design
  48. Human Computer Confluence
  49. Smartphone para la autogestión del estrés psicológico: Una evaluación preliminar de una aplicación de Tecnología Positiva.
  50. The creative link: Investigating the relationship between social network indices, creative performance and flow in blended teams
  51. Presence-Inducing Media for Mental Health Applications
  52. Neglect App. Usability of a new application for assessment and rehabilitation of neglect
  53. CyberSightings
  54. CyberSightings
  55. CyberSightings
  56. Effectiveness of group reminiscence for improving wellbeing of institutionalized elderly adults: study protocol for a randomized controlled trial
  57. CyberSightings
  58. CyberSightings
  59. Psychological treatments: Smart tools boost mental-health care
  60. CyberSightings
  61. Il training immaginativo-musicale per il potenziamento della prestazione motoria nello sport
  62. Experiential Virtual Scenarios With Real-Time Monitoring (Interreality) for the Management of Psychological Stress: A Block Randomized Controlled Trial
  63. CyberSightings
  64. CyberSightings
  65. CyberSightings
  66. CyberSightings
  67. CyberSightings
  68. CyberSightings
  69. Intergenerational Group Reminiscence: A Potentially Effective Intervention to Enhance Elderly Psychosocial Wellbeing and to Improve Children's Perception of Aging
  70. Psychometric Assessment of Cardio-Respiratory Activity Using a Mobile Platform
  71. NeuroVirtual 3D: A Multiplatform 3D Simulation System for Application in Psychology and Neuro-Rehabilitation
  72. CyberSightings
  73. CyberSightings
  74. CyberSightings
  75. Toward a validation of cyber-interventions for stress disorders based on stress inoculation training: a systematic review
  76. CyberSightings
  77. CyberSightings
  78. Virtual Reality for Enhancing the Cognitive Behavioral Treatment of Obesity With Binge Eating Disorder: Randomized Controlled Study With One-Year Follow-up
  79. CyberSightings
  80. CyberSightings
  81. CyberSightings
  82. Is virtual reality always an effective stressors for exposure treatments? some insights from a controlled trial
  83. CyberSightings
  84. Physio-Environmental Sensing and Live Modeling
  85. New Technologies for Improving the Psychological Treatment
  86. The Potential of Pervasive Sensors and Computing for Positive Technology: The Interreality Paradigm
  87. Building collective memories on the web: the Nostalgia Bits project
  88. A mobile biosensor to detect cardiorespiratory activity for stress tracking
  89. Smartphone Based Experience Sampling of Stress-Related Events
  90. Smartphone Based Experience Sampling of Stress-Related Events
  91. Interreality for the management and training of psychological stress: study protocol for a randomized controlled trial
  92. Strategic Thinking and Creative Invention
  93. CyberSightings
  94. A mobile biosensor to detect cardiorespiratory activity for stress tracking
  95. Benefits of Combined Mental and Physical Training in Learning a Complex Motor Skill in Basketball
  96. CyberSightings
  97. CyberSightings
  98. The Cognitive Foundations of Networked Flow: Intentions, Presence, and Social Presence
  99. The Emergence of Networked Flow
  100. Analyzing the Experience of Networked Flow Through Social Network Analysis
  101. Conclusion Networked Flow: A Future Vision
  102. Introduction from Creativity to Creative Networks
  103. Using Activity-Related Behavioural Features towards More Effective Automatic Stress Detection
  104. CyberSightings
  105. CyberSightings
  106. Personal Health System architecture for stress monitoring and support to clinical decisions
  107. Is your phone so smart to affect your state? An exploratory study based on psychophysiological measures
  108. CyberSightings
  109. CyberSightings
  110. Positive Technology: Using Interactive Technologies to Promote Positive Functioning
  111. The Present and Future of Positive Technologies
  112. CyberSightings
  113. How to Create Memorizable and Strong Passwords
  114. Stress Diffusion through Complex Networks
  115. Le frontiere delle nuove tecnologie nella cura dell’obesità: La realtà virtuale
  116. Networked Flow: A Framework for Understanding the Dynamics of Creative Collaboration in Educational and Training Settings
  117. Virtual reality and mobile phones in the treatment of generalized anxiety disorders: a phase-2 clinical trial
  118. CyberSightings
  119. A mobile data collection platform for mental health research
  120. CyberSightings
  121. CyberSightings
  122. CyberSightings
  123. CyberEurope
  124. CyberSightings
  125. CyberSightings
  126. CyberSightings
  127. CyberSightings
  128. CyberSightings
  129. CyberSightings
  130. CyberSightings
  131. CyberSightings
  132. CyberEurope
  133. Interreality in Practice: Bridging Virtual and Real Worlds in the Treatment of Posttraumatic Stress Disorders
  134. Improving social game engagement on facebook through enhanced socio-contextual information
  135. Cognitive engineering for technology in mental health care and rehabilitation
  136. Interreality in Practice: Bridging Virtual and Real Worlds in the Treatment of Posttraumatic Stress Disorders
  137. Therapeutic applications of the mobile phone
  138. CyberEurope
  139. CyberEurope
  140. The Green Valley: The Use of Mobile Narratives for Reducing Stress in Commuters
  141. CyberEurope
  142. Are Robots Present? From Motor Simulation to “Being There”
  143. CyberEurope
  144. Working the Crowd
  145. A Second Life for eHealth: Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology
  146. CyberEurope
  147. CyberEurope
  148. CyberEurope
  149. CyberEurope
  150. CyberEurope
  151. CyberEurope
  152. A Free, Open-Source Virtual Reality Platform for the Rehabilitation of Cognitive and Psychological Disorders
  153. Prospects for the Use of Multiplayer Online Games in Psychological Rehabilitation
  154. Computer-enhanced mental practice in upper-limb rehabilitation after cerebrovascular accident: a case series study
  155. CyberEurope
  156. CyberEurope
  157. CyberEurope
  158. CyberEurope
  159. Affective Interactions Using Virtual Reality: The Link between Presence and Emotions
  160. A virtual reality extended neuropsychological assessment for topographical disorientation: a feasibility study
  161. A Strategy for Computer-Assisted Mental Practice in Stroke Rehabilitation
  162. Computer-enhanced route and survey spatial knowledge assessment in clinical neuropsychology
  163. A telemedicine survey among Milan doctors
  164. A Telemedicine Survey among Milan Doctors
  165. VR-Mirror: A Virtual Reality System for Mental Practice in Post-Stroke Rehabilitation
  166. Virtual Reality Training for Health-Care Professionals
  167. From Psychotherapy to e-Therapy: The Integration of Traditional Techniques and New Communication Tools in Clinical Settings
  168. The Use of Technology-Supported Mental Imagery in Neurological Rehabilitation: A Research Protocol
  169. Avatars in Clinical Psychology: A Framework for the Clinical Use of Virtual Humans
  170. New and old tools in psychotherapy: The use of technology for the integration of the traditional clinical treatments.
  171. Perception and Mental Rotation of 3D-Freeform Surfaces in an Immersive Projection System
  172. 4 Positive Change and Networked Flow: From Creative Individuals to Creative Networks
  173. An Open-Source Virtual Reality Platform for Clinical and Research Applications
  174. Vr for psychotherapists: what is hot?
  175. Virtual Clinical Therapy
  176. Using Massive Multiplayer Online Games in Telehealth
  177. 3 Positive Change and Positive Technology
  178. Modeling the Diffusion of Psychological Stress
  179. A Virtual Reality-Extended Neuropsychological Protocol for Route and Survey Spatial Knowledge Assessment
  180. Monitoring Daily Life Using Mobile Phones: The Experience Sampling Method
  181. The INTERSTRESS Project: The use of advanced technologies for assessing and treating psychological stress
  182. Transforming VR into a Reality for Behavioral Healthcare: The NeuroVR Project
  183. Mental Training with Virtual Reality in Post-Stroke Rehabilitation: A Progress Report
  184. Positive Technology:
  185. Positive Technology for Helping People Cope with Stress
  186. Integrated experiential therapy for the treatment of obesity and binge eating disorder: A clinical trial
  187. Using technological tools in psychotherapy: Possible integration between traditional techniques and new shared hypermedia in the clinical setting
  188. Virtual training in health-care: enhancing skills acquisition and transfer of knowledge through learning experience in virtual environments
  189. The use of technology supported mental imagery in neurological rehabilitation: A research protocol
  190. Virtual Reality Contexts for the Situated Assessment of Spatial Neglect
  191. Virtual Reality as an Experiential Tool
  192. The VR therapy project: Free virtual reality tools for mental health therapists
  193. The virtual reality mirror: Mental practice with augmented reality for post-stroke rehabilitation
  194. Flow in Real and Virtual Environments
  195. Towards mobile positive technologies: Opportunities and challenges
  196. Modifying our personal experience using positive technologies
  197. Positive technologies: An interdisciplinary field of positive psychology
  198. Narrative dimension, sense of presence and emotional involvement: An experimental analysis