RAPP, Amon
 Distribuzione geografica
Continente #
NA - Nord America 13.303
EU - Europa 9.900
AS - Asia 2.684
SA - Sud America 140
OC - Oceania 131
AF - Africa 97
Continente sconosciuto - Info sul continente non disponibili 12
Totale 26.267
Nazione #
US - Stati Uniti d'America 12.928
DK - Danimarca 3.289
IT - Italia 2.205
CN - Cina 983
DE - Germania 773
SE - Svezia 592
GB - Regno Unito 525
IE - Irlanda 500
SG - Singapore 472
FR - Francia 465
CA - Canada 355
NL - Olanda 281
FI - Finlandia 243
UA - Ucraina 165
ID - Indonesia 157
IN - India 156
VN - Vietnam 146
HK - Hong Kong 129
RU - Federazione Russa 126
AT - Austria 121
AU - Australia 117
KR - Corea 116
PL - Polonia 116
TR - Turchia 97
BE - Belgio 77
JP - Giappone 76
ES - Italia 66
CH - Svizzera 64
PT - Portogallo 64
BR - Brasile 59
MY - Malesia 58
PH - Filippine 55
BD - Bangladesh 53
TW - Taiwan 53
ZA - Sudafrica 34
GR - Grecia 32
CZ - Repubblica Ceca 29
RO - Romania 29
SI - Slovenia 26
NO - Norvegia 24
PE - Perù 24
HU - Ungheria 23
CO - Colombia 21
AE - Emirati Arabi Uniti 20
IR - Iran 18
PK - Pakistan 17
HR - Croazia 16
CL - Cile 14
EC - Ecuador 13
IL - Israele 13
NG - Nigeria 13
NZ - Nuova Zelanda 13
EU - Europa 11
MX - Messico 11
EE - Estonia 10
RS - Serbia 10
TH - Thailandia 8
EG - Egitto 7
ET - Etiopia 7
JO - Giordania 7
LK - Sri Lanka 7
MA - Marocco 7
AR - Argentina 6
BG - Bulgaria 6
SA - Arabia Saudita 6
DZ - Algeria 5
KE - Kenya 5
LT - Lituania 5
MK - Macedonia 5
AZ - Azerbaigian 4
LV - Lettonia 4
PA - Panama 4
QA - Qatar 4
SY - Repubblica araba siriana 4
YE - Yemen 4
GH - Ghana 3
GM - Gambi 3
KZ - Kazakistan 3
MO - Macao, regione amministrativa speciale della Cina 3
MT - Malta 3
MU - Mauritius 3
NP - Nepal 3
UZ - Uzbekistan 3
AM - Armenia 2
CI - Costa d'Avorio 2
CR - Costa Rica 2
CY - Cipro 2
LB - Libano 2
LU - Lussemburgo 2
PY - Paraguay 2
SK - Slovacchia (Repubblica Slovacca) 2
TN - Tunisia 2
TT - Trinidad e Tobago 2
ZW - Zimbabwe 2
AN - Antille olandesi 1
AP - ???statistics.table.value.countryCode.AP??? 1
BW - Botswana 1
FJ - Figi 1
GE - Georgia 1
KW - Kuwait 1
Totale 26.260
Città #
Ann Arbor 4.855
Wilmington 1.150
Chandler 969
Fairfield 511
Dublin 487
Ashburn 454
Guangzhou 436
Houston 434
Singapore 345
Woodbridge 291
Beijing 287
Dearborn 282
Turin 273
Ottawa 215
Torino 215
Seattle 200
Villeurbanne 186
Cambridge 179
Jacksonville 157
Medford 153
Princeton 137
Boardman 136
Nyköping 133
Pisa 133
Jakarta 131
Redwood City 118
Norwalk 117
Rome 108
Wayne 102
Milan 100
Dong Ket 96
Warsaw 94
Vienna 93
Naples 81
Helsinki 77
Padova 69
San Jose 60
Toronto 53
San Diego 48
Santa Clara 41
Boston 40
Brussels 40
New York 40
Fremont 39
Hamburg 38
Taipei 37
Falls Church 32
San Mauro Torinese 29
Hong Kong 28
London 28
Lons-le-saunier 28
Bari 27
Bologna 27
Nuremberg 27
Hangzhou 26
Los Angeles 26
Central 25
Lappeenranta 25
Delft 23
Verona 23
Melbourne 22
Sydney 22
Norwich 21
Dallas 20
Düsseldorf 20
Mountain View 20
Chicago 19
Shanghai 19
Tokyo 19
Cologne 18
Johannesburg 18
Istanbul 17
Kuala Lumpur 17
Maastricht 17
Temecula 17
Frankfurt am Main 16
Hefei 16
Lima 16
Paris 16
Bengaluru 15
Moncalieri 15
San Mateo 15
Chennai 14
Kunming 14
Montreal 14
Nanjing 14
Seoul 14
St. Gallen 14
Stuttgart 14
Utrecht 14
Amsterdam 13
Genoa 13
Gopalganj 13
Izmir 13
Rotterdam 13
Santiago 13
Angers 12
Bochum 12
Dhaka 12
Dresden 12
Totale 15.247
Nome #
EmpAI: l’Intelligenza Artificiale imparata in modo naturale 679
Blockchain and Artificial Intelligence for quality food protection and advanced consumer services 648
A SWOT Analysis of the Gamification Practices: Challenges, Open Issues and Future Perspectives 513
Designing a personal informatics system for users without experience in self-tracking: a case study 469
Ontologies for Quantified Self: a Semantic Approach 465
An ethnographic study of packaging-free purchasing: designing an interactive system to support sustainable social practices 446
Personal informatics for everyday life: How users without prior self-tracking experience engage with personal data 419
Interactive Urban Maps for People with Autism Spectrum Disorder 403
From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems 381
Crowdsensing for a sustainable comfort and for energy saving 374
Rethinking technologies for behavior change: A view from the inside of Human change 373
Designing technology for spatial needs: Routines, control and social competences of people with autism 357
Design fictions for learning: A method for supporting students in reflecting on technology in Human-Computer Interaction courses 354
Crowdmapping for inclusive smart city 346
Design fictions for behaviour change: exploring the long-term impacts of technology through the creation of fictional future prototypes 344
Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human-Computer Interaction 340
Using game mechanics for field evaluation of prototype social applications: a novel methodology 337
Holistic user models for cognitive disabilities: Personalized tools for supporting people with autism in the City 336
Personalized Interactive Urban Maps for Autism: Enhancing accessibility to Urban environments for people with Autism Spectrum Disorder 320
Real World User Model: Evolution of User Modeling Triggered by Advances in Wearable and Ubiquitous Computing: State of the Art and Future Directions 318
Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design 317
Designing an urban support for autism 316
FirstLife: Combining Social Networking and VGI to Create an Urban Coordination and Collaboration Platform 306
Designing interactive systems through a game lens: An ethnographic approach 300
Personalized Tourist Guide for People with Autism 295
Know Thyself: A Theory of the Self for Personal Informatics 295
Interactive Maps for Cognitive Disabilities 293
Strengthening gamification studies: Current trends and future opportunities of gamification research 293
Tracking personal movements in urban environments: Personalized maps for people with autism spectrum disorder 288
UMAP 2017 THUM Workshop Chairs' Welcome & Organization 288
Gamification for self-tracking: From World of Warcraft to the design of Personal Informatics systems 283
Envisioning the future of personalization through personal informatics: A user study 279
Personalized Spatial Support for People with Autism Spectrum Disorder 277
The human side of human-chatbot interaction: A systematic literature review of ten years of research on text-based chatbots 271
Human body and smart objects 266
Accuracy and Reliability of Personal Data Collection: An Autoethnographic Study 266
Empowering AI competences in children: A training program based on simple playful activities 259
Engaging users in self-reporting their data: A tangible interface for quantified self 253
Gamifying the City: Pervasive Game Elements in the Urban Environment 251
Quantified Self and Modeling of Human Cognition 250
New frontiers of quantified self 3: Exploring understudied categories of users 244
Commercial video games as a resource for mental health: A systematic literature review 243
An ontology for quantified self: Capturing the concepts behind the numbers 242
Drawing inspiration from world of warcraft: Gamification design elements for behavior change technologies 241
A Field Evaluation of an Intelligent Interaction Between People and a Territory and its Cultural Heritage 240
Privacy issues in holistic recommendations 239
Self-tracking while doing sport: Comfort, motivation, attention and lifestyle of athletes using personal informatics tools 237
New frontiers of quantified self 2: Going beyond numbers 236
UMAP 2019 Workshop on Explainable and Holistic User Modeling (ExHUM) Chairs' Welcome & Organization 235
Towards a conceptual model for holistic recommendations 233
Map - making: designing a mobile application for enhancing memories' retrieval 232
Affordances for Self-tracking Wearable Devices 232
An exploration of world of Warcraft for the gamification of virtual organizations 223
Personal informatics for sport: Meaning, body, and social relations in amateur and elite athletes 222
Data-driven gamification design 221
Multiplayer online role-playing as information retrieval and system use: an ethnographic study 220
Mente, computazione, interazione 219
Fictional game elements 2016 219
The falsified self: Complexities in personal data collection 219
FuturePD. the future of personal data: Envisioning new personalized services enabled by Quantified Self technologies 216
The Role of Affordance in Cyber-Physical Systems for Behavioral Change 213
Internet of Things: An Opportunity for Advancing Universal Access 206
ARIANNA 205
Riprogettare StudyinTorino: Un approccio user-centered per favorire la comunicazione tra istituzioni e studenti 205
A Qualitative Investigation of Gamification: Motivational Factors in Online Gamified Services and Applications 204
Fictional game elements: Critical perspectives on gamification design 203
Anticipating User Intentions in Customer Care Dialogue Systems 202
Editorial: Cognitive Aspects of Interactive Technology Use: From Computers to Smart Objects and Autonomous Agents 202
Editorial of the special issue on quantified self and personal informatics 201
New frontiers of quantified self: Finding new ways for engaging users in collecting and using personal data 200
Designing mobile technologies for neurodiversity: Challenges and opportunities 198
Ubiquitous chatbots: Workshop on wearable and embodied conversational agents 197
UMAP 2018 HUM (Holistic User Modeling) workshop chairs' preface and organization 195
The value of rewards: Exploring world of warcraft for gamification design 189
First International Workshop on Data-Driven Gamification Design (DDGD2017) 189
Narrating the Quantified Self 184
Autoethnography in Human-Computer Interaction: Theory and Practice 180
Interacting With Social Networks of Intelligent Things and People in the World of Gastronomy 179
Cognition and Interaction: From Computers to Smart Objects and Autonomous Agents 179
The art of video MashUp: supporting creative users with an innovative and smart application 178
A qualitative investigation of gamification: Motivational factors in online gamified services and applications 175
Redefining the User in Human-Generative AI Collaboration: Insights from Music Composition 173
WantEat: interacting with “social” networks of intelligent things and people in the world of enogastronomy 173
WantEat: an app for supporting sustainable gastronomy 157
WantEat: interacting with social networks of smart objects for sharing cultural heritage and supporting sustainability. 157
WantEat: interacting with social networks of smart objects for sharing and promoting cultural heritage 153
Self-Monitoring of Emotions: a Novel Personal Informatics Solution for an Enhanced Self-Reporting 138
Internet of Things e affordance per il cambiamento dei comportamenti 135
Visualization of Human Behavior Data: The Quantified Self 130
Finding a Secure Place: A Map-Based Crowdsourcing System for People With Autism 130
Does Any AI-based Activity Contribute to Develop AI Conception? A Case Study with Italian Fifth and Sixth Grade Classes 129
Beyond Gamification: Enhancing User Engagement through Meaningful Game Elements 114
Time, engagement and video games: How game design elements shape the temporalities of play in massively multiplayer online role-playing games 108
Interacting with a Social Web of Smart Objects for Enhancing Tourist Experiences 107
WantEat: interacting with social networks of smart objects for sharing and promoting cultural heritage 107
Wearable accessories for cycling: tracking memories in urban spaces 104
Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic 103
Playing while Testing: How to Gamify a User Field Evaluation 99
Fostering Awareness and Personalization of Learning Artificial Intelligence 98
A Parasocial Navigation Concept for Movie Discovery 96
Totale 24.976
Categoria #
all - tutte 58.021
article - articoli 0
book - libri 0
conference - conferenze 31.864
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 89.885


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2019/20206.448 0 0 0 601 465 812 646 553 958 604 1.010 799
2020/20217.426 801 648 645 618 577 607 572 606 705 776 591 280
2021/20222.776 130 101 168 292 149 147 214 201 189 205 584 396
2022/20233.464 402 328 148 336 305 628 271 236 338 107 199 166
2023/20242.598 207 241 148 189 183 250 253 265 41 249 255 317
2024/20251.202 241 355 437 169 0 0 0 0 0 0 0 0
Totale 27.724