Stefano Triberti

Stefano Triberti
University of Milan | UNIMI · Department of Oncology and Hemato-oncology

PhD

About

114
Publications
62,781
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Introduction
I obtained my PhD in Psychology at Università Cattolica del Sacro Cuore of Milan, Italy, in 2016, with a thesis focused on the role of intentions in Human-Technology Interaction. Currently I work at University of Milan. My main research activities regard the ergonomics of innovative devices for medicine and surgery, and the use of new technologies to promote health and well-being (eHealth and Positive Technology). I teach Artificial Intelligence within the Master Degree in Cognitive Sciences.
Additional affiliations
March 2020 - present
University of Milan
Position
  • Professor
Description
  • Teaching: Artificial Intelligence and Data Analysis
September 2017 - January 2019
Catholic University of the Sacred Heart
Position
  • Professor
Description
  • I teach: - Ergonomics and User Experience - Communication Psychology I am also teaching assistant and member of exam committee for: - Personality and Deviant Behavior - Communication Psychology for Marketing and the Organization
Education
September 2013 - March 2016
September 2008 - September 2012

Publications

Publications (114)
Article
Several approaches in technology adoption, such as the Technology Acceptance Model (TAM), ask future users to provide evaluations of technology. Such evaluations are expected to predict actual use behavior. For example, users' evaluations in terms of perceived usefulness and perceived ease of use are considered meaningful indicators of intention to...
Article
Full-text available
In the near future, Artificial Intelligence (AI) is expected to participate more and more in decision making processes, in contexts ranging from healthcare to politics. For example, in the healthcare context, doctors will increasingly use AI and machine learning devices to improve precision in diagnosis and to identify therapy regimens. One hot top...
Article
The COVID-19 outbreak has recently reached the status of a global pandemic. People should abide by governmental rules to avoid spreading contagion. These rules could be associated with the concept of “social distancing”, namely avoiding contact with others. In such an unprecedented situation, social gathering and display of affection should be cons...
Article
Breast cancer patients (and survivors) use to deal with important challenges daily, such as coping with stress and depression, and adopting healthy lifestyles in order to improve treatment effectiveness; moreover, some experiential issues are quite specific of this disease, such as sexuality and fertility disfunctions after hormonal therapy, and di...
Article
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People often make life choices that will affect their future (e.g. getting married). However, research on decision making focuses more on abstract dilemmas than on decision making. The aim of this study is threefold: to analyze (1) whether people rely mainly on intuitive or rational processing (System 1 or 2) when making life choices; (2) whether s...
Article
Recently, computer-mediated communication has incorporated animated characters (ACs) as interface technologies. These digital entities are animated by mimicry and can be used either to deliver pre-recorded messages or to live communicate with others. The interlocutors can choose the physical appearance of the character and decide to use a character...
Article
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Flow is a gratifying state of deep involvement and absorption that individuals report when facing a challenging activity and they perceive adequate abilities to cope with it ( EFRN, 2014 ). The flow concept was introduced by Csikszentmihalyi in 1975, and interest in flow research is growing. However, to our best knowledge, no scoping review exists...
Chapter
Artificial Intelligence (AI) plays a crucial role in Health and Medicine, especially in terms of diagnostic support, identification of treatment, patient health management and improvement in health organization infrastructures. However, there is still limited knowledge on the issues related to the implementation and usage of this disruptive technol...
Article
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In the context of sports-based interventions for improving health and quality of life in chronic patients, participants could develop meaningful social relationships that affect their well-being as much as intervention activities. In this study, 80 female cancer survivors participated in a running-based group intervention (2 sessions/week; 1,5 h),...
Article
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The Italian state adopted serious safety measures to manage the COVID-19 pandemic in the year 2020. The lockdown was associated with negative psychological consequences in healthy populations, mostly in terms of anxiety, distress, depression, and even traumatic symptoms. This longitudinal study aimed at briefly documenting the psychological impact...
Article
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A certain amount of social support is a fundamental human need and is associated with the belief that others have positive views about ourselves. Patients with chronic illness who receive high social support manage their health better. For this reason, social support has been studied extensively in psycho-oncology. In breast cancer specifically, so...
Article
The need for preparing for digital transformation is a recurrent theme in the recent public and academic debate. Artificial Intelligence (AI) has the potential to reduce operational costs, increase efficiency, and improve customer experience. Thus, it is crucial to forming project teams in an organization, in such a way that they will welcome AI in...
Article
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Nowadays, Artificial Intelligence (AI) is used in the healthcare field, especially to identify diagnosis and treatment. Yet, mental health professionals (e.g., counselors, psychiatrics, and psychotherapists) are skeptical towards AI for practice. Some mental health professionals harbor negative attitudes towards AI because it lacks feelings, emotio...
Article
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Breast cancer (BC) is the most common cancer among women and treatment has notable consequences on quality of life and recovery. Internet-based psychotherapy represents a useful resource to monitor and support BC survivors, yet no study to date examined attitudes towards internet-based psychotherapy in this specific group. We expect that participan...
Article
Objective Some psychological interventions have been developed to improve cancer patients’ and survivors’ quality of life, well-being, and health engagement. However, studies are usually focused on effectiveness and less on factors influencing survivors’ decision to participate, both subjective (e.g., needs) and contingent (e.g., factors related to...
Article
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Thanks to the evolution in medical and pharmaceutical research, to date, the number of cancer treatments is increasingly on the rise. Despite this, several side effects related to cancer treatments can exacerbate patients' physical and psychological conditions, such as cardiotoxicity. Over the years, researchers have explored the possible relations...
Article
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The experience of breast cancer and related treatments has notable effects on women's mental health. Among them, the subjective perception of the body or body image (BI) is altered. Such alterations deserve to be properly treated because they augment the risk for depression and mood disorders, and impair intimate relationships. A number of studies...
Article
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Objective: In 2020, the COVID-19 appeared in Italy with an exponential transmission capacity and serious consequences for the whole population. To counter the spread of the virus, the Italian government has adopted an extensive lockdown, forcing citizens to stay at home and avoid social contact. The COVID-19 quarantine represents a unique phenomeno...
Article
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When attention is focused on self representation(s), the ability to evaluate one’s internal sensations is enhanced, according to previous research by Ainley and colleagues (Consciousness and Cognition, 22(4), 1231–1238, 2013). Self-representations are usually distinguished between bodily and narrative. Both bodily and narrative representations impr...
Article
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Psychological interventions are proposed to cancer survivors to support their quality of life against the emotional trauma of cancer and the side effects of treatment. Psychological interventions often require patient engagement and commitment to activities that could be more or less demanding in terms of lifestyle change (e.g., psychotherapy, spor...
Chapter
A promising field of application to analyze and better comprehend the impact of the flow concept is Human-Computer Interaction (HCI), in that the analysis and the design of computer interfaces pose notable challenges to its application. For example, in which cases the experience of flow should be promoted in the users, and in which other cases it s...
Article
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INTRODUCTION: Mixed reality (MR) allows surgeons to pre-operatively assess patients' anatomy (e.g., tissue to be removed). However, medical students have limited access to this technology, and express both the desire to try it and suspicious attitudes. OBJECTIVES: To assess students' experience with traditional vs. innovative technology for pre-ope...
Article
The large-scale diffusion of tablets and smartphones in the last decades offered new opportunities to broaden educational strategies. In particular, the Mobile-Assisted Language Learning (MALL) emerged as a promising approach leveraging the widespread availability of portable devices. In this study we investigated the feasibility and efficacy of a...
Chapter
Al giorno d’oggi, gli interventi di medicina di precisione si basano principalmente sull’analisi del genoma dei pazienti e sullo sviluppo di tecnologie e Intelligenze Artificiali in grado di analizzare elevate quantità di dati complessi (Big Data) e riconoscere l’unicità di ciascuna persona malata; in altre parole, le IA oggi sono in grado di fare...
Article
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Chronic diseases do not only affect the body. Research shows that when one is delivered a diagnosis to manage over the course of future life, their self-concept is altered. We argue that breast cancer survivors have to deal with a renovated overall self based on the autobiographical memory of the oncological experience (Injured Self). We maintain t...
Article
Based on Salovey and Mayer’s conceptualization of emotional intelligence, Davies and colleagues developed the BEIS-10 scale, a 10-items self-report questionnaire that explores individual dispositions that people have about exploring one’s own and others’ emotions. To date, no studies assess the validity of the BEIS-10 scale in the Italian context....
Article
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This opinion article provides a synthetic overview of biases of reasoning and decision making in chronic illness management, ranging from the cognitive biases related to information processing (attentional bias, interpretation bias, and recall bias) to distortions in self-perception and social groups’ influence. Secondarily, the manuscript addresse...
Preprint
Full-text available
The large-scale diffusion of tablets and smartphones in the last decades offered new opportunities to broaden educational strategies. In particular, the Mobile-Assisted Language Learning (MALL) emerged as a promising approach leveraging the widespread availability of portable devices. In this study we investigated the feasibility and efficacy of a...
Article
Full-text available
The scope and potential of personalised health care are underappreciated and underrealised, often because of resistance to change. The consequence is that many inadequacies of health care in Europe persist unnecessarily, and many opportunities for improvement are neglected. This article identifies the principal challenges, outlines possible approac...
Article
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Skill transfer is a process where personal cognitive and behavioral abilities are applied to contexts that are different from the one in which they were originally learned. Literature demonstrates that skill transferability is possible: for example, people can apply skills learned in sports to other life-domains (such as school, work, or health man...
Article
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Artificial Intelligence (AI) is changing the healthcare world: machine learning and deep learning software will be more and more used to identify diagnosis and treatment. However, it is difficult to prefigure health professionals’ attitudes and behavior towards these new technologies, especially when doctors have to take sensitive medical decisions...
Chapter
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As seen throughout this book, eHealth informed by P5 approach gives full recognition to patients’ contexts, needs, desires, and personal characteristics. These aspects should not only be considered as cornerstones for technology evaluation, but as fundamental guidelines for design in the first place. This relates to User-Centered Design, that is, a...
Chapter
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The challenges represented by chronic conditions worldwide are related to disease management and patient engagement. Healthcare should open not only to new tools and resources but also to innovative approaches. This contribution deepens the concept of P5 medicine, namely, an evolution of patient-centered medicine approaches which tries to identify...
Book
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This open access volume focuses on the development of a P5 eHealth, or better, a methodological resource for developing the health technologies of the future, based on patients’ personal characteristics and needs as the fundamental guidelines for design. It provides practical guidelines and evidence based examples on how to design, implement, use a...
Book
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Se alle macchine associamo l'idea di logica, il concetto di freddezza, l'aspettativa di performance perfette riproducibili all'infinito senza errori è facile augurarsi un sempre maggiore affiancamento delle macchine al lavoro del medico, del chirurgo, del personale ospedaliero. Ma è davvero questo ciò che vogliamo dalla medicina? O il fattore umano...
Article
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Keypoints: - Dellino and colleagues demonstrated that cancer-associated translocations in cells are influenced by the environment they are in, fostering the idea that lifestyle choices matter in cancer development. - The message that individual lifestyle affects cancer development fosters positive agency in prevention but also guilt rhetoric in c...
Article
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In recent years, the contribution of various disciplines and professionals (i.e. from marketing, computer science, psychology and pedagogy) to museum management has encouraged the development of a new conception of museology. Specifically, psychology has affected the overall conception of museum and the visitors towards a more holistic vision of th...
Article
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From a cognitive-psychological perspective, physical exercise (PE) and sports represent an interesting tool to improve people’s cognitive abilities. One field of application for such tool is decision making (DM) support in chronic patients, cancer patients and survivors in particular. On the one hand, cancer patients and survivors have to continual...
Article
Despite research having highlighted the positive outcomes of the use of videogames to learn, their integration into school contexts remains rare. Literature recognizes the importance of user’s technology acceptance to predict the intention to use and the adoption of new technology in several settings. So far, investigations have primarily focused o...
Chapter
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Avatars are an important feature of digital environments. Existing both in social networks and webchats (usually as static images) and in single-player and online video games (as dynamic characters, often humanoid), avatars are meant to represent users' action and communication within digital environments. Research has shown that, when they are cus...
Article
Avatars, or users' renditions within digital environments, may change depending on modifications of users' self-conception. According to literature, chronic health conditions influence patients and survivors' identity, because living with a disease requires people to reconfigure their self-representation and their own daily life and future plans. T...
Conference Paper
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A number of studies demonstrated that virtual reality (VR) featuring pleasant scenarios and relaxing narratives is effective in promoting relaxation in users, both in healthy and pathological contexts. One important field for application of relaxing VR is breast cancer, because of therapy-related distress and changes in body imagine experienced by...
Article
Full-text available
Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on generic environments filled with relaxing “narratives” to induce control over one’s own body and physiological response, while the second one engages th...
Article
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Here we introduce the design and preliminary validation of a general-purpose architecture for affective-driven procedural content generation in Virtual Reality (VR) applications in mental health and wellbeing. The architecture supports seven commercial physiological sensing technologies and can be deployed in immersive and non-immersive VR systems....
Chapter
Learning a second language could be a boring task if accomplished by repeating bilingual words lists. Laboratory research demonstrated that second language learning is more efficient if the material is enriched by pictures or gestures during the encoding phase. Here we want to test the impact of 360° videos on foreign language learning. The 360° vi...
Conference Paper
The up-to-date treatment of diabetes often includes the adoption of technology (eHealth) to support patients’ self-management. This contribution features first data on patients’ usage of ActiveAgeing, a mobile app supporting daily self-management. Over 6 months, 15 elderly patients with type 2 diabetes (T2D) and 11 young women with gestational diab...
Article
Full-text available
In recent years, technology has been developed as an important resource for healthcare management, especially in regard to chronic conditions. In the broad field of eHealth, mobile technology (mHealth) is increasingly used to empower patients not only in disease management but also in the achievement of positive experiences and experiential growth....
Book
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Oggi più della metà della popolazione mondiale è online. E non è più soltanto il "tempo" il fattore da tenere sotto osservazione, ma il "comportamento": le persone online potrebbero comportarsi in maniera diversa quando comunicano su Instagram o su Facebook o quando usano mondi virtuali sociali per scopi professionali o di intrattenimento; e ancora...
Article
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ENG: Virtual Worlds and Massive Multiplayer Video Games allow users to develop real and complex relationships, albeit taking place in virtual environments and mediated by avatars. Such scenario poses interesting challenges to the scientific and philosophical treatment of morality. The present contributionexplores morality as an important phenomenon...
Article
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In the contemporary society, migrations from other countries or even from other regions of the country are a common phenomenon that rises cultural and psycho-social issues, as well as political and economic challenges. According to literature, some psychosocial issues can be identified regarding identity re-negotiation while moving to a different p...
Article
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Online video gaming is now widely considered an activity possibly related to addictive behaviors, so that the diagnosis of Internet Gaming Disorder (IGD) is now included both in DSM-5 and ICD-11; however, there is still debate about some specific features of such disorder. One debated aspect is time spent playing: IGD gamers certainly play a high a...
Chapter
As seen throughout this book, eHealth is a promising way to improve health, wellbeing and healthcare. However, for eHealth technologies to have an effect, they need to be accepted and used in the intended way to benefit most from what eHealth technologies have to offer. But this has often proven to be difficult to promote. In this chapter, we will...
Article
Full-text available
https://qi.hogrefe.it/it/rivista/la-psicologia-degli-haters/
Chapter
Recent literature shows that new technologies can be used to promote patient engagement. The present contribution focuses on Virtual Worlds (VWs), namely virtual environments that multiple users can experience together thanks to the use of avatars. Indeed, VWs offer interesting opportunities for patient engagement interventions on two levels. On th...
Chapter
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Social presence in online learning communities may be defined as the degree to which a learner feels connected with other learners and the teacher/educator, within a computer-mediated context. However, social presence is a broad construct that cannot be reduced to its manifestation in the specific context of distance-learning communities. How can w...
Article
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Introduction: Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. Objective: This study aims t...
Article
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Interest in video games for educational purposes is continuously increasing. According to the Technology Acceptance Model, attitude toward a technology is an important factor to its adoption. Up to now, a few studies have investigated the attitude of students and teachers towards video games as learning tools, but almost none have addressed parents...
Article
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The sense of "being there" that Virtual Reality/Worlds may promote in users depends on multiple factors, one being the relationship between users and the digital figures representing their agency/identity in the simulation (i.e., avatars). Avatars offer innovative resources for psychological assessment, such as clues about users' self-conception. H...
Article
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Sleep is a behavioural and physiological state that contributes to physical and mental health in children and adolescents. It is believed that sleep is beneficial not only for energy conservation, neuronal recuperation, and brain plasticity, which are linked to daytime brain functioning and body homeostasis, but also for growth and cognitive and ps...
Article
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L’uso delle tecnologie è sempre più pervasivo nelle nostre società contemporanee che spesso sono oggetto di preoccupazioni e di rappresentazioni negative. Esse sono accusate di creare dipendenza, di raffreddare i rapporti umani, di innescare dinamiche sociali negative, di depotenziare processi di scrittura e lettura e, non ultimo, di impoverire i p...
Article
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In the last 20 years, the debate on the role of emotions in the field of industrial design has grown exponentially. Emotional Design emerged as the effort to promote positive emotions or pleasure in users by means of design properties of products and services. Design based on emotions can affect overall user experience deeply, since emotions influe...
Article
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Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users’ personality, but multiple avatars are used in different virtual contexts, as self-presentation strateg...
Chapter
Informing a driver of a vehicle’s changing state and environment is a major challenge that grows with the introduction of in-vehicle assistant and infotainment systems. Even in the age of automation, the human will need to be in the loop for monitoring, taking over control, or making decisions. In these cases, poorly designed systems could lead to...
Article
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Job interview is one of the most frequently used methods to assess candidates for employment and it often evokes feelings of anxiety and distress. The principal aim of this study is to use a VR simulation experience to assess the emotional state, and specifically anxiety, of job applicants. Two VR job simulations are proposed to twenty-five partici...
Article
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Active ageing is the process of optimizing health, social participation and security in order to enhance the quality of life of older individuals. Building on the paradigm of Positive Technology, we argue that new advanced technologies may offer interesting solutions to enhance well-being in the elderly. Specifically, digital games deserve a specia...