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Manuela Chessa

dblp:98/5833 · DBLP profile ↗
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28ranked-venue papers
12as first author
6since 2021 · last 2026
0000-0003-3098-5894ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 14 · 6 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 14 · 5 first-author · 4 since 2021Systems, architecture and hardware · 5 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 93% Image and video processing · 7%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 64% Interaction techniques and input · 18% Human-robot interaction · 18%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality interaction
1.012026
Immersive VR for the Assessment of Spatial Skills in Adolescents: Performance, Gender Effects, and Links to Computational Thinking · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality
depth perception
0.812024
Improving Depth Perception in Immersive Media Devices by Addressing Vergence-Accommodation Conflict · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality › depth perception
vergence-accommodation conflict
0.812024
Improving Depth Perception in Immersive Media Devices by Addressing Vergence-Accommodation Conflict · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality
virtual reality
0.412020
Improving Obstacle Awareness to Enhance Interaction in Virtual Reality · VR 2020
Interaction techniques and input
object interaction
0.412019
Grasping objects in immersive Virtual Reality · VR 2019
Immersive interaction › 3d object manipulation
virtual grasping
0.412019
Grasping objects in immersive Virtual Reality · VR 2019
Computing education
computational thinking
0.312026
Immersive VR for the Assessment of Spatial Skills in Adolescents: Performance, Gender Effects, and Links to Computational Thinking · IEEE Trans. Vis. Comput. Graph. 2026
Image and video processing › image restoration
image deblurring
0.212024
Improving Depth Perception in Immersive Media Devices by Addressing Vergence-Accommodation Conflict · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality › mixed reality
augmented virtuality
0.112020
Improving Obstacle Awareness to Enhance Interaction in Virtual Reality · VR 2020
Virtual and augmented reality › immersive interaction
hand tracking
0.112019
Grasping objects in immersive Virtual Reality · VR 2019
Virtual and augmented reality
immersive interaction
0.112019
Grasping objects in immersive Virtual Reality · VR 2019

Methods — techniques the papers use, named apart from their topics

within-subjects study · 2.0mental rotation test · 2.0wiener deconvolution · 0.8user study · 0.8motion tracking · 0.8inverse blurring · 0.8clustering · 0.43d scene scanning · 0.4
YearPublicationVenuePosition
2026 Comparing distance perception across common virtual reality locomotion methods
abstract
Abstract Virtual reality (VR) systems aim to create immersive experiences by blending real and virtual worlds. However, accurately perceiving distances in VR remains a challenge due to mismatches between real-world and simulated spatial cues. This study compares the effects of different locomotion methods—teleport, joystick, arms swinging, and real walking—on perceived traveled distance and spatial orientation in VR. An exploratory within-subject user study revealed that while arm swinging was the least preferred method, it yielded the most accurate distance estimations and superior spatial orientation. These findings underscore the importance of locomotion methods in enhancing spatial awareness in VR environments.
Razeen Hussain, Manuela Chessa, Fabio Solari
Multim. Tools Appl.2
2026 Immersive VR for the Assessment of Spatial Skills in Adolescents: Performance, Gender Effects, and Links to Computational Thinking
abstract
Spatial skills, in particular mental rotation, are increasingly linked to STEM achievements and to computational thinking (CT) abilities. Traditional 2D spatial assessments face validity and equity issues from visual ambiguity, occlusion, and missing depth cues, requiring cognitively demanding 2D-to-3D interpretation. These artifacts might contribute to gender disparities, giving males an advantage that may reflect test bias rather than true ability differences. Immersive Virtual Reality (VR) seems to mitigate these issues by providing stereoscopic depth, multi-perspective viewing, realistic lighting, and embodied interaction. We compared spatial performance in VR and traditional 2D assessments using the Virtual Reality Mental Rotation Assessment (VRMRA) in a within-subjects study of 48 adolescents (ages 12-16). VR improved performance, yielding higher accuracy in Mental Rotation Test (MRT)-style tasks (+1.3 items, p < .001), while PSVT:R accuracy did not differ significantly between 2D and VR. We observed that gender effects are task-specific: VR improved the performance of females most in MRT-style tasks, reversing the 2D male advantage, whereas males gained more in PSVT:R-style tasks. Spatial scores correlated positively with CT across both 2D and VR assessments, indicating a link to computational problem-solving. These results suggest that the assessment of spatial skills in VR produces distinct performance patterns with respect to traditional 2D assessment, highlighting the importance of immersive VR for the development of improved tools and its potential implications for inclusive STEM education and talent identification.
Lorenzo Gerini, Matteo Martini, Giorgio Delzanno, Giovanna Guerrini, Fabio Solari, Manuela Chessa
IEEE Trans. Vis. Comput. Graph.6
2025 XRCoding: introducing computational thinking and coding in a gamified eXtended reality
Lorenzo Gerini, Giorgio Delzanno, Giovanna Guerrini, Fabio Solari, Manuela Chessa
Softw. Qual. J.5
2024 Improving Depth Perception in Immersive Media Devices by Addressing Vergence-Accommodation Conflict
abstract
Recently, immersive media devices have seen a boost in popularity. However, many problems still remain. Depth perception is a crucial part of how humans behave and interact with their environment. Convergence and accommodation are two physiological mechanisms that provide important depth cues. However, when humans are immersed in virtual environments, they experience a mismatch between these cues. This mismatch causes users to feel discomfort while also hindering their ability to fully perceive object distances. To address the conflict, we have developed a technique that encompasses inverse blurring into immersive media devices. For the inverse blurring, we utilize the classical Wiener deconvolution approach by proposing a novel technique that is applied without the need for an eye-tracker and implemented in a commercial immersive media device. The technique's ability to compensate for the vergence-accommodation conflict was verified through two user studies aimed at reaching and spatial awareness, respectively. The two studies yielded a statistically significant 36% and 48% error reduction in user performance to estimate distances, respectively. Overall, the work done demonstrates how visual stimuli can be modified to allow users to achieve a more natural perception and interaction with the virtual environment.
Razeen Hussain, Manuela Chessa, Fabio Solari
IEEE Trans. Vis. Comput. Graph.2
2022 Experimental Validation of Photogrammetry based 3D Reconstruction Software
abstract
3D reconstruction is of interest to several fields. However, obtaining the 3D model is usually a time-consuming task that involves manual measurements and reproduction of the object using CAD software, which is not always feasible (e.g. for organic shapes). The necessity of quickly obtaining a dimensionally accurate 3D model of an object has led to the development of several reconstruction techniques, either vision based (with photogrammetry), using laser scanners, or a combination of the two. The contribution of this study is in the analysis of the performances of currently available 3D reconstruction frameworks with the aim of providing a guideline to novice users who may be unfamiliar with 3D reconstruction technologies. We evaluate various software packages on a synthetic dataset representing objects of various shapes and sizes. For comparison, we consider various metrics such as mean errors in the reconstructed cloud point and meshes and reconstruction time. Our results indicate that Colmap produces the best reconstruction.
Razeen Hussain, Marianna Pizzo, Giorgio Ballestin, Manuela Chessa, Fabio Solari
IPAS4
2021 The sense of being there during online classes: analysis of usability and presence in web-conferencing systems and virtual reality social platforms
abstract
Due to the Covid-19 pandemic, millions of people had to stay at home for several months and to move their everyday activities online. From smart-working to online learning, also considering entertainment activities, people started to extensively use platforms for remote communication and for sharing video, text, and audio content. Such systems are able to cope with the need of communicating, but the common feeling is that people, and especially students, are missing the physical relationships with classmates and colleagues. In this paper, we analyse two modalities that can be used to give an online University lecture, by focusing on the ‘sense of presence’, i.e. on the ability to produce into students the psychological sense of being in a classroom together with the teacher and their classmates. We consider a standard web-conferencing system, and a Virtual Reality social platform. We also take into account the ‘usability’ factors, to understand if extended reality systems could be, in a near future, a possible alternative to improve distance lectures and meetings.
Manuela Chessa, Fabio Solari
Behav. Inf. Technol.1
2020 Modelling Foveated Depth-of-field Blur for Improving Depth Perception in Virtual Reality
abstract
This paper presents a technique to incorporate spatial blur effects in virtual reality devices. The considered spatial blur is based on foveation and defocus blur: concepts inspired by the human visual system. The proposed technique can be applied to any head-mounted display as a post-processing step. Our foveated depth-of-field method removes intensity leakage artifacts in the transitory regions and works in real-time. We verify the usefulness of our technique by conducting a pilot study on depth perception in virtual environments. In the conducted user study, systems integrated with our blur effect provided a better estimation of object depth in the peripheral regions.
Razeen Hussain, Manuela Chessa, Fabio Solari
IPAS2
2020 Improving Obstacle Awareness to Enhance Interaction in Virtual Reality
abstract
Currently, immersive virtual reality is experienced through head-mounted displays while the user is physically present into a real, cluttered environment. This causes the problem of avoiding dangerous collisions with obstacles in the real environment that are invisible to the user, and also hampers the interaction with real objects. Following the augmented virtuality paradigm, these obstacles should be embedded into the virtual environment. Thus, there is the need of knowing the 3D structure of the real environment to align it with the virtual one. In this paper, we present a method to create a virtual scenario composed of virtual objects having the same spatial occupancy of the corresponding real ones. The real scene is scanned to detect the position and bounding box of objects and obstacles, then virtual elements having similar spatial properties are added to the virtual scene. Two different real environment structure detection and clustering techniques are described and compared, both quantitatively and by considering users’ sense of presence with respect to the standard Chaperone technique. Our results show that the method is a good solution to maintain the real environment awareness while keeping an high level of immersivity and sense of presence.
Ivan Valentini, Giorgio Ballestin, Chiara Bassano, Fabio Solari, Manuela Chessa
VR5
2020 Near-optimal combination of disparity across a log-polar scaled visual field
abstract
The human visual system is foveated: we can see fine spatial details in central vision, whereas resolution is poor in our peripheral visual field, and this loss of resolution follows an approximately logarithmic decrease. Additionally, our brain organizes visual input in polar coordinates. Therefore, the image projection occurring between retina and primary visual cortex can be mathematically described by the log-polar transform. Here, we test and model how this space-variant visual processing affects how we process binocular disparity, a key component of human depth perception. We observe that the fovea preferentially processes disparities at fine spatial scales, whereas the visual periphery is tuned for coarse spatial scales, in line with the naturally occurring distributions of depths and disparities in the real-world. We further show that the visual system integrates disparity information across the visual field, in a near-optimal fashion. We develop a foveated, log-polar model that mimics the processing of depth information in primary visual cortex and that can process disparity directly in the cortical domain representation. This model takes real images as input and recreates the observed topography of human disparity sensitivity. Our findings support the notion that our foveated, binocular visual system has been moulded by the statistics of our visual environment.
Guido Maiello, Manuela Chessa, Peter J. Bex, Fabio Solari
PLoS Comput. Biol.2
2019 Grasping objects in immersive Virtual Reality
abstract
Grasping is one of the fundamental actions we perform to interact with objects in real environments, and in the real world we rarely experience difficulty picking up objects. Grasping plays a fundamental role for interactive virtual reality (VR) systems that are increasingly employed not only for recreational purposes, but also for training in industrial contexts, in medical tasks, and for rehabilitation protocols. To ensure the effectiveness of such VR applications, we must understand whether the same grasping behaviors and strategies employed in the real world are adopted when interacting with objects in VR. To this aim, we replicated in VR an experimental paradigm employed to investigate grasping behavior in the real world. We tracked participants' forefinger and thumb as they picked up, in a VR environment, unfamiliar objects presented at different orientations, and exhibiting the same physics behavior of their real counterparts. We compared grasping behavior within and across participants, in VR and in the corresponding real world situation. Our findings highlight the similarities and differences in grasping behavior in real and virtual environments.
Manuela Chessa, Guido Maiello, Lina K. Klein, Vivian C. Paulun, Fabio Solari
VR1
2019 The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality
abstract
The recent release of the Oculus Rift, originally developed for entertainment applications, has reignited the interest of researchers and clinicians toward the use of head-mounted-displays in basic behavioral research and physical and psychological rehabilitation. However, careful evaluation of the Oculus Rift is necessary to determine whether it can be effectively used in these novel applications. In this article we address two issues concerning the perceptual quality of the Oculus Rift. (a) Is the Oculus able to generate an acceptable degree of immersivity? In particular, is it possible to elicit the sensation of presence via the virtual stimuli rendered by the device? (b) Does the Virtual Reality experienced through the Oculus Rift induce physical discomfort? To answer these questions, we employed four virtual scenarios in three separate experiments and evaluated performance with objective and subjective outcomes. In Experiment 1 we monitored observers’ heart rate and asked them to rate their Virtual Reality experience via a custom questionnaire. In Experiment 2 we monitored observers’ head movements in reaction to virtual obstacles and asked them to fill out the Simulator Sickness Questionnaire (Kennedy et al., 1993) both before and after experiencing Virtual Reality. In Experiment 3 we compared the Oculus Rift against two other low-cost devices used in immersive Virtual Reality: the Google cardboard and a standard 3DTV monitor. Observers’ heart rate increased during exposure to Virtual Reality, and they subjectively reported the experience to be immersive and realistic. We found a strong relationship between observers’ fear of heights and vertigo experienced during one of the virtual scenarios involving heights, suggesting that observers felt a strong sensation of presence within the virtual worlds. Subjects reacted to virtual obstacles by moving to avoid them, suggesting that the obstacles were perceived as real threats. Observers did not experience simulator sickness when the exposure to Virtual Reality was short and did not induce excessive amounts of vection. Compared to the other devices the Oculus Rift elicited a greater degree of immersivity. Thus our investigation suggests that the Oculus Rift head-mounted-display is a potentially powerful tool for a wide array of basic research and clinical applications.
Manuela Chessa, Guido Maiello, Alessia Borsari, Peter J. Bex
Hum. Comput. Interact.1
2019 A Computational Model for the Neural Representation and Estimation of the Binocular Vector Disparity from Convergent Stereo Image Pairs
abstract
The depth cue is a fundamental piece of information for artificial and living beings who interact with the surrounding environment in order to handle objects and to avoid obstacles: in such situations, the disparity patterns, which arise when agents fixate objects, are vector fields. We propose a biologically-inspired computational model to estimate dense horizontal and vertical disparity maps by exploiting the cortical paradigms of the primate visual system: in particular, we aim to model the disparity sensitivity of the V1-MT visual pathway. The proposed model is based on a first processing stage composed of a bank of spatial band-pass filters and a static nonlinearity, mimicking complex binocular cells. Then, subsequent pooling stages and decoding strategies allow the model to estimate the vector disparity, after having represented it as a population of MT-like units. We assess the proposed model by using standard benchmarking stereo images, the Middlebury dataset, and specific stereo images that have horizontal and vertical disparities, which characterize the stimuli produced by active vision systems. Moreover, we systemically analyze how the different processing stages affect the model performance, and we discuss their implications for the neural modeling.
Manuela Chessa, Fabio Solari
Int. J. Neural Syst.1
2018 A geometric model of spatial distortions in virtual and augmented environments
abstract
The 3D structure of a virtual or augmented scene is affected by distortions that can affect the natural fruition of the experience. Here, we consider the distortions of the spatial layout of virtual scenes, specifically the underestimation of egocentric distances, as experienced by users.The aim of our work is to develop a computer vision based modeling that is able to describe such an underestimation. In particular, we propose that the spatial misperception has origin from the fact that the world is seen by a user through an uncalibrated camera, thus producing a virtual view of a distorted space for him/her. The proposed geometric model is able to explain the experimental evidence of the egocentric distance underestimation that is reported in the literature.
Manuela Chessa, Fabio Solari
IPAS1
2018 Recognition of Daily Activities by embedding hand-crafted features within a semantic analysis
abstract
The recognition of complex actions is still a challenging task in Computer Vision especially in daily living scenarios, where problems like occlusion and limited field of view are very common. Recognition of Activity Daily Living (ADL) could improve the quality of life and supporting independent and healthy living of older or/and impaired people by using information and communication technologies at home, at the workplace and in public spaces. This paper proposes to embed spatio-temporal information into ontology models to improve action recognition using visual words. Actions detected by visual words are implemented as Primitive States in the scenario and then used as Components of Composite States to merge them with spatio-temporal patterns that the people display while performing ADLs. In a challenging dataset, such as SmartHome, where a high variance intra-class and low variance inter-class is present, recognition results for some actions improve in precision and recall thanks to spatial information.
Francesco Verrini, Carlos Fernando Crispim, Manuela Chessa, Fabio Solari, François Brémond
IPAS3
2016 An integrated artificial vision framework for assisting visually impaired users
Manuela Chessa, Nicoletta Noceti, Francesca Odone, Fabio Solari, Joan Sosa-García, Luca Zini
Comput. Vis. Image Underst.1
2016 A systematic analysis of a V1-MT neural model for motion estimation
Manuela Chessa, Silvio P. Sabatini, Fabio Solari
Neurocomputing1
2015 What can we expect from a V1-MT feedforward architecture for optical flow estimation?
Fabio Solari, Manuela Chessa, N. V. Kartheek Medathati, Pierre Kornprobst
Signal Process. Image Commun.2
2014 Graphics processing unit-accelerated techniques for bio-inspired computation in the primary visual cortex
abstract
SUMMARY The spread of graphics processing unit (GPU) computing paved the way to the possibility of reaching high‐computing performances in the simulation of complex biological systems. In this work, we develop a very efficient GPU‐accelerated neural library, which can be employed in real‐world contexts. Such a library provides the neural functionalities that are the basis of a wide range of bio‐inspired models, and in particular, we show its efficacy in implementing a cortical‐like architecture for visual feature coding and estimation. In order to fully exploit the intrinsic parallelism of such neural architectures and to manage the huge amount of data that characterizes the internal representation of distributed neural models, we devise an effective algorithmic solution and an efficient data structure. In particular, we exploit both data parallelism and task parallelism, with the aim of optimally taking advantage from the computational capabilities of modern graphics cards. Moreover, we assess the performances of two different development frameworks, both supplying a wide range of basic signal processing GPU‐accelerated functions. A systematic analysis, aiming at comparing different algorithmic solutions, shows the best data structure and parallelization computational scheme to compute features from a distributed population of neural units. Copyright © 2013 John Wiley & Sons, Ltd.
Manuela Chessa, Giulia Pasquale
Concurr. Comput. Pract. Exp.1
2014 An integrated neuromimetic architecture for direct motion interpretation in the log-polar domain
Fabio Solari, Manuela Chessa, Silvio P. Sabatini
Comput. Vis. Image Underst.2
2014 Calibrated depth and color cameras for accurate 3D interaction in a stereoscopic augmented reality environment
Andrea Canessa, Manuela Chessa, Agostino Gibaldi, Silvio P. Sabatini, Fabio Solari
J. Vis. Commun. Image Represent.2
2013 Population coding for a reward-modulated Hebbian learning of vergence control
abstract
We show how a cortical model of early disparity detectors is able to autonomously learn effective control signals in order to drive the vergence eye movements of a binocular active vision system. The proposed approach employs early binocular mechanisms of vision and basic learning processes such as synaptic plasticity and reward modulation. The computational substrate consists of a population of modeled V1 complex cells, that provides a distributed representation of binocular disparity information. The population response also provides a global signal to describe the state of the system and thus its deviation from the desired vergence position. The proposed network, by taking into account the modification of its internal state as a consequence of the action performed, evolves following a differential Hebbian rule. Furthermore, the weights update is driven by an intrinsic signal derived by the overall activity of the population. Exploiting this signal implies a maximization of the population activity itself, thus providing an highly effective reward for the developing of a stable and accurate vergence behaviour. The efficacy of the proposed intrinsic reward signal is comparatively assessed against the ground-truth signal (the actual disparity) providing equivalent results, and thus validating the approach. Experimental tests in a simulated environment demonstrate that the proposed network is able to cope with vergent geometry and thus to learn effective vergence movements for static and moving visual targets in realistic situations.
Agostino Gibaldi, Andrea Canessa, Manuela Chessa, Fabio Solari, Silvio P. Sabatini
IJCNN3
2013 Adjustable linear models for optic flow based obstacle avoidance
Manuela Chessa, Fabio Solari, Silvio P. Sabatini
Comput. Vis. Image Underst.1
2012 Design strategies for direct multi-scale and multi-orientation feature extraction in the log-polar domain
Fabio Solari, Manuela Chessa, Silvio P. Sabatini
Pattern Recognit. Lett.2
2011 A Quantitative Comparison of Speed and Reliability for Log-Polar Mapping Techniques
Manuela Chessa, Silvio P. Sabatini, Fabio Solari, Fabio Tatti
ICVS1
2010 A cortical model for binocular vergence control without explicit calculation of disparity
Agostino Gibaldi, Manuela Chessa, Andrea Canessa, Silvio P. Sabatini, Fabio Solari
Neurocomputing2
2009 A neural model for binocular vergence control without explicit calculation of disparity
Agostino Gibaldi, Manuela Chessa, Andrea Canessa, Silvio P. Sabatini, Fabio Solari
ESANN2
2009 A Fast Joint Bioinspired Algorithm for Optic Flow and Two-Dimensional Disparity Estimation
Manuela Chessa, Silvio P. Sabatini, Fabio Solari
ICVS1
2008 Motion Interpretation Using Adjustable Linear Models
abstract
A method to analyze first-order spatial properties of optical flow is proposed. The approach is based on the use of a set of linear models that dynamically adjust their properties on the basis of context information. These models are generated by a recursive network that takes into account spatial interaction between neighbors. By checking the presence of these models in the optic flow using a multiple model Kalman Filter it is possible to recover information about the coefficients of the affine description and the image motion invariants: divergence, curl and deformation. Reliable estimates of these quantities could help in the analysis of real world complex motion sequences. Experimental results on egomotion estimation and 3D surface reconstruction validate the approach. 1
Manuela Chessa, Fabio Solari, Silvio P. Sabatini, Giacomo M. Bisio
BMVC1