Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Matteo Martini

dblp:356/1893 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
2since 2021 · last 2026
0009-0006-3929-5055ORCID · reported

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 2 heaviest of 2, 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
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

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

within-subjects study · 2.0mental rotation test · 2.0
YearPublicationVenuePosition
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.2
2025 Integrating JaCa-Unity in VEsNA for Behavioural Realistic VR Simulations
Daniela Briola, Giuseppe Vizzari, Giuseppe Mirra, Andrea Gatti 0002, Matteo Martini, Viviana Mascardi
EUMAS (1)5