CHESSA, MANUELA
 Distribuzione geografica
Continente #
EU - Europa 7957
Totale 7957
Nazione #
IT - Italia 7957
Totale 7957
Città #
Genova 7378
Rapallo 412
Genoa 167
Totale 7957
Nome #
The (in)effectiveness of simulated blur for depth perception in naturalistic images 140
Virtual Reality to Simulate Visual Tasks for Robotic Systems 133
An integrated artificial vision framework for assisting visually impaired users 133
A fast joint bioinspired algorithm for optic flow and two-dimensional disparity estimation 128
A dataset of stereoscopic images and ground-truth disparity mimicking human fixations in peripersonal space 125
A systematic analysis of a V1–MT neural model for motion estimation 124
null 118
Bio-Inspired Active Vision Paradigms in Surveillance Applications 116
null 116
The Perceptual Quality of the Oculus Rift for Immersive Virtual Reality 114
Assessment of stereoscopic depth perception in augmented reality environments based on low-cost technologies 110
A cortical model for binocular vergence control without explicit calculation of disparity 110
A neuromorphic control module for real-time vergence eye movements on the iCub robot head. 109
A virtual reality simulator for active stereo vision systems 108
null 108
Human-computer interaction approaches for the assessment and the practice of the cognitive capabilities of elderly people 108
A Neural Model for Coordinated Control of Horizontal and Vertical Alignment of the Eyes in Three-Dimensional Space 108
A stereoscopic augmented reality system for the veridical perception of the 3D scene layout 107
Human-Centric Machine Vision 107
An Integrated Virtual Environment for Visual-based Reaching 105
An affordable stereoscopic 3D augmented reality system for life-like interaction 105
null 105
An oculus rift based exergame to improve awareness in disabled people 104
A Quantitative Comparison of Speed and Reliability for Log-Polar Mapping Techniques 103
null 103
Machine Vision - Applications and Systems 100
null 99
null 99
null 98
How a Population-based Representation of Binocular Visual Signal Can Intrinsically Mediate Autonomous Learning of Vergence Control 95
A space-variant model for motion interpretation across the visual field 95
null 94
Assessment of the visuo-motor coordination in the peripersonal space through augmented reality environments 93
Embedding Fixation Constraints into Binocular Energy-based Models of Depth Perception 92
null 92
The Perspective Geometry of the Eye: Toward Image-Based Eye-Tracking 91
A virtual holographic display case for museum installations 90
Motion interpretation using adjustable linear models 89
Local feature extraction in Log-Polar images 89
Population coding for a reward-modulated Hebbian learning of vergence control 88
A Computational Model for the Neural Representation and Estimation of the Binocular Vector Disparity from Convergent Stereo Image Pairs 88
A Hierarchical System for a Distributed Representation of the Peripersonal Space of a Humanoid Robot 87
Vergence control with a neuromorphic iCub 86
Veridical Perception of 3D Objects in a Dynamic Stereoscopic Augmented Reality System 86
Adaptive read-out mechanisms of disparity population codes: reaching the theoretical disparity-size correlation limit with minimal binocular resources 85
null 83
Insert your own body in the oculus rift to improve proprioception 82
Read-out rules for short-latency disparity-vergence responses from populations of binocular energy units: the effect of vertical disparities 81
Bio-inspired Active Vision for Obstacle Avoidance 81
Early Perception-Action Cycles in Binocular Vision: Visuomotor Paradigms and Cortical-like Architectures 78
Empirical horopter explained by the statistics of disparity patterns in natural space 77
Apparecchiatura per la visione olografica virtuale 77
Walking in Augmented Reality: An Experimental Evaluation by Playing with a Virtual Hopscotch 77
Investigating Natural Interaction in Augmented Reality Environments using Motion Qualities 76
Recognition of Daily Activities by embedding hand-crafted features within a semantic analysis 76
Going to a Virtual Supermarket: Comparison of Different Techniques for Interacting in a Serious Game for the Assessment of the Cognitive Status 75
Detection of 3D position of eyes through a consumer RGB-D camera for stereoscopic mixed reality environments 75
Interaction in an Immersive Collaborative Virtual Reality Environment: A Comparison Between Leap Motion and HTC Controllers 74
Perception and Action in Peripersonal Space: A Comparison between Video and Optical See-Through Augmented Reality Devices 74
A neural model for binocular vergence control without explicit calculation of disparity 73
Reading binocular energy population codes for short-latency disparity-vergence eye movements 73
A virtual reality tool for disparity statistics in the peripersonal space 73
Adaptive Motion Pooling and Diffusion for Optical Flow Computation 72
How embedding prior constraints improves coding and decoding strategies in a neural distributed architecture for depth perception 69
Rappresentazione stereoscopica tridimensionale perfezionata di oggetti virtuali per un osservatore in movimento 67
VRead Viewer 66
A visual computing approach for estimating the motility index in the frail elder 66
A Virtual Reality Tool for Benchmarking Active Stereo Vision Systems in the Peripersonal Space 65
A cortical model for vergence control: advantages of space-variant geometry of the cortical domain 65
Advances in Human-Computer Interactions: Methods, Algorithms, and Applications 65
A Joint Bioinspired Architecture for Fast Optic Flow and Two-dimensional Disparity Estimation 64
Decoding MT motion response for optical flow estimation: An experimental evaluation 64
Studying natural human-computer interaction in immersive virtual reality: A comparison between actions in the peripersonal and in the near-action space 64
A Biologically-Inspired Model to Predict Perceived Visual Speed as a Function of the Stimulated Portion of the Visual Field 64
Designing Assistive Tools for the Market 62
A geometric model of spatial distortions in virtual and augmented environments 62
A recursive approach to the design of adjustable linear models for complex motion analysis 61
Comparing real walking in immersive virtual reality and in physical world using gait analysis 59
Grasping objects in immersive Virtual Reality 57
Statistical disparity patterns experienced by an active observer in the peripersonal space 56
Improved three-dimensional stereoscopic rendering of virtual objects for a moving observer 55
FFV1MT: A V1-MT feedforward architecture for optical flow estimation 55
Stereoscopic fusion with gaze-contingent blur 53
AR ‘Sonny’ Levi 3D viewer: Augmented Reality app for Sonny Levi’s exhibition at Salone Nautico 53
Cortical architectures for early joint coding of 3D dynamic visual parameters: complex feature mapping and distributed representations. 52
Evaluation of a virtual reality system for ship handling simulations 52
Binocular Vision Statistics in the Peripersonal Space: The Active Observer Perspective 51
Enhanced Log-Polar implementation of Blind-Spot model 49
Can Neuromorphic Computer Vision Inform Vision Science? Disparity Estimation as a Case Study 49
Context-Sensitive Recurrent Filters for Visual Motion Analysis 41
Virtual Reality System for Ship Handling Simulations: A Case Study on Nautical Personnel Performance, Observed Behaviour, Sense of Presence and Sickness 41
A study on the role of feedback and interface modalities for natural interaction in virtual reality environments 40
Systematic Phase-based interpretation of early vision processing 39
A Virtual Reality Game Design for Collaborative Team-Building: A Proof of Concept 38
A Computational Model for the Binocular Vector Disparity Estimation 31
Near-optimal combination of disparity across a log-polar scaled visual field 31
Engineering Reliable Interactions in the Reality-Artificiality Continuum 30
A Mixed Reality system for the simulation of emergency and first-aid scenarios 28
Slow Rogaining: An Innovative Teamwork Model for Computer Science Education 26
Improving Obstacle Awareness to Enhance Interaction in Virtual Reality 17
Totale 7967
Categoria #
all - tutte 12479
article - articoli 3216
book - libri 0
conference - conferenze 6930
curatela - curatele 367
other - altro 436
patent - brevetti 287
selected - selezionate 0
volume - volumi 1243
Totale 24958


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2017/2018731 0000 0243 133213 9101212
2018/2019681 42350 347 36 2117256215
2019/20202717 14177133168 218257 454173 23542434196
2020/2021790 60864371 5765 2768 711455344
2021/20221430 677667114 58122 67297 8512841308
2022/2023583 1399619131 1980 00 0000
Totale 8144