Guido Maiello

Dr. Guido Maiello

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Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 July 2016 in Behavior Research Methods
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Journal Article
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AGAgostino Gibaldi
Agostino Gibaldi
MVMauricio Vanegas
Mauricio Vanegas
PBPeter J. Bex
Peter J. Bex
GMGuido Maiello
Guido Maiello
The Tobii Eyex Controller is a new low-cost binocular eye tracker marketed for integration in gaming and consumer applications. The manufacturers claim tha

4 August 2021 in Proceedings of the National Academy of Sciences
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Journal Article
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RRReuben Rideaux
Reuben Rideaux
KSKatherine R. Storrs
Katherine R. Storrs
GMGuido Maiello
Guido Maiello
AWAndrew E. Welchman
Andrew E. Welchman
Significance: We perceive our environment through multiple independent sources of sensory input. The brain is tasked with deciding whether multiple signals are produced by the same or different events (i.e., solve the problem of causal inference). Here, we train a neural network to solve causal inference by either combining or separating visual and vestibular inputs in order to estimate self- and scene motion. We find that the network recapitulates key neurophysiological (i.e., congruent and opposite neurons) and behavioral (e.g., reliability-based cue weighting) properties of biological systems. We show how congruent and opposite neurons support motion estimation and how the balance in activity between these subpopulations determines whether to combine or separate multisensory signals.

28 December 2016 in Human–Computer Interaction
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Journal Article
Closed access
Manuela ChessaManuela Chessa
Manuela Chessa
GMGuido Maiello
Guido Maiello
ABAlessia Borsari
Alessia Borsari
PBPeter J. Bex
Peter J. Bex
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.

1 May 2017 in Journal of Vision
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Journal Article
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GMGuido Maiello
Guido Maiello
LWLenna Walker
Lenna Walker
PBPeter J. Bex
Peter J. Bex
FVFuensanta A. Vera-Diaz
Fuensanta A. Vera-Diaz
We evaluated the ability of emmetropic and myopic observers to detect and discriminate blur across the retina under monocular or binocular viewing conditions. We recruited 39 young (23–30 years) healthy adults (n = 19 myopes) with best-corrected visual acuity 0.0 LogMAR (20/20) or better in each eye and no binocular or accommodative dysfunction. Monocular and binocular blur discrimination thresholds were measured as a function of pedestal blur using naturalistic stimuli with an adaptive 4AFC procedure. Stimuli were presented in a 46° diameter window at 40 cm. Gaussian blur pedestals were confined to an annulus at either 0°, 4°, 8°, or 12° eccentricity, with a blur increment applied to only one quadrant of the image. The adaptive procedure efficiently estimated a dipper shaped blur discrimination threshold function with two parameters: intrinsic blur and blur sensitivity. The amount of intrinsic blur increased for retinal eccentricities beyond 4° (p < 0.001) and was lower in binocular than monocular conditions (p < 0.001), but was similar across refractive groups (p = 0.47). Blur sensitivity decreased with retinal eccentricity (p < 0.001) and was highest for binocular viewing, but only for central vision (p < 0.05). Myopes showed worse blur sensitivity than emmetropes monocularly (p < 0.05) but not binocularly (p = 0.66). As expected, blur perception worsens in the visual periphery and binocular summation is most evident in central vision. Furthermore, myopes exhibit a monocular impairment in blur sensitivity that improves under binocular conditions. Implications for the development of myopia are discussed.

4 August 2020 in PLOS Computational Biology
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Journal Article
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LKLina K. Klein
Lina K. Klein
GMGuido Maiello
Guido Maiello
VPVivian C. Paulun
Vivian C. Paulun
RFRoland Fleming
Roland Fleming
We rarely experience difficulty picking up objects, yet of all potential contact points on the surface, only a small proportion yield effective grasps. Here, we present extensive behavioral data alongside a normative model that correctly predicts human precision grasping of unfamiliar 3D objects. We tracked participants’ forefinger and thumb as they picked up objects of 10 wood and brass cubes configured to tease apart effects of shape, weight, orientation, and mass distribution. Grasps were highly systematic and consistent across repetitions and participants. We employed these data to construct a model which combines five cost functions related to force closure, torque, natural grasp axis, grasp aperture, and visibility. Even without free parameters, the model predicts individual grasps almost as well as different individuals predict one another’s, but fitting weights reveals the relative importance of the different constraints. The model also accurately predicts human grasps on novel 3D-printed objects with more naturalistic geometries and is robust to perturbations in its key parameters. Together, the findings provide a unified account of how we successfully grasp objects of different 3D shape, orientation, mass, and mass distribution. A model based on extensive behavioral data unifies the varied and fragmented literature on human grasp selection by correctly predicting human grasps across a wide variety of conditions.

26 June 2014 in Journal of Vision
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Journal Article
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GMGuido Maiello
Guido Maiello
Manuela ChessaManuela Chessa
Manuela Chessa
FSFabio Solari
Fabio Solari
PBPeter J Bex
Peter J Bex
We have developed a low-cost, practical gaze-contingent display in which natural images are presented to the observer with dioptric blur and stereoscopic disparity that are dependent on the three-dimensional structure of natural scenes. Our system simulates a distribution of retinal blur and depth similar to that experienced in real-world viewing conditions by emmetropic observers. We implemented the system using light-field photographs taken with a plenoptic camera which supports digital refocusing anywhere in the images. We coupled this capability with an eye-tracking system and stereoscopic rendering. With this display, we examine how the time course of binocular fusion depends on depth cues from blur and stereoscopic disparity in naturalistic images. Our results show that disparity and peripheral blur interact to modify eye-movement behavior and facilitate binocular fusion, and the greatest benefit was gained by observers who struggled most to achieve fusion. Even though plenoptic images do not replicate an individual's aberrations, the results demonstrate that a naturalistic distribution of depth-dependent blur may improve 3-D virtual reality, and that interruptions of this pattern (e.g., with intraocular lenses) which flatten the distribution of retinal blur may adversely affect binocular fusion.