EDUCATION

  • M.Sc. in Artificial Intelligence, Data Science and Big Data
    University of Ferrara

    Sept 2023 – Ongoing

    Topics: artificial intelligence, machine learning, data analysis, computer vision, NLP.

  • B.Sc. in Computer Science
    University of Ferrara

    Sept 2020 – March 2023

    Grade: 109 / 110
    Thesis: The Voice of COVID-19: Breath and Cough Recording Classification with Temporal Decision Trees and Random Forests
    Topics: computability and computational complexity, computer graphics, database, data structures, software engineering.

  • Advanced training course in Game Design and Development
    ECIPAR Bologna

    Nov 2019 – Dec 2020

    Topics: game design, level design, game development, game production, workflow organization (Slack, Git), C# programming language, Unity (game engine), Unreal Engine 4 (the basics), video games history.


The only way to go fast is to go well.

- Uncle Bob -

PUBLICATIONS

JOURNAL ARTICLES

CONFERENCE PROCEEDINGS

  • Third millennium symbolic learning with Sole.jl
    Julia Programming Language Convention (JuliaCon 2023). L. Balboni, M. Ghiotti, F. Manzella, M. Milella, G. Pagliarini, A. Paradiso, G. Sciavicco, and I. E. Stan.
  • Evolutionary Explainable Rule Extraction from (Modal) Random Forests
    Frontiers in Artificial Intelligence and Applications 372, 827 - 834. Proceedings of the 26th European Conference on Artificial Intelligence (ECAI 2023). M. Ghiotti, F. Manzella, G. Pagliarini, G. Sciavicco, and I.E. Stan.
  • Towards Symbolic Metaphor Identification
    Accepted for publication on the proceedings of the 9th Italian Conference on Computational Linguistics (CLIC-IT 2023). F. Manzella, D. Del Fante, G. Sciavicco, and I.E. Stan.
  • Efficient Modal Decision Trees
    AIxIA 2023. Lecture Notes in Computer Science, 14318, 381 - 395. Proceedings of the 22nd International Conference of the Italian Association for Artificial Intelligence (AIxIA 2023). F. Manzella, G. Pagliarini, G. Sciavicco, and I.E. Stan.
  • (Un)supervised Univariate Feature Extraction and Selection for Dimensional Data
    Accepted for publication on the proceedings of the 2nd Italian Conference on Big Data and Data Science (ITADATA 2023). P. Cavina, F. Manzella, G. Pagliarini, G. Sciavicco, and I.E. Stan.
  • Statistical and Symbolic Rule Extraction from EEG Signals
    Lecture Notes on Computer Science (subseries in Artificial Intelligence) 13258, 536 - 546. Proceedings of the 9th International Work-Conference on the Interplay Between Natural and Artificial Computation (IWINAC 2022). M. Coccagna, F. Manzella, S. Mazzacane, G. Pagliarini, and G. Sciavicco.
  • Interval Temporal Random Forests with an Application to COVID-19 Diagnosis
    Leibniz International Proceedings in Informatics 206, 7:1 - 7:17. Proceedings of the 28th International Symposium on Temporal Representation and Reasoning (TIME 2021). F. Manzella, G. Pagliarini, G. Sciavicco and I.E. Stan.

Misura ciò che è misurabile, e rendi misurabile ciò che non lo è.

Measure what is measurable, and make you measurable what is not.
- Galileo Galilei -

MY FAVOURITE SOFTWARES

PROGRAMMING

What is a programmer without his favourite editor?

Kate Editor

as simple text editor.

KDevelop

as IDE.

Atom Editor

for its versatility [RIP].

Visual Studio Code

for its debugging tools.

GAME ENGINE

Godot

my favourite game engine for 2D games.

Unity

my favourite game engine for 3D games.

Unreal Engine

I never worked with it but I know the basics.

TEAMWORK AND WORKFLOW

It is extremely important to keep a consistent and maintainable project.

Git

for project versioning.

Discord

for team communications and fast assets sharing.

Slack

for team communications and fast assets sharing.

GitHub

it is the most used remote for project repositories.

AUDIO

not an expert but I know music very well for studying guitar and piano for many years.

Audacity

fast cutting and effect application editor.

Linux MultiMedia Studio

definitely the best open source DAW around.

FMOD

perfect for event-based sound integration in games.

GRAPHICS

I'm definitely not a graphic designer but when I need to act like one I use these softwares.

Krita

for concept art.

Inkscape

for vector graphics.

GIMP

for sprite and textures.

Photoshop

same as GIMP.

Aseprite

for pixelart graphics.

Spine

for animations and prototyping.

The cake is a lie.

- Portal -

MY KNOWLEDGE

WEB TECHNOLOGIES

Javascript

HTML5

CSS3

Node.js

jQuery

Bootstrap

PHP

Django

React

LANGUAGES

BASH

Julia

Python

C

C#

C++

GDScript

LaTeX

Java

Vala

R

ProLog

Rust

Fortran

Ruby

GAME ENGINES

Godot

Unity

Unreal Engine

SHADER LANGUAGES

CG

GLSL

HLSL

Godot Shading Language

OPERATING SYSTEMS

Linux

Windows

MacOS

DATABASES

MongoDB

MySQL

WORK PORTFOLIO

My works. I hope you enjoy.

"..."

- Link, The Legend of Zelda -

ABOUT ME

Federico Manzella

I am a Symbolic Machine Learning researcher at the ACL[AI] Lab at the University of Ferrara (Italy) since my first year of bachelor's degree in Computer Science. I contributed both in the theoretical and implementation part of algorithms for data analysis and machine learning and in the design and implementation of a framework for Symbolic Machine Learning in Julia programming language.

But my first love, and the reason I started studying computer science, is video Game Development. I started when I was 13, copying and modifying code around the web until I designed, developed and published various games on many digital distribution services.

I am looking forward to make these two worlds, the machine learning on the one hand and game development on the other, collapse into one.

CONTACT ME

If you have any questions about my services, or anything else contact me by mail: