Jacopo Aleotti

Prof. Dr. Jacopo Aleotti

Department of Engineering and Architecture, University of Parma, Parma, Italy
orcid

Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

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

Representative Publications

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29 September 2017 in Sensors
Verified
Journal Article
Open access
PDF file
Jacopo AleottiJacopo Aleotti
Jacopo Aleotti
GMGiorgio Micconi
Giorgio Micconi
SCStefano Caselli
Stefano Caselli
GBGiacomo Benassi
Giacomo Benassi
NZNicola Zambelli
Nicola Zambelli
AZAndrea Zappettini
Andrea Zappettini
A visuo-haptic augmented reality (VHAR) interface is presented enabling an operator to teleoperate an unmanned aerial vehicle (UAV) equipped with a custom CdZnTe-based spectroscopic gamma-ray detector in outdoor environments. The task is to localize nuclear radiation sources, whose location is unknown to the user, without the close exposure of the operator. The developed detector also enables identification of the localized nuclear sources. The aim of the VHAR interface is to increase the situation awareness of the operator. The user teleoperates the UAV using a 3DOF haptic device that provides an attractive force feedback around the location of the most intense detected radiation source. Moreover, a fixed camera on the ground observes the environment where the UAV is flying. A 3D augmented reality scene is displayed on a computer screen accessible to the operator. Multiple types of graphical overlays are shown, including sensor data acquired by the nuclear radiation detector, a virtual cursor that tracks the UAV and geographical information, such as buildings. Experiments performed in a real environment are reported using an intense nuclear source.

7 September 2017 in IEEE Journal of Oceanic Engineering
Verified
Journal Article
Closed access
ESEnrico Simetti
Enrico Simetti
FWFrancesco Wanderlingh
Francesco Wanderlingh
STSandro Torelli
Sandro Torelli
Marco BibuliMarco Bibuli
Marco Bibuli
Angelo OdettiAngelo Odetti
Angelo Odetti
USUmberto Scarcia
Umberto Scarcia
Autonomous underwater vehicles are frequently used for survey missions and monitoring tasks, however, manipulation and intervention tasks are still largely performed with a human in the loop. Employing autonomous vehicles for these tasks has received a growing interest in the last ten years, and few pioneering projects have been funded on this topic. Among these projects, the Italian MARIS project had the goal of developing technologies and methodologies for the use of autonomous underwater vehicle manipulator systems in underwater manipulation and transportation tasks. This work presents the developed control framework, the mechatronic integration, and the project’s final experimental results on floating underwater intervention.

6 February 2017 in Autonomous Robots
Verified
Journal Article
Closed access
PDF file
RMRiccardo Monica
Riccardo Monica
Jacopo AleottiJacopo Aleotti
Jacopo Aleotti

27 June 2014 in International Journal of Social Robotics
Verified
Journal Article
Closed access
PDF file
Jacopo AleottiJacopo Aleotti
Jacopo Aleotti
VMVincenzo Micelli
Vincenzo Micelli
SCStefano Caselli
Stefano Caselli

25 February 2022 in Virtual Reality
Verified
Journal Article
Open access
PDF file
Riccardo MonicaRiccardo Monica
Riccardo Monica
Jacopo AleottiJacopo Aleotti
Jacopo Aleotti
In specific virtual reality applications that require high accuracy it may be advisable to replace the built-in tracking system of the HMD with a third party solution. The purpose of this research work is to evaluate the accuracy of the built-in tracking system of the Oculus Rift S Head Mounted Display (HMD) in room scale environments against a motion capture system. In particular, an experimental evaluation of the Oculus Rift S inside-out tracking technology was carried out, compared to the performance of an outside-in tracking method based on the OptiTrack motion capture system. In order to track the pose of the HMD using the motion capture system the Oculus Rift S was instrumented with passive retro-reflective markers and calibrated. Experiments have been performed on a dataset of multiple paths including simple motions as well as more complex paths. Each recorded path contained simultaneous changes in both position and orientation of the HMD. Our results indicate that in room-scale environments the average translation error for the Oculus Rift S tracking system is about $$1.83$$ 1.83 cm, and the average rotation error is about $$0.77^\circ$$ 0 . 77 ∘ , which is 2 orders of magnitude higher than the performance that can be achieved using a motion capture system.

4 July 2018 in IEEE Robotics and Automation Letters
Verified
Journal Article
Closed access
Riccardo MonicaRiccardo Monica
Riccardo Monica
Jacopo AleottiJacopo Aleotti
Jacopo Aleotti
Next best view (NBV) planning is a central task for automated three-dimensional (3-D) reconstruction in robotics. The most expensive phase of NBV computation is the view simulation step, where the information gain of a large number of candidate sensor poses are estimated. Usually, information gain is related to the visibility of unknown space from the simulated viewpoint. A well-established technique is to adopt a volumetric representation of the environment and to compute the NBV from ray casting by maximizing the number of unknown visible voxels. This letter explores a novel approach for NBV planning based on surfel representation of the environment. Surfels are oriented surface elements, such as circular disks, without explicit connectivity. A new kind of surfel is introduced to represent the frontier between empty and unknown space. Surfels are extracted during 3-D reconstruction, with minimal overhead, from a KinectFusion volumetric representation. Surfel rendering is used to generate images from each simulated sensor pose. Experiments in a real robot setup are reported. The proposed approach achieves better performance than volumetric algorithms based on ray casting implemented on graphics processing unit (GPU), with comparable results in terms of reconstruction quality. Moreover, surfel-based NBV planning can be applied in larger environments as a volumetric representation is limited by GPU memory.