Ugo Erra

Prof. Ugo Erra

Department of Mathematics, Computer Science, and Economics, University of Basilicata, Potenza, Italy
orcid

Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

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

Representative Publications

View All Publications
15 May 2024 in IEEE Access
Verified
Journal Article
Open access
FRANCESCO TOSCANOFRANCESCO TOSCANO
FRANCESCO TOSCANO
CFCostanza Fiorentino
Costanza Fiorentino
Nicola CapeceNicola Capece
Nicola Capece
Ugo ErraUgo Erra
Ugo Erra
DTDanilo Travascia
Danilo Travascia
PDPaola D’aNtonio
Paola D’aNtonio
Digital Precision Agriculture (DPA) is a comprehensive approach to agronomic management that utilizes advanced technologies, such as sensor data analysis and automation, to optimize crop productivity, enhance farm income, and minimize environmental impacts. DPA encompasses various agricultural domains, including pest control, pest management, fertilization, irrigation management, sowing, transplanting, crop health monitoring, yield forecasting, harvesting, and post-harvest stages. Among the enabling technologies for DPA, Unmanned Aerial Vehicles (UAVs) have gained significant attention and market growth. The advancements in control systems, robotics, electronics, and artificial intelligence have led to the development of sophisticated agricultural drones. UAVs offer advantages such as versatility, quick and accurate remote sensing capabilities, and high-quality imaging at affordable prices. Furthermore, the miniaturization of sensors and advancements in nanotechnology enable UAVs to perform multiple operations simultaneously without compromising flight autonomy. However, various variables, including aircraft mass, payload capacity, size, battery characteristics, flight autonomy, cost, and environmental conditions, impact the performance and applicability of UAV systems in agriculture. The economic considerations involve the purchase of drones, equipment, and the expertise of trained pilots for flight management and data processing. Payload capacity, flight range, and financial factors influence the choice and implementation of UAVs in agriculture. The research and patent trends show the growing interest in UAVs for agricultural applications. This paper provides a general review of UAV types, construction architectures, and their diverse applications in agriculture until 2022.

1 January 2015 in Information Sciences
Verified
Journal Article
Closed access
Ugo ErraUgo Erra
Ugo Erra
SSSabrina Senatore
Sabrina Senatore
FMFernando Minnella
Fernando Minnella
Giuseppe CaggianeseGiuseppe Caggianese
Giuseppe Caggianese

6 September 2020 in Multimedia Tools and Applications
Verified
Journal Article
Open access
PDF file
MGMonica Gruosso
Monica Gruosso
Nicola CapeceNicola Capece
Nicola Capece
Ugo ErraUgo Erra
Ugo Erra
Advanced intelligent surveillance systems are able to automatically analyze video of surveillance data without human intervention. These systems allow high accuracy of human activity recognition and then a high-level activity evaluation. To provide such features, an intelligent surveillance system requires a background subtraction scheme for human segmentation that captures a sequence of images containing moving humans from the reference background image. This paper proposes an alternative approach for human segmentation in videos through the use of a deep convolutional neural network. Two specific datasets were created to train our network, using the shapes of 35 different moving actors arranged on background images related to the area where the camera is located, allowing the network to take advantage of the entire site chosen for video surveillance. To assess the proposed approach, we compare our results with an Adobe Photoshop tool called Select Subject, the conditional generative adversarial network Pix2Pix, and the fully-convolutional model for real-time instance segmentation Yolact. The results show that the main benefit of our method is the possibility to automatically recognize and segment people in videos without constraints on camera and people movements in the scene (Video, code and datasets are available at http://graphics.unibas.it/www/HumanSegmentation/index.md.html).

2 January 2018 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
Ugo ErraUgo Erra
Ugo Erra
Delfina MalandrinoDelfina Malandrino
Delfina Malandrino
LPLuca Pepe
Luca Pepe
Today, virtual reality (VR) systems are widely available through low-cost devices such as Oculus Rift and HTC Vive. Although VR technology has so far been centered on entertainment, there is a growing interest from developers, technology companies, and consumers to evaluate it in a wider variety of contexts. This paper explores the effectiveness of visualizing and interacting with three-dimensional graphs in VR in comparison with the traditional approach. In particular, we present an empirical evaluation study for exploring and interacting with three-dimensional graphs using Oculus Rift and Leap Motion. We designed several interfaces exploiting the natural user interface in a VR environment and compared them with traditional mouse–keyboard and joypad configurations. Our evaluation suggests that, although these upcoming VR technologies are more challenging than more traditional ones, they facilitate user involvement during graph interaction and visualization tasks, given the enjoyable experience elicited when combining gesture-based interfaces and VR.

6 July 2020 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
Giuseppe CaggianeseGiuseppe Caggianese
Giuseppe Caggianese
Nicola CapeceNicola Capece
Nicola Capece
Ugo ErraUgo Erra
Ugo Erra
Luigi GalloLuigi Gallo
Luigi Gallo
MRMichele Rinaldi
Michele Rinaldi
Virtual reality has achieved significant popularity in recent years, and allowing users to move freely within an immersive virtual world has become an important factor critical to realize. The user’s interactions are generally designed to increase the perceived realism, but the locomotion techniques and how these affect the user’s task performance still represent an open issue, much discussed in the literature. In this article, we evaluate the efficiency and effectiveness of, and user preferences relating to, freehand locomotion techniques designed for an immersive virtual environment performed through hand gestures tracked by a sensor placed in the egocentric position and experienced through a head-mounted display. Three freehand locomotion techniques have been implemented and compared with each other, and with a baseline technique based on a controller, through qualitative and quantitative measures. An extensive user study conducted with 60 subjects shows that the proposed methods have a performance comparable to the use of the controller, further revealing the users’ preference for decoupling the locomotion in sub-tasks, even if this means renouncing precision and adapting the interaction to the possibilities of the tracker sensor.

1 September 2019 in Signal Processing: Image Communication
Verified
Journal Article
Closed access
Nicola CapeceNicola Capece
Nicola Capece
Francesco BanterleFrancesco Banterle
Francesco Banterle
Paolo CignoniPaolo Cignoni
Paolo Cignoni
Fabio GanovelliFabio Ganovelli
Fabio Ganovelli
Roberto ScopignoRoberto Scopigno
Roberto Scopigno
Ugo ErraUgo Erra
Ugo Erra