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jobs [2019/01/24 12:09] nygajobs [2025/07/14 09:52] (current) dkastens
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 =====Open researcher positions===== =====Open researcher positions=====
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 +{{blog>:jobs?3&date&footer&firstseconly&readmore}}
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 =====Theses and Student Jobs===== =====Theses and Student Jobs=====
-If you are looking for a bachelor/master thesis or a job as a student research assistant, you may find some interesting opportunities on this page.+If you are looking for a bachelor's/master'thesis, you may find some interesting opportunities on this page. 
 + 
 + 
 +<html><!-- 
 +== Physics-based grasping in VR with finger tracking(Student Job / HiWi) == 
 + 
 +Implementing physics-based grasping models in virtual environments, 
 +using Manus VR. 
 + 
 +Requirements: 
 +  * Good C++ programming skills 
 +  * Familiar with skeletal animations 
 +  * Experience with simulators/physics-/game- engines 
 +  * Familiar with Unreal Engine API 
 +  * Familiar with version-control systems (git) 
 +  * Able to work independently with minimal supervision 
 + 
 +Contact: [[team:andrei_haidu|Andrei Haidu]] 
 +--></html> 
  
 <html><!-- <html><!--
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 <html><!-- <html><!--
-== 3D Model Material Lightning Developer (Student Job / HiWi)==+== Mesh Editing / Mesh Segmentation/Cutting (Student Job / HiWi)== 
 + {{ :research:human_hand_cutting.png?150|}} 
 + 
 + Editing and cutting a human mesh into different parts in Blender / Maya (or other). 
 + 
 +Requirements: 
 +  * Good knowledge in 3D Modeling 
 +  * Familiar with Blender Maya (or other) 
 + 
 +Contact: [[team/mona_abdel-keream|Mona Abdel-Keream]] 
 +--></html> 
 + 
 + 
 +<html><!-- 
 +== 3D Animation and Modeling (Student Job / HiWi)==
  {{ :research:kitchen_unreal.jpg?200|}}   {{ :research:kitchen_unreal.jpg?200|}} 
  
-Developing and improving existing 3D models in Blender / Maya (or other). Importing the models in Unreal Engine, where the Materials and Lightning should be improved to be close as possible to realism+Developing and improving existing or new 3D (static/skeletal) 
 +models in Blender / Maya (or other). Further importing and testing the 
 +models against Unreal Engine.
  
-Bonus: Working with state of the art 3D Scanners [[https://www.goscan3d.com/|Go!SCAN]] for creating new realistic models.+Bonus: Working with state of the art 3D Scanners [[https://www.goscan3d.com/|Go!SCAN]] for creating sketching new models.
  
 Requirements: Requirements:
   * Experience with Blender / Maya (or other)   * Experience with Blender / Maya (or other)
   * Knowledge of Unreal Engine material / lightning development   * Knowledge of Unreal Engine material / lightning development
- +  * Familiar with version-control systems (git) 
 +  * Able to work independently with minimal supervision
  
 Contact: [[team:andrei_haidu|Andrei Haidu]] Contact: [[team:andrei_haidu|Andrei Haidu]]
 +--></html>
  
-== Integrating PR2 in the Unreal Game Engine Framework (BA/MA/HiWi)== +<html><!-- 
- {{ :research:unreal_ros_pr2.png?100|}} +== Scene Format Conversion Tool for Robotics Simulation (MA Thesis) ==
  
-Integrating the [[https://www.willowgarage.com/pages/pr2/overview|PR2]] robot with [[http://www.ros.org/|ROS]] support in the [[https://www.unrealengine.com|Unreal Engine 4]] Framework.+**Motivation:**
  
-Requirements: +With robotics playing a significant role in various domains, simulation is essential for developing and testing algorithms. Multiple simulators are available, each with its own specialized format (SDF, USD, MJCF, URDF, FBX) for describing scenes. This diversity of formats makes it challenging to transfer scenarios between simulators. Therefore, a versatile parser that can convert scene descriptions between these formats is highly valuable.
-  * Good programming skills in C/C++ +
-  * Basic physics/rendering engine knowledge +
-  * Basic ROS knowledge +
-  * UE4 basic tutorials+
  
-Contact[[team:andrei_haidu|Andrei Haidu]]+{{:multiformat.png?400|}}
  
 +**Task Description:**
  
-== Realistic Grasping using Unreal Engine (BA/MA/HiWi) ==+The objective of this project is to develop a universal parser capable of converting scene descriptions between common formats. The following key steps are involved:
  
-{{  :teaching:gsoc:topic2_unreal.png?nolink&150|}}+  - Create a model to represent and store the scene graph. 
 +  - Implement import functions for the model to handle scene descriptions in any of the supported formats. 
 +  - Implement export functions for the model to generate scene descriptions in any of the supported formats.
  
-The objective of the project is to implement var- +**Requirements:**
-ious human-like grasping approaches in a game developed using [[https://www.unrealengine.com/|Unreal Engine]]. +
  
-The game consist of a household environment where a user has to execute various given tasks, such as cooking a dish, setting the table, cleaning the dishes etcThe interaction is done using various sensors to map the users hands onto the virtual hands in the game.+  * A strong passion for robotics. 
 +  * Dedication to the chosen topic. 
 +  * Eager to learn.
  
-In order to improve the ease of manipulating objects the user should +Contact: [[team:hoang_giang_nguyen|Giang Nguyen]] 
-be able to switch during runtime the type of grasp (pinch, power +--></html> 
-grasp, precision grip etc.) he/she would like to use. +<html><!-- 
-   +== Generating Comics about Everyday Experiences of a Robot (BA Thesis) ==
-Requirements:  +
-  * Good programming skills in C++ +
-  * Good knowledge of the Unreal Engine API.  +
-  * Experience with skeletal control / animations / 3D models in Unreal Engine.+
  
 +Summary:
 +  * Query experience data from an existing database
 +  * Retrieve situations of interest
 +  * Recreate the scene in a 3D environment
 +  * Apply a comic shader
 +  * Find good camera position for moments of interest
 +  * Generate a PDF summarizing the experiences as a comic strip
  
-Contact: [[team/andrei_haidu|Andrei Haidu]]+Contact: [[team:daniel_bessler|Daniel Beßler]]
 --></html> --></html>
  
  
-== Unreal Engine Editor Developer (Student Job / HiWi)== +== Verbindung von Rezepten mit Substituten, basierend auf der Zubereitungsart des Rezepts (BA Thesis) ==
- {{ :research:unreal_editor.png?150|}} +
  
-Creating new user interfaces (panel customizationfor various internal plugins using the Unreal C++ framework [[https://docs.unrealengine.com/latest/INT/Programming/Slate/|SLATE]].+In dieser Arbeit soll anhand eines alltäglichen Beispiels (einem Roboter, der verschiedene Mahlzeiten zubereiten soll), Wissen verbunden werdenAufbauend auf vorherigen Arbeiten und bestehenden Ontologien, die verschiedene Informationen enthalten, sollen Rezeptinstruktion per NLP tools untersucht werden, ob die Art der Zubereitung deutlich wird (z.B. backen, frittieren etc.). Diese Zubereitungsart soll mit einer bestehenden Ontologie zu Substituten für Zutaten verbunden werdenDie Ergebnisse sollen in einer Anwendung auf einer website visualisiert werden.
  
 +Die Aufgaben dazu sind:
 +  * Einarbeitung in Wissensrepräsentation und die Verbindung von Ontologien (entity matching)
 +  * Einarbeitung in python und die Bibliotheken CoreNLP, owlready zur Bearbeitung der Ontologien
 +  * Erstellung einer website, die auf die Ontologien zugreift
  
-Requirements: 
-  * Good C++ programming skills 
-  * Familiar with the [[https://docs.unrealengine.com/latest/INT/Programming/Slate/|SLATE]] framework 
-  * Familiar with Unreal Engine API 
  
-Contact: [[team:andrei_haidu|Andrei Haidu]]+Contact: [[team:michaela_kümpel|Michaela Kümpel]]
  
 +== Eignung von Property Graphs zur Speicherung von Erfahrungen (BA Thesis) ==
  
 +In dieser Arbeit soll anhand eines alltäglichen Beispiels (einem Roboter, der verschiedene Mahlzeiten zubereiten soll), die Eignung von property graphs zur Speicherung und Darstellung von Erfahrungen untersucht werden. Dabei sollen verschiedene Aspekte betrachtet werden.
  
-== OpenEASE rendering in Unreal Engine (BA/MA ThesisStudent Job / HiWi)==+Die Aufgaben dazu sind: 
 +  * Einarbeitung in Wissensrepräsentation und property graphs zur Speicherung von ErfahrungenExperimenten 
 +  * Einarbeitung in GraphendatenbankenVergleich zu Abfrageverhalten, Anwortzeiten und Skalierbarkeit 
 +  * Beleuchtung der Frage, ob property graphs auch "Lernen" (Optimierung von Parameternzulassen - und wie das umgesetzt werden könnte
  
  
-Implmenting the rendering of the [[https://data.open-ease.org/|OpenEASE]] knowledge base visualization in Unreal Engine. This will have to be packaged as a HTML5 executable and inserted into the website.+Contact: [[team:michaela_kümpel|Michaela Kümpel]] 
 + 
 +<html><!-- 
 +== Development of Modules for Robot Perception (Student Job / HiWi) == 
 +In our research group, we focus on the development of modern robots that can make use of the potential of game engines. One particular research direction is the combination of computer vision with game engines. 
 +In this context, we are offering multiple Hiwi positions / student jobs for the following tasks: 
 +  * Software development to create Interfaces between ROS and Unreal Engine 4 (mainly C++) 
 +  * Software development for our Robot Perception framework [[http://robosherlock.org/|RoboSherlock]] which contains many algorithms for computer vision problems (mainly C++)
  
 Requirements: Requirements:
-  * Good C++ programming skills +  * Experience in C++. 
-  * Familiar with Unreal Engine API +  * Basic understanding of the ROS middleware and Linux. 
-  * Familiar with HTML5 and JavaScript +The spoken language in this job is german or english, based on your preference. 
-  * Familiar with the [[https://docs.unrealengine.com/latest/INT/Programming/Slate/|SLATE]] framework + 
-  * Familiar with basic ROS communication+Contact: [[team:patrick_mania|Patrick Mania]] 
 +--></html>
  
-Contact: [[team:andrei_haidu|Andrei Haidu]] 




Prof. Dr. hc. Michael Beetz PhD
Head of Institute

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ai-office@cs.uni-bremen.de

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