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jobs [2014/08/29 11:12] – [Theses and Jobs] ahaidujobs [2017/05/03 12:37] gkazhoya
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 +== Lisp / CRAM support assistant (HiWi) ==
  
-== GPU-based Parallelization of Numerical Optimization Techniques (BA/MA/HiWi)== +Technical support for the group for Lisp and the CRAM framework\\ 
- +Ca10 hours per week for up to 1 year (paid).
-In the field of Machine Learning, numerical optimization techniques play a focal roleHowever, as models grow larger, traditional implementations on single-core CPUs suffer from sequential execution causing a severe slow-downIn this thesis, state-of-the-art GPU frameworks (e.g. CUDAare to be investigated in order implement numerical optimizers that substantially profit from parallel execution.+
  
 Requirements: Requirements:
-  * Skills in numerical optimization algorithms +  * Good programming skills in Common Lisp 
-  * Good programming skills in Python and C/C+++  * Basic ROS knowledge
  
-Contact: [[team:daniel_nyga|Daniel Nyga]]+The student will be introduced to the CRAM framework at the beginning of the job, which is a robot programming framework written in Lisp. The student will then be responsible for assisting not familiar with the framework people, explaining them the parts they don't understand and pointing them to the relevant documentation sources.
  
-== Online Learning of Markov Logic Networks for Natural-Language Understanding (MA)==+Contact: [[team:gayane_kazhoyan|Gayane Kazhoyan]]
  
-Markov Logic Networks (MLNs) combine the expressive power of first-order logic and probabilistic graphical models. In the past, they have been successfully applied to the problem of semantically interpreting and completing natural-language instructions from the web. State-of-the-art learning techniques mostly operate in batch mode, i.e. all training instances need to be known in the beginning of the learning process. In context of this thesis, online learning methods for MLNs are to be investigated, which allow incremental learning, when new examples come in one-by-one. 
  
-Requirements: 
-  * Experience in Machine Learning. 
-  * Experience with statistical relational learning (e.g. MLNs) is helpful. 
-  * Good programming skills in Python. 
  
-Contact[[team:daniel_nyga|Daniel Nyga]]+== Integrating PR2 in the Unreal Game Engine Framework (BA)== 
 + {{ :research:unreal_ros_pr2.png?200|}} 
  
- +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.
-==HiWi-PositionKnowledge Representation & Language Understanding for Intelligent Robots== +
- +
-In the context of the European research project RoboHow.Cog [1,2] we +
-are investigating methods for combining multimodal sources of knowledge (e.gvideo, natural-language recipes or computer games), in order to enable mobile robots to autonomously acquire new high level skills like cooking meals or straightening up rooms.   +
- +
-The Institute for Artificial Intelligence is hiring a student researcher for the +
-development and the integration of probabilistic methods in AI, which enable intelligent robots to understand, interpret and execute natural-language instructions from recipes from the World Wide Web. +
- +
-This HiWi-Position can serve as a starting point for future Bachelor's, Master's or Diploma Theses. +
- +
-Tasks: +
-  * Implementation of an interface to the Robot Operating System (ROS). +
-  * Linkage of the knowledge base to the executive of the robot. +
-  * Support for the scientific staff in extending and integrating components onto the robot platform PR2.+
  
 Requirements: Requirements:
-  * Studies in Computer Science (Bachelor's, Master's or Diploma) +  * Good programming skills in C/C++ 
-  * Basic skills in Artificial Intelligence +  * Basic physics/rendering engine knowledge 
-  * Optional: basic skills in Probability Theory +  * Basic ROS knowledge 
-  * Optional: basic skills in Machine Learning +  * UE4 basic tutorials
-  * Good programming skills in Python and Java+
  
-Hours10-20 h/week+Contact[[team:andrei_haidu|Andrei Haidu]]
  
-Contact: [[team:daniel_nyga|Daniel Nyga]] 
  
-[1] www.robohow.eu\\ +== Realistic Grasping using Unreal Engine (BA/MA) ==
-[2] http://www.youtube.com/watch?v=0eIryyzlRwA+
  
 +{{  :teaching:gsoc:topic2_unreal.png?nolink&150|}}
  
-== Depth-Adaptive Superpixels (BA/MA)== +The objective of the project is to implement var
- {{ :research:dt_dasp.png?200|}} +ious human-like grasping approaches in game developed using [[https://www.unrealengine.com/|Unreal Engine]]
-We are currently investigating a new set of sensors (RGB-D-T), which is combination of a kinect with a thermal image cameraWithin this project we want to enhance the Depth-Adaptive Superpixels (DASP) to make use of the thermal sensor dataDepth-Adaptive Superpixels oversegment an image taking into account the depth value of each pixel.+
  
-Since the current implementation of DASP is not very performant for high resolution imagesthere are several options for doing project in this field like reimplementing DASP using CUDAinvestigating how thermal data can be integrated, ...+The game consist of a household environment where a user has to execute various given taskssuch as cooking dishsetting the tablecleaning the dishes etcThe interaction is done using various sensors to map the users hands onto the virtual hands in the game.
  
-Requirements: +In order to improve the ease of manipulating objects the user should 
-  * Basic knowledge of image processing +be able to switch during runtime the type of grasp (pinch, power 
-  * Good programming skills in C/C++. +grasp, precision grip etc.) he/she would like to use. 
-  * Experience with CUDA is helpful+   
 +Requirements:  
 +  * Good programming skills in C++ 
 +  * Good knowledge of the Unreal Engine API.  
 +  * Experience with skeletal control / animations / 3D models in Unreal Engine.
  
-Contact: [[team:jan-hendrik_worch|Jan-Hendrik Worch]] 
  
 +Contact: [[team/andrei_haidu|Andrei Haidu]]
  
-== Physical Simulation of Humans (BA/MA)== +== Kitchen Activity Games in a Realistic Robotic Simulator (BA/MA)==
- {{ :research:human_model.png?200|}} +
- +
-For tracking people, the use of particle filters is a common approach. However, the quality of those filters heavily depends on the way particles are spread. In this thesis, a library for the physical simulation of a human model is to be implemented. +
- +
-Requirements: +
-  * Good programming skills in C/C++ +
-  * Optional: Experience in working with physics libraries such as Bullet +
- +
-Contact: [[team:jan-hendrik_worch|Jan-Hendrik Worch]] +
- +
-== Kitchen Activity Games in a Realistic Robotic Simulator (BA/MA/HiWi)==+
  {{ :research:gz_env1.png?200|}}   {{ :research:gz_env1.png?200|}} 
  
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 Contact: [[team:andrei_haidu|Andrei Haidu]] Contact: [[team:andrei_haidu|Andrei Haidu]]
- 
-== Integrating Eye Tracking in the Kitchen Activity Games (BA/MA)== 
- {{ :research:eye_tracker.png?200|}}  
- 
-Integrating the eye tracker in the [[http://gazebosim.org/|Gazebo]] based Kitchen Activity Games framework and logging the gaze of the user during the gameplay. From the information typical activities should be inferred. 
- 
-Requirements: 
-  * Good programming skills in C/C++ 
-  * Gazebo simulator basic tutorials 
- 
-Contact: [[team:andrei_haidu|Andrei Haidu]] 
- 
-== Hand Skeleton Tracking Using Two Leap Motion Devices (BA/MA)== 
- {{ :research:leap_motion.jpg?200|}}  
- 
-Improving the skeletal tracking offered by the [[https://developer.leapmotion.com/|Leap Motion SDK]], by using two devices (one tracking vertically the other horizontally) and switching between them to the one that has the best current view of the hand. 
- 
-The tracked hand can then be used as input for the Kitchen Activity Games framework. 
- 
-Requirements: 
-  * Good programming skills in C/C++ 
- 
-Contact: [[team:andrei_haidu|Andrei Haidu]] 
- 
-== Fluid Simulation in Gazebo (BA/MA)== 
- {{ :research:fluid.png?200|}}  
- 
-[[http://gazebosim.org/|Gazebo]] currently only supports rigid body physics engines (ODE, Bullet etc.), however in some cases fluids are preferred in order to simulate as realistically as possible the given environment. 
- 
-Currently there is an [[http://gazebosim.org/tutorials?tut=fluids&cat=physics|experimental version]] of fluids  in Gazebo, using the [[http://onezero.ca/fluidix/|Fluidix]] library to run the fluids computation on the GPU. 
- 
-The computational method for the fluid simulation is SPH (Smoothed-particle Dynamics), however newer and better methods based on SPH are currently present 
-and should be implemented (PCISPH/IISPH). 
- 
-The interaction between the fluid and the rigid objects is a naive one, the forces and torques are applied only from the particle collisions (not taking into account pressure and other forces). 
- 
-Another topic would be the visualization of the fluid, currently is done by rendering every particle. For the rendering engine [[http://www.ogre3d.org/|OGRE]] is used. 
- 
-Here is a [[https://vimeo.com/104629835|video]] example of the current state of the fluid in Gazebo.  
- 
-Requirements: 
-  * Good programming skills in C/C++ 
-  * Interest in Fluid simulation 
-  * Basic physics/rendering engine knowledge 
-  * Gazebo simulator and Fluidix basic tutorials 
- 
-Contact: [[team:andrei_haidu|Andrei Haidu]] 
- 




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