Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
jobs [2014/08/29 11:12] – [Theses and Jobs] ahaidujobs [2019/08/12 11:54] – [Theses and Student Jobs] mareikep
Line 1: Line 1:
 ~~NOTOC~~ ~~NOTOC~~
-=====Theses and Jobs=====+ 
 +=====Open researcher positions===== 
 + 
 +=====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/master thesis or a job as a student research assistant, you may find some interesting opportunities on this page.
  
  
  
-== GPU-based Parallelization of Numerical Optimization Techniques (BA/MA/HiWi)==+== Visualization support assistant (HiWi) ==
  
-In the field of Machine Learning, numerical optimization techniques play focal role. However, as models grow larger, traditional implementations on single-core CPUs suffer from sequential execution causing severe slow-down. In this thesis, state-of-the-art GPU frameworks (e.g. CUDA) are to be investigated in order implement numerical optimizers that substantially profit from parallel execution.+Implementing visualization web page for project using a custom framework using python/javascriptStart date: Oct 2019
  
 Requirements: Requirements:
-  * Skills in numerical optimization algorithms +  * Good python programming skills 
-  * Good programming skills in Python and C/C+++  * Familiar with Javascript 
 +  * Experience web development is recommended 
 +  * Familiar with version-control systems (git) 
 +  * Able to work independently with minimal supervision
  
-Contact: [[team:daniel_nyga|Daniel Nyga]]+Contact: [[team:mareike_picklum|Mareike Picklum]]
  
-== Online Learning of Markov Logic Networks for Natural-Language Understanding (MA)== 
  
-Markov Logic Networks (MLNscombine the expressive power of first-order logic and probabilistic graphical modelsIn the past, they have been successfully applied to the problem of semantically interpreting and completing natural-language instructions from the webState-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.+== Knowledge-enabled PID Controller for 3D Hand Movements in Virtual Environments (BA/MA Thesis== 
 + 
 +Implementing a force-, velocity- and impulse-based PID controller for precise and responsive hand movements in a virtual environmentThe virtual environment used in Unreal Engine in combination with Virtual Reality devices. The movements 
 +of the human user will be mapped to the virtual hands, and controlled via the implemented PID controllers. 
 +The controller should be able to dynamically tune itself depending on the executed actions (opening/closing a drawer or lifting a heavy object) in combination with the physical limitations of the physics engine (dynamic update rates).
  
 Requirements: Requirements:
-  * Experience in Machine Learning. +  * Good C++ programming skills 
-  * Experience with statistical relational learning (e.g. MLNsis helpful. +  * Familiar with PID controllers and control theory 
-  * Good programming skills in Python.+  * Experience with simulators/game engines is recommended 
 +  * Experience with Unreal Engine 
 +  * Familiar with version-control systems (git
 +  * Able to work independently with minimal supervision
  
-Contact: [[team:daniel_nyga|Daniel Nyga]]+Contact: [[team:andrei_haidu|Andrei Haidu]]
  
 +<html><!--
 +== Lisp / CRAM support assistant (HiWi) ==
  
-==HiWi-Position: Knowledge Representation & Language Understanding for Intelligent Robots==+Technical support for the group for Lisp and the CRAM framework. \\ 
 +8+ hours per week for up to 1 year (paid).
  
-In the context of the European research project RoboHow.Cog [1,2] we +Requirements: 
-are investigating methods for combining multimodal sources of knowledge (e.g. videonatural-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 +  * Good programming skills in Common Lisp 
 +  * Basic ROS knowledge 
 + 
 +The student will be introduced to the CRAM framework at the beginning of the jobwhich is a robot programming framework written in LispThe student will then be responsible for assisting not familiar with the framework peopleexplaining them the parts they don't understand and pointing them to the relevant documentation sources.
  
-The Institute for Artificial Intelligence is hiring a student researcher for the +Contact: [[team:gayane_kazhoyan|Gayane Kazhoyan]] 
-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.+--></html>
  
-This HiWi-Position can serve as a starting point for future Bachelor's, Master's or Diploma Theses.+<html><!-
 +== Mesh Editing / Mesh Segmentation/Cutting (Student Job / HiWi)== 
 + {{ :research:human_hand_cutting.png?150|}}
  
-Tasks: + Editing and cutting a human mesh into different parts in Blender / Maya (or other).
-  * 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'or Diploma) +  * Good knowledge in 3D Modeling 
-  * Basic skills in Artificial Intelligence +  * Familiar with Blender / Maya (or other)
-  * Optional: basic skills in Probability Theory +
-  * Optional: basic skills in Machine Learning +
-  * Good programming skills in Python and Java+
  
-Hours10-20 h/week+Contact[[team/mona_abdel-keream|Mona Abdel-Keream]] 
 +--></html>
  
-Contact[[team:daniel_nyga|Daniel Nyga]]+<html><!-- 
 +== 3D Model / Material / Lightning Developer (Student Job / HiWi)== 
 + {{ :research:kitchen_unreal.jpg?200|}} 
  
-[1] www.robohow.eu\\ +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
-[2] http://www.youtube.com/watch?v=0eIryyzlRwA+
  
 +Bonus: Working with state of the art 3D Scanners [[https://www.goscan3d.com/|Go!SCAN]] for creating new realistic models.
  
-== Depth-Adaptive Superpixels (BA/MA)== +Requirements
- {{ :research:dt_dasp.png?200|}} +  * Experience with Blender / Maya (or other) 
-We are currently investigating a new set of sensors (RGB-D-T), which is a combination of a kinect with a thermal image camera. Within this project we want to enhance the Depth-Adaptive Superpixels (DASP) to make use of the thermal sensor data. Depth-Adaptive Superpixels oversegment an image taking into account the depth value of each pixel.+  * Knowledge of Unreal Engine material / lightning development 
 +  * Familiar with version-control systems (git) 
 +  * Able to work independently with minimal supervision
  
-Since the current implementation of DASP is not very performant for high resolution images, there are several options for doing a project in this field like reimplementing DASP using CUDA, investigating how thermal data can be integrated, ... 
  
-Requirements: 
-  * Basic knowledge of image processing 
-  * Good programming skills in C/C++. 
-  * Experience with CUDA is helpful 
  
-Contact: [[team:jan-hendrik_worch|Jan-Hendrik Worch]]+Contact: [[team:andrei_haidu|Andrei Haidu]] 
 +--></html>
  
 +<html><!--
 +== Integrating PR2 in the Unreal Game Engine Framework (BA/MA/HiWi)==
 + {{ :research:unreal_ros_pr2.png?100|}} 
  
-== Physical Simulation of Humans (BA/MA)== +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.
- {{ :research:human_model.png?200|}} +
- +
-For tracking people, the use of particle filters is a common approachHowever, the quality of those filters heavily depends on the way particles are spreadIn this thesis, a library for the physical simulation of a human model is to be implemented.+
  
 Requirements: Requirements:
   * Good programming skills in C/C++   * Good programming skills in C/C++
-  * Optional: Experience in working with physics libraries such as Bullet+  * Basic physics/rendering engine knowledge 
 +  * Basic ROS knowledge 
 +  * UE4 basic tutorials
  
-Contact: [[team:jan-hendrik_worch|Jan-Hendrik Worch]]+Contact: [[team:andrei_haidu|Andrei Haidu]]
  
-== Kitchen Activity Games in a Realistic Robotic Simulator (BA/MA/HiWi)== 
- {{ :research:gz_env1.png?200|}}  
  
-Developing new activities and improving the current simulation framework done under the [[http://gazebosim.org/|Gazebo]] robotic simulator. Creating a custom GUI for the game, in order to launch new scenarios, save logs etc.+== Realistic Grasping using Unreal Engine (BA/MA/HiWi) ==
  
-Requirements: +{{  :teaching:gsoc:topic2_unreal.png?nolink&150|}}
-  * Good programming skills in C/C++ +
-  * Basic physics/rendering engine knowledge +
-  * Gazebo simulator basic tutorials+
  
-Contact: [[team:andrei_haidu|Andrei Haidu]]+The objective of the project is to implement var- 
 +ious human-like grasping approaches in a game developed using [[https://www.unrealengine.com/|Unreal Engine]]
  
-== Integrating Eye Tracking in the Kitchen Activity Games (BA/MA)== +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 etc. The interaction is done using various sensors to map the users hands onto the virtual hands in the game.
- {{ :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 gameplayFrom the information typical activities should be inferred.+In order to improve the ease of manipulating objects the user should 
 +be able to switch during runtime the type of grasp (pinch, power 
 +grasp, precision grip etc.) he/she would like to use. 
 +   
 +Requirements:  
 +  * Good programming skills in C++ 
 +  * Good knowledge of the Unreal Engine API.  
 +  * Experience with skeletal control / animations / 3D models in Unreal Engine. 
 +  * Familiar with version-control systems (git) 
 +  * Able to work independently with minimal supervision
  
-Requirements: 
-  * Good programming skills in C/C++ 
-  * Gazebo simulator basic tutorials 
  
-Contact: [[team:andrei_haidu|Andrei Haidu]]+Contact: [[team/andrei_haidu|Andrei Haidu]] 
 +--></html>
  
-== Hand Skeleton Tracking Using Two Leap Motion Devices (BA/MA)== +<html><!-- 
- {{ :research:leap_motion.jpg?200|}} +== Unreal Engine Editor Developer (Student Job HiWi)== 
 + {{ :research:unreal_editor.png?150|}} 
  
-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.+Creating new user interfaces (panel customization) for various internal plugins using the Unreal C++ framework [[https://docs.unrealengine.com/latest/INT/Programming/Slate/|SLATE]].
  
-The tracked hand can then be used as input for the Kitchen Activity Games framework. 
  
 Requirements: Requirements:
-  * Good programming skills in C/C+++  * Good C++ programming skills 
 +  * Familiar with the [[https://docs.unrealengine.com/latest/INT/Programming/Slate/|SLATE]] framework 
 +  * Familiar with Unreal Engine API 
 +  * 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]]
  
-== 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 Gazebousing the [[http://onezero.ca/fluidix/|Fluidix]] library to run the fluids computation on the GPU.+== OpenEASE rendering in Unreal Engine (BA/MA ThesisStudent Job HiWi)==
  
-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). +Implmenting the rendering of the [[https://data.open-ease.org/|OpenEASE]] knowledge base visualization in Unreal EngineThis will have to be packaged as HTML5 executable and inserted into the website.
- +
-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 [[https://vimeo.com/104629835|video]] example of the current state of the fluid in Gazebo+
  
 Requirements: Requirements:
-  * Good programming skills in C/C++ +  * Good C++ programming skills 
-  * Interest in Fluid simulation +  * Familiar with Unreal Engine API 
-  * Basic physics/rendering engine knowledge +  * Familiar with HTML5 and JavaScript 
-  * Gazebo simulator and Fluidix basic tutorials+  * Familiar with the [[https://docs.unrealengine.com/latest/INT/Programming/Slate/|SLATE]] framework 
 +  * Familiar with basic ROS communication 
 +  * 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>




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

Contact via
Andrea Cowley
assistant to Prof. Beetz
ai-office@cs.uni-bremen.de

Discover our VRB for innovative and interactive research


Memberships and associations:


Social Media: