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jobs [2015/09/08 12:24] – [Theses and Jobs] nyga | jobs [2018/01/22 09:23] – [Theses and Student Jobs] ahaidu | ||
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~~NOTOC~~ | ~~NOTOC~~ | ||
- | =====Theses and Jobs===== | ||
- | If you are looking for a bachelor/ | ||
+ | =====Open researcher positions===== | ||
+ | == Researcher in the area of Knowledge bases and knowledge acquisition == | ||
- | == Kitchen Activity Games in a Realistic Robotic Simulator (BA/MA/ | + | Position code A132/17. Please see [[http:// |
- | | + | |
- | Developing new activities and improving the current simulation framework done under the [[http:// | ||
- | Requirements: | + | == Researcher with background |
- | * Good programming skills | + | |
- | * Basic physics/ | + | |
- | * Gazebo simulator basic tutorials | + | |
- | Contact: | + | Position code A133/17. Please see [[http:// |
- | == Integrating Eye Tracking in the Kitchen Activity Games (BA/MA)== | ||
- | {{ : | ||
- | Integrating the eye tracker in the [[http:// | ||
- | Requirements: | ||
- | * Good programming skills in C/C++ | ||
- | * Gazebo simulator basic tutorials | ||
- | Contact: [[team: | ||
- | == Hand Skeleton Tracking Using Two Leap Motion Devices (BA/MA)== | ||
- | {{ : | ||
- | Improving the skeletal tracking offered by the [[https:// | + | =====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. | ||
- | The tracked hand can then be used as input for the Kitchen Activity Games framework. | + | < |
+ | == Lisp / CRAM support assistant (HiWi) == | ||
+ | |||
+ | Technical support | ||
+ | 8+ hours per week for up to 1 year (paid). | ||
Requirements: | Requirements: | ||
- | * Good programming skills in C/C++ | + | * Good programming skills in Common Lisp |
+ | * Basic ROS knowledge | ||
- | Contact: [[team: | + | 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. |
- | == Fluid Simulation in Gazebo (BA/MA)== | + | Contact: [[team:gayane_kazhoyan|Gayane Kazhoyan]] |
- | | + | --></ |
- | [[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. | + | == 3D Model / Material |
+ | {{ : | ||
- | Currently there is an [[http://gazebosim.org/ | + | Developing and improving 3D Models in Blender |
- | The computational method for the fluid simulation is SPH (Smoothed-particle Dynamics), however newer and better methods based on SPH are currently present | + | Bonus: Working with state of the art 3D Scanners [[https:// |
- | 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). | + | Requirements: |
+ | * Experience with Blender / Maya | ||
+ | * Knowledge of Unreal Engine material / lightning editing | ||
- | Another topic would be the visualization of the fluid, currently is done by rendering every particle. For the rendering engine [[http:// | ||
- | Here is a [[https:// | ||
- | |||
- | Requirements: | ||
- | * Good programming skills in C/C++ | ||
- | * Interest in Fluid simulation | ||
- | * Basic physics/ | ||
- | * Gazebo simulator and Fluidix basic tutorials | ||
Contact: [[team: | Contact: [[team: | ||
+ | == Unreal Engine Editor (GUI) Developer (Student Job / HiWi)== | ||
+ | {{ : | ||
- | == Automated sensor calibration toolkit | + | Creating user interfaces |
- | Computer vision is an important part of autonomous robots. For robots the image sensors are the main source of information of the surrounding world. Each camera is different, even if they are from the same production line. For computer vision, especially for robots manipulating their environment, | ||
- | The topic for this thesis is to develop an automated system for calibrating cameras, especially RGB-D cameras like the Kinect v2. | + | Requirements: |
+ | * Good C++ programming skills | ||
+ | * Familiar with [[https:// | ||
+ | * Familiar with Unreal Engine API | ||
- | | + | Contact: [[team: |
- | The system should: | + | |
- | * be independent of the camera type | + | |
- | * estimate intrinsic and extrinsic parameters | + | |
- | * calibrate depth images (case of RGB-D) | + | |
- | * integrate capabilities from Halcon | + | |
- | * operate autonomously | + | |
- | Requirements: | + | == Integrating PR2 in the Unreal Game Engine Framework (BA/MA/HiWi)== |
- | * Good programming skills | + | {{ : |
- | * ROS, OpenCV | + | |
- | [1] http://www.halcon.de/ | + | Integrating the [[https:// |
- | Contact: [[team: | + | Requirements: |
+ | * Good programming skills in C/C++ | ||
+ | * Basic physics/ | ||
+ | * Basic ROS knowledge | ||
+ | * UE4 basic tutorials | ||
- | == On-the-fly 3D CAD model creation (MA)== | + | Contact: [[team: |
- | Create models during runtime for unknown textured objets based on depth and color information. Track the object and update the model with more detailed information, | ||
- | Requirements: | + | == Realistic Grasping using Unreal Engine (BA/MA/HiWi) == |
- | * Good programming skills in C/C++ | + | |
- | * strong background in computer vision | + | |
- | * ROS, OpenCV, PCL | + | |
- | Contact: [[team:thiemo_wiedemeyer|Thiemo Wiedemeyer]] | + | {{ |
- | == Simulation | + | The objective |
+ | ious human-like grasping approaches in a game developed using [[https:// | ||
- | Create | + | The game consist of a household |
+ | 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: | Requirements: | ||
- | * Good programming skills in C/C++ | + | * Good programming skills in C++ |
- | * strong background in computer vision | + | * Good knowledge of the Unreal Engine API. |
- | * Gazebo, OpenCV, PCL | + | * Experience with skeletal control / animations / 3D models in Unreal Engine. |
- | Contact: [[team: | ||
- | |||
- | == Multi-expert segmentation of cluttered and occluded scenes == | ||
- | |||
- | Objects in a human environment are usually found in challenging scenes. They can be stacked upon eachother, touching or occluding, can be found in drawers, cupboards, refrigerators and so on. A personal robot assistant in order to execute a task, needs to detect these objects and recognize them. In this thesis a multi-modal approach to interpreting cluttered scenes is going to be investigated, | ||
- | |||
- | Requirements: | ||
- | * Good programming skills in C/C++ | ||
- | * strong background in 3D vision | ||
- | * basic knowledge of ROS, OpenCV, PCL | ||
- | Contact: [[team: | + | Contact: [[team/ |
Prof. Dr. hc. Michael Beetz PhD
Head of Institute
Contact via
Andrea Cowley
assistant to Prof. Beetz
ai-office@cs.uni-bremen.de
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