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jobs [2015/11/27 10:22] – [Theses and Jobs] ahaidujobs [2019/10/16 10:23] – [Theses and Student Jobs] haidu
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 ~~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.
  
  
  
-== Kitchen Activity Games in a Realistic Robotic Simulator (BA/MA)== 
- {{ :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.+ 
 +== Visualization support assistant (HiWi) == 
 + 
 +Implementing a visualization web page for a project using a custom framework using python/javascriptStart date: Oct 2019
  
 Requirements: Requirements:
-  * Good programming skills in C/C++ +  * Good python programming skills 
-  * Basic physics/rendering engine knowledge +  * Familiar with Javascript 
-  * Gazebo simulator basic tutorials+  * Experience in web development is recommended 
 +  * Familiar with version-control systems (git) 
 +  * Able to work independently with minimal supervision
  
-Contact: [[team:andrei_haidu|Andrei Haidu]]+Contact: [[team:mareike_picklum|Mareike Picklum]]
  
-== 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.+== 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 environment. The 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:
-  * Good programming skills in C/C++ +  * Good C++ programming skills 
-  * Gazebo simulator basic tutorials+  * Familiar with PID controllers and control theory 
 +  * 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]] Contact: [[team:andrei_haidu|Andrei Haidu]]
  
-== Hand Skeleton Tracking Using Two Leap Motion Devices (BA/MA)== +== Natural Physics-based Grasping in Virtual Environments (BA/MA Thesis) ==
- {{ :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. +Implementing physics-based grasping models in virtual environmentstaking input 
- +from various devices such as OptiTrack or Valve Index.
-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 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]] Contact: [[team:andrei_haidu|Andrei Haidu]]
  
-== Fluid Simulation in Gazebo (BA/MA)== +<html><!-- 
- {{ :research:fluid.png?200|}} +== Lisp CRAM support assistant (HiWi) ==
  
-[[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.+Technical support for the group for Lisp and the CRAM framework\\ 
 +8+ hours per week for up to 1 year (paid).
  
-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.+Requirements: 
 +  * Good programming skills in Common Lisp 
 +  * Basic ROS knowledge
  
-The computational method for the fluid simulation is SPH (Smoothed-particle Dynamics)however newer and better methods based on SPH are currently present +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 peopleexplaining them the parts they don't understand and pointing them to the relevant documentation sources.
-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).+Contact: [[team:gayane_kazhoyan|Gayane Kazhoyan]] 
 +--></html>
  
-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.+<html><!-- 
 +== Mesh Editing Mesh Segmentation/Cutting (Student Job / HiWi)== 
 + {{ :research:human_hand_cutting.png?150|}}
  
-Here is [[https://vimeo.com/104629835|video]] example of the current state of the fluid in Gazebo+ Editing and cutting human mesh into different parts in Blender Maya (or other).
  
 Requirements: Requirements:
-  * Good programming skills in C/C++ +  * Good knowledge in 3D Modeling 
-  * Interest in Fluid simulation +  * Familiar with Blender Maya (or other)
-  * Basic physics/rendering engine knowledge +
-  * Gazebo simulator and Fluidix basic tutorials+
  
-Contact: [[team:andrei_haidu|Andrei Haidu]]+Contact: [[team/mona_abdel-keream|Mona Abdel-Keream]] 
 +--></html>
  
 +<html><!--
 +== 3D Model / Material / Lightning Developer (Student Job / HiWi)==
 + {{ :research:kitchen_unreal.jpg?200|}} 
  
-== Automated sensor calibration toolkit (BA/MA)==+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. 
  
-Computer vision is an important part of autonomous robots. For robots the image sensors are the main source of information of the surrounding worldEach camera is different, even if they are from the same production lineFor computer vision, especially for robots manipulating their environment, it is important that the parameters for the cameras in use are well known. The calibration of a camera is a time consuming task, and the result depends highly on the chosen setup and the accuracy of the operator.+Bonus: Working with state of the art 3D Scanners [[https://www.goscan3d.com/|Go!SCAN]] for creating new realistic models.
  
-The topic for this thesis is to develop an automated system for calibrating cameras, especially RGB-D cameras like the Kinect v2.+Requirements: 
 +  * Experience with Blender / Maya (or other) 
 +  * Knowledge of Unreal Engine material / lightning development 
 +  * Familiar with version-control systems (git) 
 +  * Able to work independently with minimal supervision
  
- {{ :kinect2_calibration_setup_small.jpg?200|}} 
-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 [1] 
-  * operate autonomously 
  
-Requirements:  
-  * Good programming skills in Python and C/C++ 
-  * ROS, OpenCV 
  
-[1] http://www.halcon.de/+Contact: [[team:andrei_haidu|Andrei Haidu]] 
 +--></html>
  
-Contact[[team:alexis_maldonado|Alexis Maldonado]] and [[team:thiemo_wiedemeyer|Thiemo Wiedemeyer]]+<html><!-- 
 +== Integrating PR2 in the Unreal Game Engine Framework (BA/MA/HiWi)== 
 + {{ :research:unreal_ros_pr2.png?100|}} 
  
-== On-the-fly 3D CAD model creation (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.
  
-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, completing it's 3D model from multiple views improving redetection. Using the robots manipulator pick up the object and complete the model by viewing it from multiple viewpoints. +Requirements:
- +
-Requirements: +
   * Good programming skills in C/C++   * Good programming skills in C/C++
-  * strong background in computer vision  +  * Basic physics/rendering engine knowledge 
-  * ROS, OpenCV, PCL+  * Basic ROS knowledge 
 +  * UE4 basic tutorials
  
-Contact: [[team:thiemo_wiedemeyer|Thiemo Wiedemeyer]]+Contact: [[team:andrei_haidu|Andrei Haidu]]
  
-== Simulation of a robots belief state to support perception(MA) == 
  
-Create a simulation environment that represents the robots current belief state and can be updated frequently. Use off-screen rendering to investigate the affordances these objects possess, in order to support segmentation, detection and tracking of these in the real world. +== Realistic Grasping using Unreal Engine (BA/MA/HiWi) ==
  
 +{{  :teaching:gsoc:topic2_unreal.png?nolink&150|}}
 +
 +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]]. 
 +
 +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.
 +
 +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. 
 +  * Familiar with version-control systems (git) 
 +  * Able to work independently with minimal supervision
  
-Contact: [[team:ferenc_balint-benczedi|Ferenc Balint-Benczedi]] 
  
-== Multi-expert segmentation of cluttered and occluded scenes ==+Contact: [[team/andrei_haidu|Andrei Haidu]] 
 +--></html>
  
-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, combining the results of multiple segmentation algorithms in order to come up with more reliable object hypotheses.+<html><!-- 
 +== Unreal Engine Editor Developer (Student Job / HiWi)== 
 + {{ :research:unreal_editor.png?150|}} 
  
-Requirements:  +Creating new user interfaces (panel customization) for various internal plugins using the Unreal C++ framework [[https://docs.unrealengine.com/latest/INT/Programming/Slate/|SLATE]].
-  * Good programming skills in C/C++ +
-  * strong background in 3D vision  +
-  * basic knowledge of ROS, OpenCV, PCL+
  
-Contact: [[team:ferenc_balint-benczedi|Ferenc Balint-Benczedi]] 
  
-== Robot control systems in underwater robotics ==+Requirements: 
 +  * 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
  
-The use of robots in underwater missions shows a challenging task. The dynamic terrain and its different conditions makes it difficult for robots to perform tasks correctly. In order to accomplish tasks in a proper way, the robot control routines have to be coordinated. The topic of this thesis is to develop robot control systems for underwater robotics in an underwater mission in order to navigate and to execute tasks correctly in the terrain.+Contact: [[team:andrei_haidu|Andrei Haidu]]
  
-Requirements:  
-  * Good programming skills in C/C++ or JAVA 
-  * basic knowledge of ROS, OpenCV 
  
-Contact: [[team:fereshta_yazdani|Fereshta Yazdani]]+ 
 +== OpenEASE rendering in Unreal Engine (BA/MA Thesis, Student Job / HiWi)== 
 + 
 + 
 +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. 
 + 
 +Requirements: 
 +  * Good C++ programming skills 
 +  * Familiar with Unreal Engine API 
 +  * Familiar with HTML5 and JavaScript 
 +  * 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]] 
 +--></html>




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

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ai-office@cs.uni-bremen.de

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