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jobs [2016/02/05 18:23] – [Theses and Jobs] froggy86jobs [2018/03/09 08:43] – [Theses and Student Jobs] ahaidu
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 ~~NOTOC~~ ~~NOTOC~~
-=====Theses and Jobs=====+ 
 +=====Open researcher positions===== 
 + 
 +We don't have any open job offers right now. 
 +=====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.
  
 +<html><!--
 +== Lisp / CRAM support assistant (HiWi) ==
  
-== Integrating PR2 in the Unreal Game Engine Framework (BA)== +Technical support for the group for Lisp and the CRAM framework. \\ 
- {{ :research:unreal_ros_pr2.png?200|}}  +8+ hours per week for up to 1 year (paid).
- +
-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.+
  
 Requirements: Requirements:
-  * Good programming skills in C/C++ +  * Good programming skills in Common Lisp
-  * Basic physics/rendering engine knowledge+
   * Basic ROS knowledge   * Basic ROS knowledge
-  * UE4 basic tutorials 
  
-Contact: [[team:andrei_haidu|Andrei Haidu]]+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.
  
-== Kitchen Activity Games in a Realistic Robotic Simulator (BA/MA)== +Contact[[team:gayane_kazhoyan|Gayane Kazhoyan]] 
- {{ :research:gz_env1.png?200|}} +--></html>
  
-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.+== 3D Model Material Lightning Developer (Student Job / HiWi)== 
 + {{ :research:kitchen_unreal.jpg?200|}} 
  
-Requirements: +Developing and improving existing 3D models in Blender Maya. Importing the models in Unreal Engine, where the Materials and Lightning should be improved to be close as possible to realism. 
-  * Good programming skills in C/C++ +
-  * Basic physics/rendering engine knowledge +
-  * Gazebo simulator basic tutorials+
  
-Contact: [[team:andrei_haidu|Andrei Haidu]]+BonusWorking with state of the art 3D Scanners [[https://www.goscan3d.com/|Go!SCAN]] for creating new realistic models.
  
-== Integrating Eye Tracking in the Kitchen Activity Games (BA/MA)== +Requirements: 
- {{ :research:eye_tracker.png?200|}} +  * Experience with Blender Maya 
 +  * Knowledge of Unreal Engine material / lightning development
  
-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]] Contact: [[team:andrei_haidu|Andrei Haidu]]
  
-== Hand Skeleton Tracking Using Two Leap Motion Devices (BA/MA)== +== Unreal Engine Editor Developer (Student Job HiWi)== 
- {{ :research:leap_motion.jpg?200|}} + {{ :research:unreal_editor.png?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.+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
  
 Contact: [[team:andrei_haidu|Andrei Haidu]] Contact: [[team:andrei_haidu|Andrei Haidu]]
  
-== Fluid Simulation in Gazebo (BA/MA)== +== Integrating PR2 in the Unreal Game Engine Framework (BA/MA/HiWi)== 
- {{ :research:fluid.png?200|}} + {{ :research:unreal_ros_pr2.png?100|}} 
  
-[[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. +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.
- +
-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: Requirements:
   * Good programming skills in C/C++   * Good programming skills in C/C++
-  * Interest in Fluid simulation 
   * Basic physics/rendering engine knowledge   * Basic physics/rendering engine knowledge
-  * Gazebo simulator and Fluidix basic tutorials+  * Basic ROS knowledge 
 +  * UE4 basic tutorials
  
 Contact: [[team:andrei_haidu|Andrei Haidu]] Contact: [[team:andrei_haidu|Andrei Haidu]]
  
  
-== Automated sensor calibration toolkit (BA/MA)==+== Realistic Grasping using Unreal Engine (BA/MA/HiWi) ==
  
-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, 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.+{{  :teaching:gsoc:topic2_unreal.png?nolink&150|}}
  
-The topic for this thesis is to develop an automated system for calibrating cameras, especially RGB-D cameras like the Kinect v2.+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]]
  
- {{ :kinect2_calibration_setup_small.jpg?200|}} +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.
-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+
  
 +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 Python and C/C++ +  * Good programming skills in C++ 
-  * ROS, OpenCV +  * Good knowledge of the Unreal Engine API.  
- +  * Experience with skeletal control animations / 3D models in Unreal Engine.
-[1] http://www.halcon.de/ +
- +
-Contact: [[team:alexis_maldonado|Alexis Maldonado]] and [[team:thiemo_wiedemeyer|Thiemo Wiedemeyer]] +
- +
-== On-the-fly 3D CAD model creation (MA)== +
- +
-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:  +
-  * Good programming skills in C/C++ +
-  * strong background in computer vision  +
-  * ROS, OpenCV, PCL +
- +
-Contact: [[team:thiemo_wiedemeyer|Thiemo Wiedemeyer]] +
- +
-== 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 frequentlyUse off-screen rendering to investigate the affordances these objects possess, in order to support segmentation, detection and tracking of these in the real world.  +
- +
-Requirements:  +
-  * Good programming skills in C/C++ +
-  * strong background in computer vision  +
-  * Gazebo, OpenCV, PCL +
- +
-Contact: [[team:ferenc_balint-benczedi|Ferenc Balint-Benczedi]] +
- +
-== Multi-expert segmentation of cluttered and occluded scenes == +
- +
-Objects in a human environment are usually found in challenging scenesThey 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. +
- +
-Requirements:  +
-  * 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]]+
  
  
 +Contact: [[team/andrei_haidu|Andrei Haidu]]




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