[Graphics-net] [compgeom-announce] 4 Vacancies PhD students Game & Media Technology
Ioannis Z. Emiris
emiris at di.uoa.gr
Wed Feb 28 09:10:29 EET 2007
Kalimera,
sas stelnw jana 4 8eseis didaktorikwn sthn (polu kalh) omada ths Outrexths.
i.emiris
4 Vacancies PhD students Game & Media Technology
>
> The department of Information and Computing Sciences of Utrecht University
> is looking for 4 PhD-students for the project "GATE" (Game Research for
> Training
> and Entertainment).
>
> At the Department of Information and Computing Sciences of Utrecht
> University
> there are four openings for PhD students for 4 years within the Game
> Research
> for Training and Entertainment (GATE) project.
>
> Position 1: Automatic world generation based on real data
> Building virtual worlds from real data such as panorama images is still a
> very
> labor intensive work, error prone, slow, and expensive. Therefore, the
> results
> is often small-scale, of low resolution, and not accurate. Our objectives
> are to
> research new algorithms to build virtual worlds automatically and from
> multiple
> data sources in order to alleviate these problems. From the various data
> sources
> we will identify salient points and landmark objects. Then we will find a
> correspondence between them, derive the transformation to put the data in
> a
> common coordinate frame, merge the data, and construct the final virtual
> world.
> The envisioned results are methods that build virtual worlds fast and
> accurately. In this way, the quality of training people, mission planning,
> contingency planning, and decision making can be improved.
> This research is performed in collaboration with TNO Defence, Security and
> Safety.
>
> Position 2: Modeling planning behavior
> Computer games are inhabited by virtual characters. Such characters move
> around
> in the virtual world to perform certain actions. So an important task of
> virtual
> characters is to plan their paths to a required destination. Such a path
> must be
> natural. A natural path can be defined as a path that would be taken in
> the real
> world, or that is at least convincing to a viewer. A natural path will
> depend on
> the environment, the task of the character, its knowledge of the world,
> the
> presence and motion of other entities, and possibly its emotional state.
> The
> goal of this project is to develop path planning algorithms that lead to
> natural
> paths, while they put only a small load on the processor. To this end we
> will
> employ our motion capture system to record natural motion and combine this
> with
> algorithmic planning techniques.
>
> Position 3: Navigation and manipulation
> One of the research objectives within GATE addresses navigation and
> manipulation
> tasks within virtual environments. Usually the interface with the virtual
> environment is established by controlling an avatar represented by an
> animated
> virtual character. It is not an easy task to find an animation model that
> is
> capable of handling both manipulation and navigation tasks and that can
> dynamically switch between them. An example of such behaviour is to pick
> up an
> object from a table while waking past it, or walking toward a door and
> opening
> it, without an unnatural transition between walking (navigation) and
> manipulating the object. The goal of the intended research is to address
> such
> types of problems, by using motion capture and motion synthesis
> techniques,
> ultimately resulting in natural animation behaviour in real-time.
>
> Position 4: Detecting, interpreting and affecting user behavior
> In many applications, computer vision based analysis motion, gestures, and
> facial expressions of groups of people is desired. Current techniques are
> still
> limited to a single person, and to fixed position in from of a camera. The
> ability to robustly track persons in room opens many new applications. The
> objectives of this project are to develop fast and robust algorithms that
> can
> detect, track, and model accurately and robustly individual persons in the
> real
> 3D world. We also want to recognize gestures and motion of individuals, to
> identify the interaction between persons such as looking or gesturing at
> each
> other, and to design interaction between humans and computer systems. For
> all
> these techniques we will first choose application domains, in order to
> identify
> the needs, and to evaluate the methods against the requirements.
> This research is performed in collaboration with Technical University
> Delft.
>
> GATE
> The GATE (Game Research for Training and Entertainment) project aims to
> set
> up the leading edge research center in Europe (and world-wide) that
> advances the
> state-of-the-art in gaming and simulation with strong ties to production
> companies and users of gaming and simulation. The goal of the center is to
> create technology for highly effective entertainment, learning and
> training
> experiences.
>
> We ask
> MSc degree in Computer Science, Mathematics, or any other relevant
> discipline.
> Knowledge and experience in programming (C++), algorithms and data
> structures,
> pattern recognition, computer vision.
>
> More information about salary and how to apply can be found at
> http://www.cs.uu.nl/vacatures/en/62704.html
> Closing date: March 15, 2007
>
>
> --
> --------------------------------------------------------------------
> Remco Veltkamp, http://www.cs.uu.nl/people/remcov/
> Department of Information and Computing Sciences, Utrecht University
> Padualaan 14, 3584 CH Utrecht, The Netherlands
> phone: +31-30-2534091, fax: +31-30-2513791
> --------------------------------------------------------------------
>
>
>
> --
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>
--
Ioannis Z. EMIRIS, Associate Professor
Dept of Informatics and Telecommunications
National Kapodistrian Univ. of Athens, Greece
http://www.di.uoa.gr/~emiris/
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