First Level Course Projects

From AIRWiki
Revision as of 11:30, 2 October 2008 by AndreaBonarini (Talk | contribs)

Jump to: navigation, search

Here you can find a list of project proposals for the courses of "Progetto di Ingegneria Informatica" and "Progetto di Robotica" (5 CFU for each student)

Robotics


Title: Simulation of 6-DOF Robot Manipulator
Puma6dof1.jpg
Description: The goal of this project is to develop a simulator for a 6-DOF robot manipulator, using the ode (open dynamics engine) library for simulating the rigid body dynamics. The project involves three different phases:
  • Building the physical model of the manipulator
  • Implementing the forward and inverse kinematic routines
  • Implementing the trajectory planning routines
  • Implementing the control modules
  • Implementing an interface to control the robot movements

This project allows to put into practice what has been explained during the first part of the course of Robotics.

The project can be turned into a thesis, by using the simulated manipulator to perform some learning experiments.

Tutor: Marcello Restelli (restelli-AT-elet-DOT-polimi-DOT-it)
Start: Anytime
Number of students: 2-3
CFU: 10-15



Title: Robot games
Robowii robot.jpg
Description: The goal of this activity is to develop an interactive game with robots using commercial devices such as the WII Mote (see the Robogames page)

Projects are available in different areas:

  • Design and implementation of the game on one of the available robots
  • Design of the game and a new suitable robot
  • Implementation/setting of a suitable robot
  • Evaluation of the game with users (in collaboration with Franca Garzotto)

These projects allow to experiment with real mobile robots and real interaction devices.

The project can be turned into a thesis by producing a new game and robot.

Tutor: Andrea Bonarini (bonarini-AT-elet-DOT-polimi-DOT-it)
Start: Anytime
Number of students: 1-2
CFU: 5-12.5


Affective Computing


Title: Affective VideoGames
AffectiveGaming.jpg
Description: The goal of this activity is to develop an interactive video game (Car game, Shoot them up, Strategic game ..) able to adapt its behaviour in order to maximize your enjoyment. The game will measure your excitement by analizing your biological signals, which mirror your emotional state. The system will be able to adjust some parameters (i.e difficulty of car game circuits, opponents strength ...) in order to keep you egnagemet constant: "In your flow zone!".

Project phases:

  • Design and implementation of the game (it is possible to start from avaliable open source game)
  • Design of experimental protocol used to stimulate particular emotions
  • Data acquisition by using biological sensors during the playing experience
  • Off-line classification of data with available tools
  • Design and development of an on-line classifier system for emotion recognition
  • Closed loop control: the game reacts to the user emotional state changing its behaviour.

These projects allow to experiment with biological-data acquisition tools and videogame design.

Each project consists in the realization of one or more phases depending on the difficulty/cfu to be achieved and on the competences of the candidate(s)

Tutor: Cristiano Alessandro (alessandro-AT-elet-DOT-polimi-DOT-it), Simone Tognetti (togetti-AT-elet-DOT-polimi-DOT-it)
Start: Anytime
Number of students: 1 to 3
CFU: 2.5 to 20





Title: Affective recognition in multimedia contexts
MultimediaAffective.jpg
Description: The goal of this activity is to develop an interactive multimedia application (advertisement, e-learning, reccomendation system) able to capture your emotional state (interests, excitement, anger, joy) while watching at images, earing sounds etc. The application will measure your excitement by analyzing your biological signals, which mirror your emotional state. The system could be used to give feedback on the quality of multimedia content (i.e goodness of the advertisement, enjoyment of the movie ...)

Project phases:

  • Design and implementation of the multimedia application.
  • Design of experimental protocol used to stimulate particular emotions.
  • Data acquisition by using biological sensors during the multimedia experience.
  • Off-line classification of data with available tools.
  • Design and development of on-line classifier system for emotion recognition
  • Closed loop control: the multimedia application will provide contents according to your enjoyment.

These projects allow to experiment with biological-data acquisition tools and multimedia application design.

Each project consists on the realization of one or more phases depending on the difficulty/cfu to be achieved and to the competences of the candidate(s)

Tutor: Cristiano Alessandro (alessandro-AT-elet-DOT-polimi-DOT-it), Simone Tognetti (togetti-AT-elet-DOT-polimi-DOT-it)
Start: Anytime
Number of students: 1 to 3
CFU: 2.5 to 20




Title: Affective robotics
SimoAffective.jpg
Description: The goal of this activity is to develop an rehabilitation robotic game able to capture your emotional state (interests, excitement, anger, joy, stress) while interacting with the robot. The application will measure your excitement by analyzing your biological signals, which mirror your emotional state. The system could be used to adapt the therapy (executed by the game) according to the patient's needs. We believe the quality of the therapy is related to the subject's emotional state. The long term goal is to keep the user into a specific emotional state in order to maximize the therapy efficacy.

Project phases:

  • Design and implementation of the robotic game on the available robot.
  • Design of experimental protocol used to stimulate particular emotions.
  • Data acquisition by using biological sensors during the interaction with the robot.
  • Off-line classification of data with available tools.
  • Design and development of on-line classifier system for emotion recognition
  • Closed loop control: the therapy will be adapted to the patient's needs.

These projects allow to experiment with biological-data acquisition tools, robots and videogame design.

Each project consists on the realization of one or more phases depending on the difficulty/cfu to be achieved and to the competences of the candidate(s)

Tutor: Cristiano Alessandro (alessandro-AT-elet-DOT-polimi-DOT-it), Simone Tognetti (togetti-AT-elet-DOT-polimi-DOT-it)
Start: Anytime
Number of students: 1 to 3
CFU: 2.5 to 20




Title: Driving companions
CarAffective.jpg
Description: The goal of this activity is to develop an applicationable to capture your emotional state (stress, attention level .. ) while driving standard cars. The application will measure the driver's stress level by analyzing his biological signals, which mirror the physiological state, and could be used to give feedbacks to the driver in dangerous situations.

Project phases:

  • Design of experimental protocol used to stimulate particular emotions.
  • Data acquisition by using biological sensors while driving in different conditions (city, highway, country ..)
  • Off-line classification of data with available tools.
  • Design and development of on-line classifier system for emotion recognition
  • Closed loop control: the car will give audio/visual feedbacks to the user letting him know its physiological state

These projects allow to experiment with biological-data acquisition tools, robots and videogame design.

Each project consists on the realization of one or more phases depending on the difficulty/cfu to be achieved and to the competences of the candidate(s)

Tutor: Cristiano Alessandro (alessandro-AT-elet-DOT-polimi-DOT-it), Simone Tognetti (togetti-AT-elet-DOT-polimi-DOT-it)
Start: Anytime
Number of students: 1 to 3
CFU: 2.5 to 20