Difference between revisions of "User:AndreaBonarini"

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|email=bonarini@elet.polimi.it
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|email=andrea.bonarini@polimi.it
|resarea=Robotics; Affective Computing
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Full professor, coordinator of the AIRLab
 
  
This is my home page on the airwiki website. Here you can find projects and thesis proposals as well as tutored projects. For any other information you can try on
 
[http://www.dei.polimi.it/people/bonarini my home page at DEI] (official home page)
 
  
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<p style="font-size:20px">Full professor, coordinator of [http://airlab.deib.polimi.it AIRLab]</p>
  
== PhD Students I am currently tutoring ==
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This is my home page on the airwiki website.
  
{{#ask: [[hasAdvisor::User:{{PAGENAME}}]][[Category:PhD]][[UserStatus::active]]|format=ul}}
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Here you can find <strong>projects and thesis proposals</strong> as well as currently tutored projects and people.
  
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For <strong>general information</strong> about me (office, phone, curriculum, etc), please visit
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[http://www.deib.polimi.it/people/bonarini my official home page at DEIB].
  
== PhD Thesis Proposals ==
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For <strong>research and teaching</strong> information, please visit [http://home.dei.polimi.it/bonarini/index.html my personal home page].
'''Highly Interactive Robotic Games'''
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Interactive games with autonomous robots are one of the most challenging robotic research issues. The robot should involve the human player, both physically and behaviorally, while acting in the real world. The task is even harder, due to constraints given by the market that impose the robot to cost as much as a videogame console. Technologies for effective low-cost robotics are  being developed with another PhD Thesis by [[User:MartinoMigliavacca|Martino Migliavacca]]. This research requires developments in Robotics technologies, and, at the same time, the study of a novel framework of interaction. According to the competences of the candidate(s), the accent might be on robot shape, movement, behavior, interaction, signals, game design. Reference area: [[Robogames]]
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This research aims at investigating emotion detection from natural interaction with devices and the environment, and the impact that this information can have on the behavior of the intelligent environment. Applications range from interaction with robots and intelligent buildings, to automotive, PC-games, and entertainment. Technologies involved include video (and signal in general) analysis and computational intelligence.  Reference area: [[Affective Computing]]
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== MS and BS thesis and project proposals ==
 
== MS and BS thesis and project proposals ==
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== PhD Thesis Proposals ==
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'''Highly Interactive Robotic Games'''
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Interactive games involving people and autonomous robots are one of the most challenging robotic research issues. The robot should engage the human player, both physically and behaviorally, while acting in the real world. The task is even harder, due to constraints given by the market, which imposes the robot to cost not more than a videogame console. This research requires developments in Robotics technologies, and, at the same time, the study of a novel framework of interaction. According to the competences of the candidate(s), the accent might be on robot shape, movement, behavior, interaction, signals, game design and evaluation.  Reference area: [[Robogames]]
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 +
'''Affective Computing: how emotion detection can affect pervasive computing'''
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This research aims at investigating emotion detection from natural interaction with devices and the environment, and the impact that this information can have on the behavior of the intelligent environment. Applications range from interaction with robots and intelligent buildings, to automotive, PC-games, and entertainment. Technologies involved include video (and signal in general) analysis and computational intelligence.  Reference area: [[Affective Computing]]
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'''Robot Actor: how an autonomous robot can play on stage'''
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Theatrical performance is a way to explore real human-robot interaction in a defined setting, thus not requiring to detect it, but focusing on the selection of the right actions and modalities for the social specific situation. A model of emotion expression and of the management of social relationships has been already developed, and the final robot has to be devised and integrated. "I love theatre, because I repel illusions." [F. Barba - Odin Theatre] Reference Area: [[Robot development]].
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== PhD Students I am currently tutoring ==
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{{#ask: [[hasAdvisor::User:{{PAGENAME}}]][[Category:PhD]][[UserStatus::active]]|format=ul}}

Latest revision as of 23:31, 17 August 2017

Andrea Bonarini
Foto di AndreaBonarini
E-Mail: andrea.bonarini@polimi.it
Research Areas:


Full professor, coordinator of AIRLab

This is my home page on the airwiki website.

Here you can find projects and thesis proposals as well as currently tutored projects and people.

For general information about me (office, phone, curriculum, etc), please visit my official home page at DEIB.

For research and teaching information, please visit my personal home page.




MS and BS thesis and project proposals

Wiki Page: Cognitive SLAM
C SLAM Recognition2.png

Title: Cognitive SLAM
Description: We have developed a system that is able to detect, recognize and track objects in an image taken from a low cost robot equipped with a IMU and a low cost camera. The system is capable to detect and recognize objects using a user defined fuzzy tree classifier. However the system performance is heavily dependent on high level feature extraction, such as geometric features. The problem is non trivial due to noisy low cost camera and changes in the light conditions. The aim of this project is to improve the feature extraction and description process, both in performance and quality, possible adding a more complete description or others type of features. The long term aim of the research is to have an autonomuos robot capable to create a semantic map of the envirorment, localize himself , make inference on the map, navigate into the envirorment using the objects as landmarks. No special skills are required, except basic c and object oriented programming.
Tutor: AndreaBonarini, DavideTateo
Additional Info: CFU 5 - 20 / Master of Science / Course, Thesis

Wiki Page: Designing Living Objects
EmotionalTrashBin.jpg

Title: Designing Living Objects
Description: The aim of this activity is to investigate how one or more objects in an antropic environment (home, office, hospital) can be designed and implemented to have a character and to move, having nice interactions with people. The work to be done concerns the analysis, definition, design and implementation of at least one of these objects.
Tutor: AndreaBonarini
Additional Info: CFU 5 - 20 / Bachelor of Science, Master of Science / Thesis, Course

Wiki Page: Robot Games
Spykeecontorri.jpg

Title: Robot Games
Description: Projects may include the design of an interactive game on an existing or a new robot, and its evaluation. These projects allow to experiment with real mobile robots and interaction devices. Some games may be designed for disabled children. The project can be considered a MS thesis if it can produce a new game and, possibly, a new robot, and includes adapting the behavior of the robot to the player.
Tutor: AndreaBonarini
Additional Info: CFU 2 - 20 / Bachelor of Science, Master of Science / Course, Thesis

Projects I am currently tutoring


Students I am currently tutoring


PhD Thesis Proposals

Highly Interactive Robotic Games

Interactive games involving people and autonomous robots are one of the most challenging robotic research issues. The robot should engage the human player, both physically and behaviorally, while acting in the real world. The task is even harder, due to constraints given by the market, which imposes the robot to cost not more than a videogame console. This research requires developments in Robotics technologies, and, at the same time, the study of a novel framework of interaction. According to the competences of the candidate(s), the accent might be on robot shape, movement, behavior, interaction, signals, game design and evaluation. Reference area: Robogames

Affective Computing: how emotion detection can affect pervasive computing

This research aims at investigating emotion detection from natural interaction with devices and the environment, and the impact that this information can have on the behavior of the intelligent environment. Applications range from interaction with robots and intelligent buildings, to automotive, PC-games, and entertainment. Technologies involved include video (and signal in general) analysis and computational intelligence. Reference area: Affective Computing

Robot Actor: how an autonomous robot can play on stage

Theatrical performance is a way to explore real human-robot interaction in a defined setting, thus not requiring to detect it, but focusing on the selection of the right actions and modalities for the social specific situation. A model of emotion expression and of the management of social relationships has been already developed, and the final robot has to be devised and integrated. "I love theatre, because I repel illusions." [F. Barba - Odin Theatre] Reference Area: Robot development.


PhD Students I am currently tutoring