Academic Opportunities

I am seeking motivated graduate and undergraduate students.

Whether you are passionate about delving into the depths of scientific inquiry, exploring innovative solutions to real-world problems, or contributing to advancing knowledge, I offer a range of opportunities for academic growth and hands-on learning in a field that is at the intersection of Human-Computer Interaction, Intelligent Systems, and Software Engineering.

If you are searching for a compelling topic to explore in your senior project, independent research, or thesis and are enthusiastic about one or more of the following areas, please feel free to reach out:

a) Human-computer interfaces including eye and gaze tracking, brainwave signals, and biometrics.

b) Emotion AI – developing AI and ML algorithms to understand or process biometric data.

c) Human-Robot-Interaction including manufacturing collaborative robots and robotics in education.

d) Intelligent systems, particularly but not limited to intelligent tutoring systems

e) CS education, particularly focused on supporting underrepresented communities.

f) Software Engineering research focused on creating open-source tools to understand and model complex systems and frameworks, platforms, or environments for maintainable and scalable software systems.

Equipment

Get in touch if interested on playing (develop production-level quality software) with:

  • Brain-Computer Interfaces, specifically with Emotiv Headset (EPOC+, Insight or MN8).
  • Eye Tracking in front of a screen (Tobii) or on the wile (PupilLabs glasses).
  • Virtual and Augmented Reality using Meta Quest 3 or Meta Quest Pro, or Apple Vision Pro.
  • Collaborative Robot, including commercial (Elephant Robotics) and industry-level (Universal Robotics) ones.
  • Active remote sensing including light detection and ranging.
  • Emotion AI (human emotion recognition).
  • Among others.

Examples

If you are wondering what others have created before, these videos show some examples:

Affect and Cognition in Human-Robot Collaboration. A collaborative robot able to understand affective and cognitive challenges of their operator

Emotion Recognition in Virtual Reality. A virtual environment designed to emulate social interaction and improve mood.

Neuromarketing. Measurement of physiological and neural signals to gain insight into customers’ motivations, preferences, and decisions

Affective Pacman. Provides affect-driven adaptive capabilities to the well-known game, Pac- Man. The game changes driven by affective states aim to improve the user experience by keeping or increasing player engagement.

Lost in the Dark. Provides affect-driven adaptive capabilities to the well-known game, Pac- Man. The game changes driven by affective states aim to improve the user experience by keeping or increasing player engagement.

Affective Avatar. Explores the affective potential of virtual humans that signal an emotional state through BCI and physiological sensors and communicate identity through appearance customization and body posture.