Research

Faculty Research Interests

Computer science students work closely with their faculty advisor to do research on a topic related to their advisor's research work. Thus, available thesis/research topics change based on current faculty interests and the trends in the field. Please see below for faculty-maintained lists of topics currently of interest in their research areas.

BrynMawrNLP lab (Poliak)

Our lab broadly focuses on Natural Language Processing and Machine Learning. Our work focuses on 1) probing neural NLP models, 2) applying NLP techniques to answer questions in social sciences or public health, and 3) competing in academic NLP shared tasks (think Kaggle-style competitions). This  provides an overview of the type of projects we work on. The lab is actively looking for new members and would love for you to join us!

AI4SE Lab (Professor Dinella)

Bryn Mawr's Artificial Intelligence for Software Engineering lab focuses on methods to productively write secure and correct programs. Software bugs and vulnerabilities are commonplace and can have devastating impacts. Existing techniques to analyze programs for faults have fundamental limitations, preventing widespread deployment. Our lab seeks to address their shortcomings with the strengths of neural models. Ultimately, our research objective is to create program analysis techniques which are effective and reliable through Cooperative Program Reasoning and Neural Modeling

Geometric Algorithms and Computational Geometry (Xu)

I study applied problems in Computer Graphics, Vision and Imaging, with methods strongly rooted in geometric analysis and algorithms. In addition, I am also interested in geometric and topological methods in data analysis and visualization. Current topics include Mesh Generation and Optimization, Curves and Surfaces Fitting and Creative Computation.

MOVR Lab (Normoyle)

Bryn Mawr's Motion Capture and VR (MOVR) lab studies avatars and agents for 3D virtual environments. In particular, we investigate 1) how non-verbal body language, such as gaze and gestures, affects our virtual experiences, 2) the limitations and potential for multi-modal characters in virtual environments, and 3) the creation of video games for teaching and performing scientific experiments. Please see for information about current projects.