Offene Themen für Projekt- und Diplomarbeiten
Weitere Webseiten mit Themen
- Themen am Institut für Rundfunktechnik (IRT) zu Multimedia-Technologien (SIP, RTSP, UPnP, DVB). Bei Interesse wenden Sie sich an Raphael Wimmer.
- Themen am Institut für Wirtschaftsinformatik und Neue Medien für Studierende mit Nebenfach Medienwirtschaft. Eine Betreuung durch die BWL ist nach Absprache mit dem Prüfungsausschuss kein Problem.
Freie Themen
Auf dieser Webseite sind freie Bachelor-, Projekt- oder Diplomarbeitsthemen bei unseren Mitarbeitern zu finden. Am Anfang jeder Zeile ist angegeben für welchen Typ von Arbeit sich das Thema eignet. Ein Klick auf ein Thema bringt weitere Informationen.
Type | Advisor | Title |
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MT/BT/PT/DT |
Abschlussarbeiten im Bereich Usable Security and Privacy
Students interested in topics related to usable security and privacy have the opportunity to do their master theses / bachelor theses / practical research project (Einzelpraktikum) at the Research Institute CODE (Bundeswehr University Munich). More information on the research group on Usable Security and Privacy Group can be found on our website. We offer a large variety of topics, including but not limited to:
If you are interested in working with us, please get in touch with the respective contact person or send an email to Dr. Ken Pfeuffer. Details |
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Interaktionsverhalten auf Smartphones
Liebe Studieninteressierte, im Rahmen eines Forschungsprojektes untersuchen wir das Interaktionsverhalten mit Smartphones. Dazu suchen wir Teilnehmer für eine kurze Online-Studie (Bearbeitungsdauer: 5 Minuten). Um an der Studie teilzunehmen, rufen Sie bitte den folgenden Link mit ihrem Smartphone auf: Bei Rückfragen wenden Sie sich bitte an Kai Lebruschka. Besten Dank für die Teilnahme! Details |
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BT/MT | Dr. Yomna Abdelrahman |
Usable Security in VR/AR
Problem StatementUsable security for virtual and augmented reality systems (VR/AR) is an area that is relatively underexplored. This thesis aims to investigate the feasibility of authentication mechanisms for VR/AR, while considering the usability and security aspects, specifically potential attacks. Tasks
Preferred (but not necessary) qualification
Details |
BT/MT | Dr. Yomna Abdelrahman |
Usable Security in Smart Homes
Problem StatementOur homes are currently equipped with ubiquitous computing services, be it our smart phones, smart TVs, Alex, or lifelogging devices. The availability of these devices offers novel opportunities for user authentication, as well as raises privacy concerns and potential novel security attacks. This thesis, aims to explore the raised opportunities and challenges from the availability of smart devices in our daily vicinity. Tasks
Preferred (but not necessary) qualification
Details |
MT/BT | Prof. Dr. Florian Alt, Rivu Radiah, Ville Mäkelä |
How does Audio Affect Shoulder Surfing in VR?
DescriptionShoulder surfing refers to situations where a person observes another person's private interactions with technology (e.g., private messages on a smartphone, or personal identification numbers on ATMs). In this thesis, we will investigate how VR can be used as a platform to study shoulder surfing. In this context, we will explore the effect of audio feedback on behavior in VR, covering both the attacker and the victim. The objective of this thesis is to obtain a thorough understanding of how audio feedback in Virtual Reality affects human behaviour in the context of shoulder surfing. The student is required to review previous work on shoulder surfing and particularly its prior applications in VR. The thesis requires the design and implementation of a user study in VR. Tasks
Requirements
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Daniel Buschek |
User Interface Design for Visualization & Control of Measurements in Cell Research
We're looking for a practical research student for user research and UI design in the context of an interdisciplinary research project at the intersection of Physics, Biology, and Computer Science. You will be working as part of a team of researchers and students from these domains. Tasks:
Requirements:
The project is initially offered as an Einzelpraktikum for Master students (Media Informatics, MCI) for one or two semesters (6/12 ECTS, respectively). Interested?Send your application with transcript of records and examples of your UI design work via email to Dr. Daniel Buschek. Details |
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Daniel Buschek, Emanuel von Zezschwitz |
Einzelpraktikum Effizienzanalyse Mobiler Authentifizierung
Effizienz ist ein wichtiger Faktor der Usabilityforschung. Im Allgemeinen beschreibt die Effizienz eines Systems den Aufwand, welchen ein Nutzer erbringen muss, um eine bestimmte Aufgabe zu erfüllen. Effizienz wird meist in Zeit gemessen und evaluiert. Die wissensbasierte Authentifizierung (bspw. PIN) stellt ein Beispiel für eine solche Aufgabe dar. Als Maß der Effizienz dient hier in der Regel die Zeit, welche für die korrekte Eingabe eines Passwortes/PIN benötigt wird. Neue Erkenntnisse deuten jedoch darauf hin, dass es neben der aktiven Eingabe weitere Phasen gibt, welche sowohl die gemessene als auch die gefühlte Effizienz des Mechanismus beeinflussen. Dabei ist neben der reinen Existenz dieser Phasen auch das Verhältnis der Phasen zueinander maßgebend für die User Experience. In diesem Einzelpraktikum soll der Einfluss der verschiedenen Authentifizierungsphasen auf die Effizienz untersucht werden. Dafür sollen mehrere Modifikationen eines PIN-Eingabesystems entwickelt und im Feldtest studiert werden. Aufgaben:
Bei Erfolg des Projektes besteht die Möglichkeit an einer internationalen Publikation mitzuwirken. Details |
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MT | Dennis Dietz |
Self-made tracking system for sports analysis in VR
DescriptionThis projects purpose is to investigate in building a full body tracking system based on self-made trackers which are usable by the HTC VIVE and its Lighthouses. We want to compare the original HTC VIVE tracker with a varying amount of self-made trackers in order to use it for VR sport analysis. Tasks
Preferred qualification
Suggested Reading
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MT | Heiko Drewes |
Advanced Interaction with Gaze-based Head Gestures for Augmented Reality
Gaze-based head gestures are a hands-free interaction technique using the occulo-vestibular reflex. A bachelor thesis showed already that this interaction technique works for checking checkboxes and answering dialogs.
This thesis should research whether advanced interaction, such as drag & drop operations, using scrollbars and manipulation of 3D objects, is possible with gaze-based head gestures. Tasks
Details |
BT/MT | Michael Froehlich |
Effective Presentation of Transaction Status in Blockchain Systems
DescriptionOver the past years, cryptocurrencies (e.g. Bitcoin, Ethereum) and their underlying technology, Blockchain, have experienced increased interest and a steadily growing user base. Contrary to transactions in centralized systems, it is hard to foresee the time a transaction needs to complete. The goal of this thesis is to investigate how the status of cryptocurrency transactions can be âbestâ displayed to users. How existing cryptocurrency and blockchain solutions display the status of transactions to users? Which information is shown and which temporal metaphors are used? How do (end-) users perceive different methods? And how do different transaction times influence, how users perceive them? Tasks
Requirements
Related Workhttps://dl.acm.org/citation.cfm?id=2702428 https://dl.acm.org/citation.cfm?id=2892308 https://dl.acm.org/citation.cfm?id=3232092 https://dl.acm.org/citation.cfm?id=3232086 https://dl.acm.org/citation.cfm?id=3300835 https://www.tandfonline.com/doi/abs/10.1080/10447318.2017.1305051 https://www.sciencedirect.com/science/article/pii/S0003687017301485?via%3Dihub https://medium.com/pixelpoint/track-blockchain-transactions-like-a-boss-with-web3-js-c149045ca9bf https://medium.com/mobify-design-team/designing-for-the-appearance-of-speed-aaabc7f568c2 https://uxdesign.cc/what-you-should-know-about-skeleton-screens-a820c45a571a https://www.viget.com/articles/a-bone-to-pick-with-skeleton-screens/Details |
BT/MT | Ceenu George |
Visualizing dance movements in VR
DescriptionIn this project, we would like to explore how VR can be used to enhance Dance experiences. From a performer perspective, the VR setting may be used to further visualize movements for example. From the observer perspective, it would be interesting to see whether these enhancements are viewed simply on a digital screen or through an HMD as well. Can it happen synchronously or only one-after-the-other? The aim of this thesis is to explore this topic. Tasks
Requirements
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MT/BT | Jingyi Li |
Passenger-Vehicle Cooperation: Exploring Rear-Seat Intervention Approach in Automated Driving
What kinds of information should the driving automation system offer the rear-seat passenger to respond/interact (e.g., decision making) during non-driving-related activities (e.g., brought-in device usage) in cars? References [1]https://dl.acm.org/doi/10.1145/3409251.3411727 [2]https://dl.acm.org/doi/10.1145/3409120.3410652 [3]https://dl-acm-org/doi/10.1145/3349263.3351326 Details |
MT/BT | Jingyi Li |
Investigating Haptic Feedback from the Car Interior in Passenger Use of Mixed Reality
How to utilize haptic feedback from the confined car rear-seat to support in-car HMD usage for non-driving-related activities? References [1] Li J, George C, Ngao A, Hollaender K, Mayer S, Butz A. Rear-Seat Productivity in Virtual Reality: Investigating VR Interaction in the Confined Space of a Car. Multimodal Technologies and Interaction. 2021; 5(4):15. https://doi.org/10.3390/mti5040015 [2]Li, J., George, C., Ngao, A., Hollaender, K., Mayer, S., & Butz, A. (2020). An Exploration of Users’ Thoughts on Rear-Seat Productivity in Virtual Reality. 12th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 92–95. https://doi.org/10.1145/3409251.3411732 [3]Kreimeier, J., Hammer, S., Friedmann, D., Karg, P., Buehner, C., Bankel, L., & Goetzelmann, T. (2019, June). Evaluation of different types of haptic feedback influencing the task-based presence and performance in virtual reality. In Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments (pp. 289-298).DOI:https://doi.org/10.1145/3316782.3321536 [4]Cristiano Carvalheiro, Rui Nó brega, Hugo da Silva, and Rui Rodrigues. 2016. User Redirection and Direct Haptics in Virtual Environments. Proceedings of the 24th ACM international conference on Multimedia. Association for Computing Machinery, New York, NY, USA, 1146-1155. DOI:https://doi.org/10.1145/2964284.2964293 Details |
PT | Yuanting Liu |
Praktikum Entwicklung von Mediensystemen: Stress Management mit eingebetteten Geräten
InhalteDas bayerische Landesforschungsinstitut fortiss und IBM werden im Rahmen des IBM fortiss Center forAI das Thema Stress-Management für sicherheitskritische Anwendungen erforschen. Dafuür wird einKonzept entwickelt, um Stress bei Einsatzkräften der Feuerwehr zu überwachen und managen. Die Ideen werden prototypisch umgesetzt und präsentiert. Die Workshops und Gespräche während desPraktika können entweder in englischer oder deutscher Sprache gehalten werden. BewerbungBeschreiben Sie kurz Ihre Motivation, relevante Fachkenntnisse, beispielsweise aus früheren Kursen,Jobs und anderen Projekten, die Ihre Fähigkeiten in einem oder mehreren der folgenden Bereichedemonstrieren: Programmierung, Benutzererfahrung, Nutzerstudien, Prototyping. Details |
BT/MT | Amy Yanhong Li |
Tangible User Interface (TUI) for learning
DescriptionTangible learning is a new way for learning, where the learners can be more engaged with their whole bodies. It has 7 benefits:
The aim of this project is to learn how to design a TUI for learning and see its effectiveness. For this purpose, we aim to understand the learning from a new perspective: fun, pleasure, playful and hands-on. You will:
Details |
MT | Ville Mäkelä |
Charting Issues with Artificial Intelligence in Video Games
DescriptionArtificial intelligence plays a key role in many video games. Its uses range from AI-controlled opponents in strategy games to AI-controlled companions in role-playing games. However, gamers are often frustrated with the AI, and often report gameplay issues stemming from AI. The aim of this project is a conduct a comprehensive investigation of AI-related issues in video games. For this purpose, we aim to crawl popular gaming websites, like IGN and Kotaku, and extract game reviews that report issues related to AI. Tasks
Requirements
Details |
BT/MT | Ville Mäkelä |
On-Body Gestures
DescriptionMid-air gestures enable new and exciting ways of interacting with technology, especially because devices can be interacted with from a distance. Typically, gesturing follows the pointing metaphor, wherein one or both arms are extended to point towards the device, e.g., a display. However, a persistent problem is the expressive and novel nature of the interaction: users may feel uncomfortable gesturing in places wherein they receive unwanted attention. Additionally, prolonged gesturing can lead to fatigue. The aim of this project is to investigate new approaches to gestural interaction that could make the interaction less visible and less tiresome. In particular, the aim is to investigate gestures that are carried out by holding the arm against the body, instead of reaching out with the arm. Tasks
Requirements
Details |
BT/MT | Ville Mäkelä |
Virtual Head-Swapping: Collaboration in VR Through Shared Viewpoints
DescriptionVR research prominently focuses on making virtual experiences as natural and realistic as possible. However, VR also provides users with capabilities they don't have in the real world, such as observing their surroundings outside of their normal viewpoint. The aim of this project is to investigate whether enabling VR users to switch between their own and another user's viewport can enhance certain collaborative scenarios, how this affects the user experience, and what potential opportunities and challenges arise from viewport switching. Tasks
Requirements
Details |
MT | Ville Mäkelä, Dr. Mohamed Khamis |
GravitySpot 2.0: Guiding Multiple Users in Front of Public Displays Using On-Screen Visual Cues
DescriptionIn this project, the student will extend a previous project called GravitySpot (link; video; talk). GravitySpot is a system that guides users to specific spots in front of large interactive displays using cues that implicitly guide users. For example, in case of a display with which users can interact via mid-air gestures, a perfect position to guide users to could be 2-3 meters away from the display, but in case of interaction via eye gaze, this position could be 30-60cm away from the eye tracking device. GravitySpot guides users by showing them on-screen cues that implicitly guide people to the correct position. In this project, we aim to implement GravitySpot 2.0, which guides multiple users in front of large displays to one or more optimal interaction positions. We attempted to implement GravitySpot 2.0 before. We started by following the same approach adopted in the first version i.e. showing on-screen cues to guide each user in a different way. However, we quickly realized that a prerequisite is to first make sure the user knows which on-screen cue they should follow. This led us to question how users identify themselves on public displays. In our investigation of this problem, we published this work (link; video). Tasks
Requirements
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BT/MT | Changkun Ou |
Procedure Mesh Repairing using Deep Networks
DescriptionGeometry processing is an emerging field for processing 3D domain data,such as polygon mesh, point clouds, voxels.In practice, the processed model are either used by downstream algorithm processing or artists for manually editing. Unfortuanately, neither algorithms or 3D artist guarantees to producepolygon meshes without flaws. Due to the recent developments of deep neural networks, it is interesting to see how these advances can be applied toresolve artifacts repairing. Tasks
Requirements
Useful LinkDetails |
BT/MT | Changkun Ou |
Procedure Modeling with Nodes
DescriptionProcedure textures have been practiced for years, but procedure modelingis still slowly moving to be widely accepted, although there are successfulsoftware such as SideFX Houdini, Geometry Nodes in Blender that recently introduced in 2.92. However, to proceed with procedure modeling, users have a high mental cost to be able to get started, such as having a general overview of the offered geometry nodes, dynamics, etc. Moreover, node-based modeling workflow visualizes traditional text-based programming setup but remains non-intuitive to tweak the node flow that produces the effects in the users' mind and almost impossible to enable manual fix all generative geometry details when we want to. It is interesting to optimize the not only learning cost but also user workflow here. Tasks
Requirements
Useful LinkDetails |
BT/MT | Changkun Ou |
Appearance-preserving Mesh Processing in Hierarchical Networks
DescriptionGeometry processing is an emerging field for processing 3D domain data,such as polygon mesh, point clouds, voxels.In practice, the processed model are either used by downstream algorithm processing or artists for manually editing. Due to the recent success of deep neural networks in processing grid-basedimage data, there is a huge interests regarding processing polygon-based mesh data that preserves appearance, such as texture, topological shape, etc. Tasks
Requirements
Useful LinkDetails |
BT/MT | Changkun Ou |
Profiling and Optimizing CPU Path Tracer
DescriptionPath tracing in real time become avaliable on the GPU side in recent years due to the recent advances in image denoising techniques, such as NVIDIA DLSS. It is interesting to optimize and render everything directly on the CPU in real time for reasonably smaller scenes. Tasks
Requirements
Useful LinkDetails |
BT | Changkun Ou |
Profiling and Optimizing CPU Rasterizer
DescriptionOpenGL is a rasterization engine on the GPU side. However, rendering data on a GPU requires data copying from CPU memory to GPU memory (immediate mode), which is not a cheap operation in general.Instead of sending data, modern OpenGL manages vertex buffer objects (VBO) directly in the GPU memory but also requires additional concerns regarding memory management. Instead of rendering everything on GPU, it is interesting to optimize and rasterize everything directly on the CPU in real time. Tasks
Requirements
Useful LinkDetails |
BT/MT | Changkun Ou |
On-the-fly Mesh Streaming
DescriptionToday's gigabyte-sized polygon meshes can hardly be completely loaded into the main memory. Unfortunately, the current mesh format are designed to store either dense vertex buffer or index buffer that does not offer enoughconnectivity information so there are addtional cost for constructingthe mesh and require even more memory to load it. Because of the developments in mobile networking, latency issue of loading remotecontent from the cloud has been improved a lot, and thus it is interesting tosee how to optimize and streaming meshes over the network for further processingin real time. Tasks
Requirements
Initial Readings
Useful LinkDetails |
/ | Rivu Radiah, Ville Mäkelä |
Lasting Effects of Emotion Elicitation in VR
DescriptionVirtual Reality is increasingly being used as a research tool. It is particularly useful in situations, where users should not be put at risk, for example, when testing a novel automotive user interface; or where running a study in the real world is a lot of effort. At the same time, affective user interfaces, that respond to or evoke certain emotions are becoming increasingly popular. However, it is unclear yet how well emotion elicitation works for different tasks commonly done in virtual reality. The objective of this thesis is to obtain a thorough understanding the lasting effects of emotions in humans during performing tasks in VR. We look into different tasks in VR, different emotion elicitation methods and how long the emotions last. The thesis requires the design and implementation of a user study to understand how task performance is affected due to emotions in VR. In addition, this work also explores how negative mood elicitation affects task performance. Tasks
Requirements
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MT | Beat Rossmy |
Interfaces for Generative Music Performance
Generative music systems are becoming more and more relevant nowadays. In the near future Artificial Intelligences will become evenly equal partners in music making scenarios. Therefore we have to find ways to interact with systems that are able to make their own decisions and have their own creative mind. Established communication with human musicians are eye-contact, gestures, verbal expressions.How can we communicate with digital musicians, how can they communicate with humans?
Tasks:
Requirements:
Suggested Reading:
Details |
MT | Beat Rossmy |
Irreversible Actions as a Design Strategy
User interfaces facilitate interaction with digital content. Concepts such as "Undo" make it possible to reverse actions that did not have the desired effect. But what would interfaces and the corresponding interactions look like if irreversible actions were central components of interaction design? In this thesis a design exploration should be performed that focusses on materials like paper which affordances lead to actions such as tearing, crumpling, folding, punching holes, etc.. How can familiar concepts such as punch cards or origami help to design intelligible interaction metaphors, that create commitment to the actions we as users perform with technology? What impact will such concepts have on prospective actions?
Tasks:
Requirements:
Suggested Reading:
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MT | Matthias Schmidmaier |
Group Behaviour Visualization in Virtual Communication (MA/Einzelpraktikum)
Group behavior visualization in virtual communication.
Details |
MT | Matthias Schmidmaier |
Virtual Spatial Behavior (MA/Einzelpraktikum)
Spatial behavior as non-verbal channel in virtual communication.
For detailed information have a look at » my website Details |
Nađa Terzimehić, Christina Schneegass |
Evaluating the effect of customized smartphone environments on de- and reattachment
Thanks to smartphones, we are always reachable and easily distractible. The first makes it hard for us to detach - from work ("just this one email, then I'm done for today"), pressure from friends and family ("why didn't you answer my message within 5 minutes?"), or the device itself ("what, half an hour passed whereas I just wanted to see what time it was"). On the other hand, once we are settled in, the latter makes it hard for us to focus - on a working task, a conversation, or our own imagination.Within this thesis, we want to develop and evaluate whether setting up a particular smartphone environment, i.e., customising the smartphone screen and functionality (wallpaper, color scheme, app layout, etc.) improves our focus and simultaneously encourages detachment.
Tasks:
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PT | Sarah Theres Völkel |
The PhoneStudy Research App
DescriptionDeveloping an Android app for predicting personality traits via smartphone usage In the PhoneStudy project, an interdisciplinary team consisting of psychologists, statisticians, and computer scientists develop an Android app, which tracks and logs the userâs smartphone behaviour to predict personality traits. For example, we track the number of usersâ calls, sms, and app usage, which might predict how extraverted the user is. The app will be distributed among participants in spring 2018, which will then use the app for several months. There are several tasks for media informatics students in this project (cf. below), from which you can choose. Please contact me when you are interested in the project and will give you more details. TasksYou can choose between different tasks:
Minimum requirements
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MT | Thomas Weber |
A Comparison of Code Structure in Open Source Machine Learning Repositories
Machine Learning is a new paradigm for writing software where not one defined algorithm dictates the behaviour but instead data determines and changes how the software operates.Naturally, a different development paradigm means that we write different code. GitHub as the platform for open source projects offers a diverse range of software repositories, traditional and using Machine Learning. In this thesis you will analyze publicly available repositories to determine how exactly Machine Learning code differs from more traditional code. You will:
You need:
Details |
BT = bachelor thesis - PT = project thesis - DT = diploma thesis - MT = master thesis - PWAL = practical research course