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Offene Themen für Projekt- und Diplomarbeiten

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  • Freie Themen

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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
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:

  • Behavioral Biometrics (Ansprechpartner: Lukas Mecke)
  • Usable Security in Smart Homes (Ansprechpartner: Sarah Prange)
  • Novel Security Mechanisms based on Gaze (Ansprechpartner: Yasmeen Abdrabou)
  • Novel Blockchain User Interfaces (Ansprechpartner: Michael Froehlich)
  • Physiologicacl Security (Ansprechpartner: Mariam Hassib)
  • Social Engineering
  • Virtual Reality as Research Methodology (Ansprechpartner: Rivu Radiah)
A list of current topics is available on our website.

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
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:
Online Studie zu Smartphone Interaktion.

Bei Rückfragen wenden Sie sich bitte an Kai Lebruschka.

Besten Dank für die Teilnahme!


Details
BT/MT Dr. Yomna Abdelrahman
Usable Security in VR/AR

Problem Statement

Usable 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

  • Get familiar with VR/AR hardware and software
  • Get familiar with authentication techniques
  • Find and study related literature
  • Develop\reuse software tracking the body motion and model it in VR
  • Design a user study
  • Conduct a user study
  • Do a statistical evaluation
  • Write all down in a thesis

Preferred (but not necessary) qualification

  • Knowledge in the area of human computer interaction
  • Independent thinking and creative problem solving
  • Experience in programming with Unity a plus


Details
BT/MT Dr. Yomna Abdelrahman
Usable Security in Smart Homes

Problem Statement

Our 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

  • Get familiar with VR/AR hardware and software
  • Get familiar with authentication techniques
  • Find and study related literature
  • Develop / reuse software tracking the body motion and model it in VR
  • Design a user study
  • Conduct a user study
  • Do a statistical evaluation
  • Write all down in a thesis

Preferred (but not necessary) qualification

  • Knowledge in the area of human computer interaction
  • Independent thinking and creative problem solving
  • Experience in programming with Unity a plus


Details
MT/BT Prof. Dr. Florian Alt, Rivu Radiah, Ville Mäkelä
How does Audio Affect Shoulder Surfing in VR?

Description

Shoulder 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

  • Comprehensive survey of related work
  • Review of relevant research questions in the application area
  • Developing and setting up a virtual study environment
  • Running a user study in VR
  • Analysis, reflection and discussion of the outcomes

Requirements

  • Independent scientific work and creative problem solving
  • Interest in performing user studies and experiments
  • Interest in VR
  • Good programming skills
  • Nice to have: experience with 3D modeling and development with Unity


Details
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:

  • UI design and information visualization: Employ a user-centered design process to design a touch-based UI for a portable measurement instrument for cell research, including aspects such as information visualization and measurement control.
  • User research: Adequately inform the design choices by assessing and considering needs and preferences of a variety of target user groups.
  • Prototyping: Create suitable prototypes for the user-centered design process and for presenting the developed designs to various stakeholders.
  • A first design prototype and insights from user interviews exist to get you started.

Requirements:

  • Interest in interdisciplinary work, innovative technology, and cell research
  • Background in human-computer interaction, information visualization, and/or user interface design
  • Practical experience with user-centered design processes and UI/UX design methods and tools
  • Teamplayer, independent scientific work, creative problem solving

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
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:

  1. Literaturrecherche / selbstständiges Aneignen von Fachwissen
  2. Ausarbeitung der zu testenden Konzepte (im Team)
  3. Entwicklung der Studiensoftware (Android oder iOS)
  4. Planung und Durchführung der Nutzerstudie (im Team)
  5. Analyse und Aufbereitung der Studienergebnisse

Bei Erfolg des Projektes besteht die Möglichkeit an einer internationalen Publikation mitzuwirken.


Details
MT Dennis Dietz
Self-made tracking system for sports analysis in VR

Description

This 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

  • Building a set of at least 10 tracker based on the enclosed literature
  • Implementation of an application for testing purposes
  • Compare the existing Tracker with the self-made tracker in terms of usability for VR sport analysis

Preferred qualification

  • Experience in hardware and software prototyping
  • Experience in C# programming for Unity 3D
  • Interest in performing experiments
  • Interest in performance enhancement in sports

Suggested Reading

  • The HiveTrackers will serve as the foundation for the self-made trackers Tracker foundations
  • This project can help to create suitable sensors Sensor foundations

Details
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
  • Get familiar with hardware and software
  • Find and study related literature
  • Develop software supporting the interaction method
  • Design a user study
  • Conduct a user study
  • Do a statistical evaluation
  • Write all down in a thesis



Details
BT/MT Michael Froehlich
Effective Presentation of Transaction Status in Blockchain Systems

Description

Over 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 “best” 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

  • Review of related literature (wait times, loading screens, display of async transaction stati)
  • Creation of “Transaction Models” for comparable systems (banking, messaging, cryptocurrencies)
  • Analysis how existing systems (e.g. wallets) display transactions status
  • Development and prototyping of improved methods to display the transaction status of cryptocurrencies
  • Design of a user study and evaluation of the developed methods

Requirements

  • Independent thinking and creative problem solving
  • Interest in designing and conducting user studies
  • Knowledge in the area of human computer interaction
  • Web Development Experience (optional)
  • Interest in crypto currencies (optional)

Related Work

https://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

Description

In 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

  • Review of related work on performer/observer interactions in digitally enhanced social viewing/entertainment/public art viewing (e.g. festival, theater) situations
  • Creating an application that tracks fully body movements of VR user
  • Enhancing dance movements with a design space of visualizations
  • Evaluating the viewing experience from a performer and observer perspective in a small study
  • Analyze the data collected from the studies and build valid conclusions

Requirements

  • Independent scientific work and creative problem solving
  • Interest in performing user studies and experiments
  • Interest in performing arts
  • Interest in VR
  • Good experience with c# 3D authoring tools (e.g.,Unity)

Details
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?

  • To ideate on rear-seat co-operative driving scenarios
  • To create and implement resultant applications
  • To evaluate and analyse the implemented applications

  • 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?

  • To investigate different car regions for haptic feedback
  • To explore task sets well suited to the rear-seat passenger VR usage

  • 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

    Inhalte

    Das 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.

    Bewerbung

    Beschreiben 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.
    Senden Sie es anyuanting.liu ät fortiss.org


    Details
    BT/MT Amy Yanhong Li
    Tangible User Interface (TUI) for learning

    Description

    Tangible learning is a new way for learning, where the learners can be more engaged with their whole bodies. It has 7 benefits:

    • Playfulness: Play is important nature of children's lives and promotes their "social, emotional, physical, and cognitive development". TUIs promote playful interactions with physical objects.
    • Trial and error: TUIs foster exploration and experimentation in active play with trial and error. TUIs allow children to try different things and easily reverse their actions.
    • Sensory engagement: TUIs engage multiple senses, which can aid the constructive learning process.
    • Spatial learning: Tangible interaction improves spatial perception through physical embodied interaction, for instance rotating objects with one's hands. Spatial skills are important for everyday tasks, such as tool use and navigation, and are also linked to better performance in STEAM (Science, Technology, Engineering, Arts, and Mathematics) disciplines. TUIs can also improve spatial memory.
    • Social connection: TUIs can be used for learning in groups and enable natural group interaction and discussion. Collaborative tangible learning environments could help children "get over their initial fears in the areas of mathematics and science and even begin to enjoy these subjects".
    • Accessibility: TUIs can make learning accessible for children with impairments, for example, visual impairments or learning disabilities.
    • Feeling of competence: By being able to directly manipulate objects with their hands, children can gain a sense of competence and autonomy while interacting with technology.

    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:

    • Do a literature review
    • Design a TUI prototype for learning
    • Conduct user studies to get the feedback
    • (Optional) co-writing a research paper
    Requirements
    • An interest in improving learning
    • Good communication skills in English
    • Have the experience to develop the technical prototype (if you don’t have, I can help you know some basic knowledge about the prototype development)

    Details
    MT Ville Mäkelä
    Charting Issues with Artificial Intelligence in Video Games

    Description

    Artificial 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

    • Literature review on games and artificial intelligence
    • Implementation of a web crawler that extracts game reviews from the given websites based on the given keywords
    • Analysis of AI-related issues from the extracted data

    Requirements

    • Interest in games and AI
    • Good programming skills
    • Experience with web crawlers is a plus

    Details
    BT/MT Ville Mäkelä
    On-Body Gestures

    Description

    Mid-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

    • Designing and implementing the overall logic for on-body gestures
    • Implementing a prototype public display application
    • Designing and conducting a user study

    Requirements

    • Interest in novel interaction techniques
    • Interest in conducting user studies
    • Good programming skills

    Details
    BT/MT Ville Mäkelä
    Virtual Head-Swapping: Collaboration in VR Through Shared Viewpoints

    Description

    VR 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

    • Literature review: charting existing research on viewport switching and out-of-body experiences
    • Design and implementation of one ore more ways to switch between viewports in VR
    • Implementation of virtual collaborative tasks
    • Design and conduction of a user study

    Requirements

    • Interest in virtual reality, in particular collaborative and/or social aspects of VR
    • Interest in conducting user studies
    • Good programming skills
    • Prior experience with VR technologies (Unity, SteamVR) is considered an asset

    Details
    MT Ville Mäkelä, Dr. Mohamed Khamis
    GravitySpot 2.0: Guiding Multiple Users in Front of Public Displays Using On-Screen Visual Cues

    Description

    In 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

    • Build on the two previous projects to implement and evaluate GravitySpot 2.0. Taking some points into consideration e.g. the kinds of situations GravitySpot 2.0 should cover.
    • Review of previous work on interaction with public displays is necessary.
    • Conducting user studies and evaluating the data
    • Handling of depth imaging data from a motion sensor (e.g. Kinect)

    Requirements

    • Good programming skills
    • Interest in conducting user studies

    Details
    BT/MT Changkun Ou
    Procedure Mesh Repairing using Deep Networks

    Description

    Geometry 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

    • Perform a literature review
    • Collect polygon meshes that contains flaws and artifacts
    • Explore and design methods to deal with faulty mesh inputs
    • Summarize your findings in a thesis and presenting them to audiences

    Requirements

    • Have experience or projects using Blender and Python
    • General knowledge about machine learning and computer graphics

    Useful Link

    • Information on Master Theses
    • Thesis Template

    Details
    BT/MT Changkun Ou
    Procedure Modeling with Nodes

    Description

    Procedure 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

    • Perform a literature review regarding procedure modeling
    • Identify user performance in procedure modeling
    • design prototype that improves the performance and verify in a study
    • Summarize your findings in a thesis and presenting them to audiences

    Requirements

    • Have experience or projects using Blender/Houdini
    • General knowledge about graphics pipeline
    • Good in programming

    Useful Link

    • Information on Master Theses
    • Thesis Template

    Details
    BT/MT Changkun Ou
    Appearance-preserving Mesh Processing in Hierarchical Networks

    Description

    Geometry 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

    • Perform a literature review
    • Collect polygon meshes with ground truth UV maps
    • Designing network architectures that be able to deal with meshes and its textures
    • Explore how different local operators changes the outcomes of your designed architecture
    • Summarize your findings in a thesis and presenting them to audiences

    Requirements

    • Have experience or projects using Blender and Python
    • General knowledge about machine learning and computer graphics

    Useful Link

    • Information on Master Theses
    • Thesis Template

    Details
    BT/MT Changkun Ou
    Profiling and Optimizing CPU Path Tracer

    Description

    Path 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

    • Implement a multi-threaded CPU ray tracer
    • Profile and identify the bottleneck of your ray tracer implementation
    • Benchmark and compare the performance difference between your CPU ray tracer and an equivalent CUDA ray tracer
    • Summarize your findings in a thesis and presenting them to audiences

    Requirements

    • Have experience or projects using C++ (or Go)
    • General knowledge about computer graphics

    Useful Link

    • Information on Bachelor Theses
    • Thesis Template

    Details
    BT Changkun Ou
    Profiling and Optimizing CPU Rasterizer

    Description

    OpenGL 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

    • Implement a CPU rasterizer
    • Profile and identify the bottleneck of your rasterizer implementation
    • Benchmark and compare the performance difference between your CPU rasterizer and an equivalent OpenGL rasterizer (including immediate mode and VBO)
    • Summarize your findings in a thesis and presenting them to audiences

    Requirements

    • Good communication skills in English
    • Have experience or projects using OpenGL and C++ (or Go)
    • General knowledge about computer graphics

    Useful Link

    • Information on Bachelor Theses
    • Thesis Template

    Details
    BT/MT Changkun Ou
    On-the-fly Mesh Streaming

    Description

    Today'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

    • Design a mesh format for streaming purpose
    • Implement a mesh loader and exporter for the designed format
    • Profile and benchmark the bottleneck of the designed mesh format
    • Summarize your findings in a thesis and presenting them to audiences

    Requirements

    • Good communication skills in English
    • Have experience or projects using OpenGL and C++ (or Go)
    • General knowledge about computer graphics

    Initial Readings

    • Hoppe, Hugues. "Progressive meshes." Proceedings of the 23rd annual conference on Computer graphics and interactive techniques. 1996.
    • Isenburg, Martin, and Peter Lindstrom. "Streaming meshes." VIS 05. IEEE Visualization, 2005. IEEE, 2005.

    Useful Link

    • Information on Bachelor Theses
    • Thesis Template

    Details
    / Rivu Radiah, Ville Mäkelä
    Lasting Effects of Emotion Elicitation in VR

    Description

    Virtual 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

    • Comprehensive survey of related work
    • Design and development of a prototype
    • Evaluation of the prototype and comparison to previous work

    Requirements

    • Independent scientific work and creative problem solving
    • Interest in performing user studies and experiments
    • Interest in VR
    • Experience with C# 3D authoring tools (e.g.,Unity) is preferred


    Details
    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:

    • Development of interaction concepts for the handling of AI/generative systems in a musical context.
    • Implementation of a functional prototype that demonstrates the basic concept.
    • Conducting a study with students.

    Requirements:

    • Interest and experience in music theory.
    • Experience in programming and hardware-prototyping.
    • Ambition to delve into hardware and software.

    Suggested Reading:

    • Yamaha Artificial Intelligence (AI) Transforms a Dancer into a Pianist
    • Mateas, M. (2001). Expressive AI: A hybrid art and science practice. Leonardo, 34(2), 147-153.
    • De Mantaras, R. L., & Arcos, J. L. (2002). AI and music: From composition to expressive performance. AI magazine, 23(3), 43.
    • Francois, A. R., Chew, E., & Thurmond, D. (2007, June). Visual feedback in performer-machine interaction for musical improvisation. In Proceedings of the 7th international conference on New interfaces for musical expression (pp. 277-280). ACM.


    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:

    • Concept Development.
    • Design Experimentations.
    • Prototyping.
    • Evaluation in form of a User Study.

    Requirements:

    • Prototyping Experience.
    • Interest in Design and UX Design.

    Suggested Reading:

    • Zimmerman, John, Jodi Forlizzi, and Shelley Evenson. "Research through design as a method for interaction design research in HCI." Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 2007.
    • Auger, James. "Speculative design: crafting the speculation." Digital Creativity 24.1 (2013): 11-35.
    • Cox, Anna L., et al. "Design frictions for mindful interactions: The case for microboundaries." Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 2016.


    Details
    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:

    • (Extensive) Literature review on smartphone solutions to support focus and detachment
    • Enhancement of an existing Android launcher-based application with the findings from 1)
    • Design and execution of a lab- and/or field study to evaluate the effect of the solution developed in 2)
    • Analysis & discussion of the study results
    Requirements: Very good programming skills with Android. A successful project can result in a submission to a renowned international conference/journal.
    Details
    PT Sarah Theres Völkel
    The PhoneStudy Research App

    Description

    Developing 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 user’s smartphone behaviour to predict personality traits. For example, we track the number of users’ 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.

    Tasks

    You can choose between different tasks:
    • Configuring and working on the server, its scalability and stability, as well as the data base (MariaDB)
    • Working on the internal web based front end of the server, which depicts the current status of participants and logged data
    • Further develop the app: integrating new features and fixing current bug
    • Quality management: Developing automatic testing scripts

    Minimum requirements

    • Interested in interdisciplinary projects
    • High communication skills, especially willing to communicate interdisciplinary
    • Able to work independently
    • Previous experience with server configuration, (Android) app development, web development, data bases (depending on the chosen task)
    • High frustration tolerance

    Details
    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:

    • Perform a literature review
    • Collect and classify a sample of GitHub repositories that represent Machine Learning and traditional software development
    • Compare what parts of the underlying programming language is used more or less for either
    • Summarize your findings in a thesis and presenting them to an audience
    • (Optional) co-writing a research paper

    You need:

    • Strong communication skills in english
    • Good knowledge of data processing / extraction
    • General knowledge of formal languages, parsing, etc.

    Details

    BT = bachelor thesis - PT = project thesis - DT = diploma thesis - MT = master thesis - PWAL = practical research course

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