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Type | Advisor | Title |
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MT/BT/PT | Prof. Dr. Florian Alt |
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. Details |
BT/MT | Francesco Chiossi |
Design of a Virtual Reality Adaptive System based on Electrodermal Activity phasic components
DescriptionElectrodermal activity (EDA) denotes the measurement of continuous changes in the electrical conductance properties of the skin in response to sweat secretion by the sweat glands. EDA is autonomously modulated by sympathetic nervous system (SNS) activity, a component of the autonomic nervous system (ANS), which is involved in the control of involuntary bodily functions as well as cognitive and emotional states. Specifically, phasic EDA activity correlated with stress, cognitive load, and attention orienting. Therefore, measuring phasic EDA responses can give us information about the user's state.In this thesis project, we want to develop an adaptive system that modifies the visual complexity of the VR environment based on changes in phasic EDA. Specifically, we want to use new signal processing methodologies termed adaptive thresholding and gaussian filtering.The research consists of three main stages: (1) validation of the psychophysiological inference underpinning the adaptive system (2) implementation of a working VR prototype, and (3) an evaluation of the adaptive environment. You will
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References
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BT/MT | Francesco Chiossi |
Physiologically adaptive MR Blending
DescriptionMixed reality (MR) systems refer to the entire broad spectrum that ranges from physical to virtual reality (VR). It includes instances that overlay virtual content on physical information, i.e., Augmented Reality (AR), and those that rely on physical content to increase the realism of virtual environments, i.e., Augmented Virtuality (AV). Such instances tend to be pre-defined for the blend of physical and virtual content. To what extent can MR systems rely on physiological inputs to infer user state and expectations and, in doing, adapt their visualization in response? Measurement sensors for eye and body motion, autonomic arousal (e.g., respiration, electrodermaland heart activity), and cortical activity (e.g., EEG, fNIRS) are widely used in psychological and neuroscience research to infer hidden user states, such as stress, overt/covert attention, working memory load, etc.However, it is unclear if such inferences can serve as useful real-time inputs in controlling the presentation parameters of MR environments.In this thesis project, we will investigate whether this blend can be adaptive to user states, which are inferred from physiological measurements derived from gaze behavior, peripheral physiology (e.g.., electrodermal activity (EDA); electrocardiography (ECG)), and cortical activity (i.e.., electroencephalography (EEG)). In other words, we will investigate the viability and usefulness of MR use scenarios that vary in their blend of virtual and physicalcontent according to user physiology. In particular, we will focus on understanding how physiological readings can passively determine the appropriate amount ofvisual information to present within an MR system. You will
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References
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BT/MT | Francesco Chiossi |
Evaluation of an Adaptive VR environment that Uses EEG Measures as Inputs to a Biocybernetic Loop
DescriptionBiocybernetic adaptation is a form of physiological computing where real-time physiological data from the brain and the body can be used as an input to adapt the user interface. In this way, from the physiological data, we can infer the userâs state and design implicit interactions in VR to change the scene to support certain goals. This thesis aims the develop and evaluate an adaptive VR environment designed to maximize users' performance by exploiting changes in real-time electroencephalography (EEG) to adjust the level of visual complexity. The research consists of three main stages: (1) validation of the input EEG measures underpinning the loop; (2) implementation of a working VR prototype; and (3) an evaluation of the adaptive environment. Specifically, we aim to demonstrate the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to adapt levels of visual complexity. You will
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References
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BT/MT | Francesco Chiossi |
Modulating distraction by adapting the perceptual load: implementation of a biocybernetic loop to support performance and prevent distraction
DescriptionResearch from cognitive science and computerized displays of simple stimuli has shown how perceptual load is a critical factor for modulating distraction. Perceptual load is the amount of information involved in processing task stimuli. According to Lavie (1995), our attentional resources are limited and mainly directed towards task-relevant goals, but we might be more prone to distractors if we have cognitive spare resources. Previous research showed that human faces have bigger distracting power than non-face objects. This project aims to assess the distracting potential distracting effect of human avatars in a social VR scenario. We aim to transfer of traditional paradigms that assess attention and distraction to immersive VR. Lastly, we adapt the target-distractor recognizability to evaluate if a physiologically-adaptive system that optimizes for perceptual load can support task performance. The research consists of three main stages: (1) validation of the psychophysiological inference underpinning the physiological loop (2) implementation of a working VR prototype, and (3) an evaluation of the adaptive environment. You will
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ReferencesDetails |
BT/MT | Francesco Chiossi |
Design of a physiological loop settled in a Social VR scenario to support task performance and user experience
DescriptionPhysiological computing is a multidisciplinary research field in HCI wherein the interaction depends on measuring and responding to the user's physiological activity in real-time (Fairclough, 2009). Physiological computing allows for implicit interaction; by monitoring the physiological signals of the user, the computer can infer, e.g., if the task demands are either too challenging or easy, and either adapt the difficulty level or when users are getting distracted from the task, the system could give them a notification. Measuring the psychological state of the user creates intriguing possibilities for Social VR scenarios as we can either adapt the number of displayed avatars, their form or even their proxemic distance. This thesis aims the develop an adaptive Social VR environment designed to support users' performance when engaged in a cognitive task using a measure of physiological state (electrodermal activity: EDA) as input for adaptation. The research consists of three main stages: (1) validation of the psychophysiological inference underpinning the physiological loop (2) implementation of a working VR prototype, and (3) an evaluation of the adaptive environment. You will
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References
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BT/MT | Francesco Chiossi, Abdallah El Ali |
Designing and Evaluating Mixed Reality Transition Visualizations
DescriptionPrior work has explored transition visualizations between VR environments, or on specific interaction techniques for transferring objects from VR <-> AR views. However, there has been less attention on what are the more effective transitions across the reality-virtuality continuum. The focus of this work would be to (a) identify suitable MR transitions (b) create a mapping to common tasks where such transitions may be applicable (e.g., keyboard typing) (c) prototype different transitions, from R-->AR-->AV--VR, and vice versa: VR-->AV-->AR--R, and empirically investigating different parameters of each (d) run a user evaluation to assess perceived UX. comfort, sickness, etc. This project extends the work in Keep it simple? Evaluation of Transitions VR, by exploring MR transitions, instead of only across different VR environments. Evaluation metrics will involve both objective and subjective measures. RQ1: What are the most effective methods for transitioning users across the reality-virtuality spectrum? RQ2: How do these transition visualizations influence user experience, user physiological state, workload, and acceptance across tasks? You will
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References
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BT/MT | Maximilian Fink |
AI-based avatars for Learning: Creating a powerful package for Unity
BeschreibungMit künstlicher Intelligenz können KI-basierte Avatare erstellt werden, die ein großes Potential für den Bildungsbereich mitbringen. Anhand einer in Unity erstellten Umgebung sollen zwei verschiedene Szenarien entwickelt werden, die mithilfe von KI-basierten Avataren Interaktionspartner oder Tutoren abbilden und beim kollaborativen Lernen unterstützen können. Die Szenarien sollen durch Speech-to-text als Eingabe, GPT Assistants von OpenAI zur Datenverarbeitung und Text-to-Speech als Ausgabe anhand eines Lip-Synced Avatars umgesetzt werden. Darüber hinaus wird ein Multiplayer erstellt, der anderen Nutzern erlaubt mit dem GPT und dem Host zu interagieren. Zielplattformen der Software sind WebGL und VR-Headsets. DescriptionArtificial intelligence can be used to create AI-based avatars that have great potential for education. Using an environment created in Unity, two scenarios are to be developed that use AI-based avatars to represent interaction partners or tutors and can support collaborative learning. The scenarios are to be implemented using speech-to-text as input, GPT assistants from OpenAI for data processing and text-to-speech as output using a lip-synced avatar. Moreover, a multiplayer is implemented that allows other players to interact with the GPT and the host. Target plattforms of the softwae are WebGL and VR headsets (OpenXR standard). You will
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References
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BT/MT | Jesse Grootjen |
Investigating the Impact of Simulated Age-Related Macular Degeneration on Eye Movements in Virtual Reality (Using Machine Learning)
DescriptionAge-related macular degeneration (AMD) is an emerging visual impairment affecting millions globally [1]. In this thesis, we want you to investigate the challenges faced by individuals with AMD, particularly focusing on the differences in eye movements during simulated AMD experiences in virtual reality (VR) compared to normal or corrected vision. Building on prior research, we continue to develop a VR simulation in Unity, allowing precise control over parameters such as occlusion, visual acuity, contrast, color shifts, dark shadows, and glaring lights. Departing from previous studies, our analysis concentrates on understanding how these parameters influence task performance. Machine learning is applied to eye tracking and head movement data to discern variations between normal or corrected vision and impaired vision due to AMD. In this thesis you aim to establish a correlation between eye movements and simulated AMD parameters. Utilising semi-constructed interviews and self-reporting, we identify when participants notice the simulated AMD, with a focus on subsequent data analysis to unveil differences in eye movements. In conclusion, visual impairments like AMD significantly impact daily tasks. One outcome could be to suggest that deviations in eye movements can be detected before users notice visual changes, offering potential as an early indicator for visual impairments. You will
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References
Details |
BT/MT | Jesse Grootjen |
Investigating the Impact of Simulated Age-Related Macular Degeneration on Eye Movements in Virtual Reality
DescriptionAge-related macular degeneration (AMD) is an emerging visual impairment affecting millions globally [1]. In this thesis, we want you to investigate the challenges faced by individuals with AMD, particularly focusing on the differences in eye movements during simulated AMD experiences in virtual reality (VR) compared to normal or corrected vision. Building on prior research, we continue to develop a VR simulation in Unity, allowing precise control over parameters such as occlusion, visual acuity, contrast, color shifts, dark shadows, and glaring lights. Departing from previous studies, our analysis concentrates on understanding how these parameters influence task performance. Using statistics we want you to investigate eye tracking and head movement data to discern variations between normal or corrected vision and impaired vision due to AMD. In this thesis you aim to establish a correlation between eye movements and simulated AMD parameters. Utilising semi-constructed interviews and self-reporting, we identify when participants notice the simulated AMD, with a focus on subsequent data analysis to unveil differences in eye movements. In conclusion, visual impairments like AMD significantly impact daily tasks. One outcome could be to suggest that deviations in eye movements can be detected before users notice visual changes, offering potential as an early indicator for visual impairments. You will
You need
References
Details |
BT/MT | Jesse Grootjen |
Examining the Effects of Simulated Glaucoma on Eye Movements in Virtual Reality (Using Machine Learning)
DescriptionGlaucoma, a prevalent visual impairment, poses challenges for millions globally [1]. In this thesis you investigate the impact of glaucoma, focusing on disparities in eye movements during simulated glaucomatous experiences in virtual reality (VR) compared to normal or corrected vision. Drawing inspiration from prior research methodologies, we want you to continue developing a VR simulation framework in Unity, offering precise control over parameters like occlusion, visual acuity, contrast, colour shifts, dark shadows, and glaring lights. Where you will continue to work on adding parameters to achieve a glaucoma simulation. Diverging from previous studies, our analysis centres on understanding how these parameters affect task performance. Machine learning is employed on eye tracking and head movement data to discern variations between normal or corrected vision and vision impaired by glaucoma. The objective is to establish a correlation between eye movements and simulated glaucoma parameters. Using semi-constructed interviews and self-reporting, we identify when participants notice the simulated glaucoma, with a focus on subsequent data analysis to reveal disparities in eye movements. In conclusion, visual impairments like glaucoma significantly impact daily tasks. One outcome could be to suggest that deviations in eye movements can be detected before users notice visual changes, offering potential as an early indicator for visual impairments. You will
You need
References
Details |
BT/MT | Jesse Grootjen |
Investigating the Impact of Simulated Age-Related Macular Degeneration on Eye Movements in Virtual Reality (Using Machine Learning)
DescriptionAge-related macular degeneration (AMD) is an emerging visual impairment affecting millions globally [1]. In this thesis, we want you to investigate the challenges faced by individuals with AMD, particularly focusing on the differences in eye movements during simulated AMD experiences in virtual reality (VR) compared to normal or corrected vision. Building on prior research, we continue to develop a VR simulation in Unity, allowing precise control over parameters such as occlusion, visual acuity, contrast, color shifts, dark shadows, and glaring lights. Departing from previous studies, our analysis concentrates on understanding how these parameters influence task performance. Machine learning is applied to eye tracking and head movement data to discern variations between normal or corrected vision and impaired vision due to AMD. In this thesis you aim to establish a correlation between eye movements and simulated AMD parameters. Utilising semi-constructed interviews and self-reporting, we identify when participants notice the simulated AMD, with a focus on subsequent data analysis to unveil differences in eye movements. In conclusion, visual impairments like AMD significantly impact daily tasks. One outcome could be to suggest that deviations in eye movements can be detected before users notice visual changes, offering potential as an early indicator for visual impairments. You will
You need
References
Details |
BT/MT | Jesse Grootjen |
Investigating the Impact of Simulated Cataracts on Eye Movements in Virtual Reality (Using Machine Learning)
DescriptionCataracts, affecting 65.2 million globally, are a major visual impairment. This thesis explores challenges faced by individuals with age-related cataracts, focusing on differences in eye movements during simulated cataracts in virtual reality (VR) compared to normal or corrected vision. Building on prior research [3, 4], we will implement a cataract simulation in Unity, controlling parameters like visual acuity, contrast, color shift, dark shadows, and glaring lights. Unlike previous studies, our analysis will explore how these parameters affect task performance. We will employ machine learning on eye tracking and head movement data to discern differences between normal or corrected and impaired vision. This work aims to establish a correlation between eye movements and cataract simulation parameters. Through semi-constructed interviews and self-reporting, we aim to identify when participants notice the simulated cataract, focusing subsequent data analysis on differences in eye movements. In conclusion, visual impairments, especially cataracts, impact everyday tasks. One outcome could be to suggest that deviations in eye movements can be detected before users notice visual changes, offering potential as an early indicator for visual impairments. You will
You need
References
Details |
BT/MT | Jesse Grootjen |
Examining the Effects of Simulated Glaucoma on Eye Movements in Virtual Reality
DescriptionGlaucoma, a prevalent visual impairment, poses challenges for millions globally [1]. In this thesis you investigate the impact of glaucoma, focusing on disparities in eye movements during simulated glaucomatous experiences in virtual reality (VR) compared to normal or corrected vision. Drawing inspiration from prior research methodologies, we want you to continue developing a VR simulation framework in Unity, offering precise control over parameters like occlusion, visual acuity, contrast, colour shifts, dark shadows, and glaring lights. Where you will continue to work on adding parameters to achieve a glaucoma simulation. Diverging from previous studies, our analysis centres on understanding how these parameters affect task performance. Using statistics on the eye tracking and head movement data to discern variations between normal or corrected vision and vision impaired by glaucoma. The objective is to establish a correlation between eye movements and simulated glaucoma parameters. Using semi-constructed interviews and self-reporting, we identify when participants notice the simulated glaucoma, with a focus on subsequent data analysis to reveal disparities in eye movements. In conclusion, visual impairments like glaucoma significantly impact daily tasks. One outcome could be to suggest that deviations in eye movements can be detected before users notice visual changes, offering potential as an early indicator for visual impairments. You will
You need
References
Details |
BT/MT | Florian Müller |
Augmented Reality on the go
With the increasing proliferation of augmented reality glasses (e.g. Hololens), we are getting closer to the vision of truly mobile interaction in a digitally augmented physical world. As a consequence, a major part of the interaction with such devices will happen on the go. This establishes a need for interaction and visualization techniques that support the user in highly mobile situations. In this thesis, we will prototype and evaluate such interaction and visualization techniques to better support users while interacting on the go.
Tasks:
Requirements:
Details |
BT/MT | Florian Müller |
How much Reality in Mixed Reality?
Mixed reality describes a continuum between physical reality and complete digitality (i.e., virtual reality). Both, reality and digitality, offer inherent advantages and disadvantages depending on the use case. For example, a higher degree of digitality causes a loss of connection to the real world and, on the other hand, a higher degree of reality decreases the immersiveness of the experience.In this thesis, we will investigate how the positive and negative factors of reality and digitality affect different usage scenarios. Furthermore, we want to investigate how users can move on this continuum, i.e., how they can control the amount of digitality and reality.
Tasks:
Requirements:
Details |
Sophia Sakel, |
iOS App Development CARWatch: An Open-Source Framework for Improving Cortisol Awakening Response Sampling
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PT/BT/MT | Julian Brüstle, Martin Postl |
3D Visualization on WatchOS
The aim of this work is to get an overview of the possibilities of developing the representation of objects in three-dimensional space for smartwatches. As part of a literature review, the first step is to determine the technical feasibility and the current state of development. In the next step, these insights can be programmed and implemented for WatchOS You will:
You need:
Details |
PT/BT/MT | Julian Brüstle, Martin Postl |
Creation and Comparison of Different Feedback Models in Sports
Due to the increasing complexity of digital workplaces, workers often face interruptions, mental overload, and a The aim of this paper is to get an overview of the different digital feedback possibilities in sports. Within the scope of a literature research, the first step is to determine the current models and the current state of research. Then, a study will be conducted to test which models are best suited as feedback. The main focus will be on the psychological aspect regarding the effect on motivation and the perception of feedback. You will:
You need:
Details |
BT/MT | Steeven Villa |
Understanding the Sense of Ownership in Joint Human-AI Co-Creation
DescriptionHuman-AI interaction understanding is evolving comparatively slower than technical AI understanding. A particularly interesting issue is the perception of ownership over the creations made with AI support. How the ammount of effort, time, and iterations over a given outcome influence the user's sense of ownership?. In this thesis you will explore these correlations and contribute to the understanding of Human-AI collaboration. You will
You need
ReferencesDetails |
BT/MT | Steeven Villa |
CGM-Augmentation: Exploring Continuous Glucose Monitoring for Augmenting Human Interoceptive Awareness
DescriptionA recent trend in human-computer interaction is augmenting human sensory capabilities, among them interoceptive awareness, or the knowledge of one's own organism. This can be helpfult from a enhanced health perspective but also for a human enhancement standpoint, given that having such information could help individuals optimize the inputs they provide to their bodies to increase physical/cognitive skills. Continuous Glucose Monitoring devices provide information about the individual's blood, which can potentially be used to track activities or reactions to food/medications/habits. In this thesis, you will explore the potential applications of this devices for enhancing human performance. Ultimately creating a wearable device that read's user physiological information via blood, and delivers feedback through haptic/auditory channels. You will
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References
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BT/MT | Steeven Villa, Florian Müller |
Enabling Temperature Sensations In VR Using Encountered-Type Haptics
DescriptionCurrent advancements in VR technology have enabled high-quality visual and auditory feedback, but achieving realistic touch sensations, specifically temperature, continues to be challenging. This thesis explores the integration of encountered-type haptics and Peltier temperature plates to enhance temperature perception in VR. Specifically, it investigates rendering varied temperatures in large-scale Virtual Reality using a single temperature-enabled end-effector. You will
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References
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BT = bachelor thesis - PT = project thesis - MT = master thesis - PWAL = practical research course
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