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.
Show only: bachelor theses, master theses, project theses, diploma theses, PWAL,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. 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, Radiah Rivu, 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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PT | Sarah Aragon Bartsch, Simon von der Au |
The AR Escape Room Project
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MT | Florian Bemmann |
Deep Activity Tracking on Android Smartphones
In this Master Thesis you will develop novel solutions to make use of unstructured UI tree data yielded form Android Smartphones. Such data could be used in future adaptive systems to learn what the user is aiming for, to make more accurate and concrete predictions. Please check the PDF announcement on my webspace: Master Thesis: Deep Activity Tracking on Android Smartphones Details |
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
You need
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
You need
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
You need
References
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BT/MT | Sarah Delgado |
Offline (Quantum) Key Distribution
Imagine Bob's office is connected via a (quantum-)encrypted connection to a server. How could Bob access this server from his home office if he does not have the necessary hardware at home? Well, he could get keys in his office and save them on his personal key-safe token. He could subsequently use the token at home and connect to the server. The topic of offline distribution of cryptographic keys is interesting for researchers and practitioners alike, even outside the QKD context. Hence, exemplary open questions include: Which use cases for offline key distribution exist? How could the key-safe token look like (design, usability and security)? Is there a possibility to detect unauthorized access to the token? Details |
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 | 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 | Luke Haliburton, Sophia Sakel |
Designing a Post Therapy Guide to Support Depressive Patients Over Time
Depression is highly prevalent in society, with approximately 280 million people experiencing the illness worldwide. Especially in recurrent cases, depression can be a serious health condition that impacts all aspects of a personâs life. More than 50% of people who have one depressive episode will have another, and the rate of recurrence increases with successive episodes. Therapists can provide effective relief and treatment for depression and other mental disorders, but there is a limit to how often a therapist can be visited. As symptoms improve, the frequency of appointments typically decreases, leading to long gaps where an individual may relapse. In this project, we aim to investigate how technology can be used to reduce recurrence by providing an avenue for patients and therapists to track their progress over time after initial therapy has concluded. In particular, we want to explore which information to communicate, how to communicate the data, and how these two factors are different for users and therapists. You will:
You need:
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MT | Linda Hirsch, |
Comparing user experiences of AR Social Media content
We want to explore user experiences of social media content turned into location-based and distributed AR. This means that you prepare an AR interface that presents social media content in different ways and aggregated forms.
Tasks:
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Suggested Reading:
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BT/MT | Sören Klingner |
User Profiling through Interaction and User Reaction
DescriptionIn this thesis project, we will investigate how an AI-system learns characteristics about the user through interaction patterns and user reactions. The final goal is a system in a specific domain, that adapts to the user based on their characteristics. Tasks
Requirements
ContactEmail: klingner ät fortiss.orgDetails |
BT/MT | Sören Klingner |
User Profiling in Virtual Reality
DescriptionHow to design virtual reality experiences and user analytic methods for user profiling in VR? In this thesis, we will investigate how virtual reality (VR) experiences can be designed to trigger user reactions, that could give us hints about specific user characteristics. Additionally we explore new methods of user profiling in VR. Tasks
Requirements
ContactEmail: klingner ät fortiss.orgDetails |
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, 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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MT | Prof. Dr. Sven Mayer |
Machine Learning Based Capacitive Sensing for Tangible Interaction
After an initial induction into existing marker technologies and conducive 3D printed objects, the goal is to design and build new a machine learning (ML) pipeline to detect conductive markers. Therefore the prototyping of physical markers is required, these will be used to record capacitive tangible footprints using the screen of a large capacitive screen as ML ground truth data. Based on that a model will be trained to distinguish and classify capacitive markers on touchscreens using a new ML classifier. You will:
You need:
References
Details |
MT | Prof. Dr. Sven Mayer |
Body- and Hand-Aware In-Environment Selection Techniques
The goal of this work is to get an overview of the vast variety of selection methods in smart environments, mixed reality, and VR. Through a literature review, the first step is to select a handful of selected methods. Therefore, in the next step, these interactions need to be implemented, to allow them to be compared in a lab study. Here, the aim is to compare these technologies with respect to measurements such as accuracy, speed, immersion, presence, and their effect on the embodiment. You will:
You need:
References
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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.
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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:
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/ | Radiah Rivu, 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?
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Requirements:
Suggested Reading:
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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 |
BT/MT | Svenja Schött |
The Influence of Physical Presence on Trust in HRI
Problem StatementHuman-Robot Interaction (HRI) is a research field that investigates robot systems used by humans. Trust i.e. what contributes to whether a user trusts a robot, is one of the major research areas in HRI. Previous research has established that a robot's physical embodiment and DOF influence HRI. However, most studies have focused on humanoid or zooid social robots. This thesis investigates the influence of physical presence on trust in an intelligent environment (smart kitchen incl. robotic arm). Tasks
References
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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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BT = bachelor thesis - PT = project thesis - DT = diploma thesis - MT = master thesis - PWAL = practical research course