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Auf dieser Webseite sind offene Bachelor-, Master- und Projektarbeitsthemen bei unseren Mitarbeiter*innen 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.
Zeige: alle, Bachelor-Arbeiten, Master-Arbeiten, Projektarbeiten, PWAL
Type | Advisor | Title |
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MT/BT/PT | Prof. Dr. Florian Alt |
Abschlussarbeiten im Bereich Human-Centered Security and Privacy
Students interested in topics related to human-centered 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 | Rifat Amin |
Dynamic UI Element Generation for Rapid Prompting
Problem StatementThis thesis aims to facilitate prompting through dynamic user interface (UI) element generation, aimed at enhancing user experience and productivity in generating diverse textual content. Traditional prompt-based creative writing tools often provide static prompts, limiting user flexibility and creativity. This thesis will addresses this limitation by dynamically generating UI elements based on actionable words identified within the prompt. These actionable words encompass parameters such as text type (e.g., story, poem), word count, language, and other relevant attributes. Leveraging natural language processing techniques, the developed system will parse the prompt to identify these actionable elements, which are then used to generate a customized UI for the user. Through this adaptive UI, users can easily modify and experiment with various aspects of the prompt, such as changing the protagonist's characteristics or altering the narrative structure, fostering creativity and exploration. We discuss the design and implementation of our system, highlighting its flexibility and ease of use. Furthermore, we evaluate the effectiveness of our approach through user studies, demonstrating its capability to empower writers in generating rich and diverse textual content. Overall, our work contributes to the advancement of interactive creative writing tools, opening up new avenues for personalized and immersive writing experiences. Tasks
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
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
Details |
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
Details |
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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MT | Sarah Delgado |
Offline QKD II - Perceived vs. "Real" Security
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. Your thesis would evolve around the evaluation of already existing consumer devices that could be used to store and transport QKD-keys (or symmetric cryptographic keys in general). 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 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 |
MT | Sarah Christin Reichmann |
Infotainment Systems for Motorbikes [Exchange Australia]
We, the Centre for Accident Research & Road Safety - Queensland (CARRS-Q) at the Queensland University of Technology (QUT) in Australia, offer you a unique position for your Master/Bachelor thesis in the areas of human-computer interaction and infotainment systems for motorbikes. Join us on the journey of shaping the digital future and break the cycle with newest innovation technology approaches. We are a dedicated research team based in Brisbane in the Sunshine State of Australia and look for creative and out of the box thinking minds to join our team onshore. We work on the most difficult challenges in the automotive industry where the only limits are our own imagination. Digitalization will be key to ensure a safe riding experience in the future. Come join our creative team to shape the future of motorbikes. All in? What awaits you? We will work with you to shape and scope your thesis project to align with any of the following activities:
What should you bring along?
Challenge accepted? Apply now! Earliest starting date: 01.05.2023 Details |
BT/MT | Steeven Villa |
Neurotechnologies to Augment Human Cognitive Skills
DescriptionNeurotechnology has been typically used in the medical domain. However, they can bring huge benefits to healthy individuals as well. In this thesis, we will use transcranial direct stimulation in a controlled environment to test inhibition control in individuals (how good is a person at stopping an instinctive action). You will conduct a series of user studies following an established protocol and analyze whether transcranial stimulation helps participant inhibition. This work moves forward the field of human-computer interaction to enhance human capabilities. You will
You need
References
Details |
PT | Henrike Weingärtner, Florian Müller |
Space-Time Threads: Creating Personal Narratives in VR(/AR)
Problem StatementThis project thesis focuses on the development of a VR artifact that enables users to navigate through different times and spaces, allowing them to reflect on other lives (or their own) through immersive storytelling experiences. The prototype emphasizes programming-heavy tasks to create a seamless transition between different temporal and spatial dimensions, investigating how changes in one aspect can influence the other.This project could theoretically be adapted as a master's thesis. You'll need
Details |
BT = bachelor thesis - PT = project thesis - MT = master thesis - PWAL = practical research course
Weitere Themen
HFF München
Wir laden dich herzlich dazu ein, Teil eines exklusiven Kooperationsprojekts zwischen der Alten Pinakothek, der HFF und der LMU zu werden. Betreut durch das CreatiF Center und den Lehrstuhl für KI der HFF, wird die Entwicklung von besonderen Formaten, Kunstwerken, Produktionen, Animationen oder Installationen angestrebt. Dabei sollen Technologien wie KI, VR/AR und VFX zum Einsatz kommen, um die internationale Sonderausstellung RACHEL RUYSCH - NATURE INTO ART erfahrbar zu machen. Bis Ende Juli wirst du in Kleingruppen (Filmemacher/Filmemacherinnen und Informatiker/Informatikerinnen) Prototypen entwickeln, die dann gegebenenfalls bis November ausgearbeitet werden. Dein Werk wird als Teil der Ausstellung in einer prestigeträchtigen Institution gezeigt und ermöglicht es, die außergewöhnliche Geschichte und die Kunst von Rachel Ruysch zum Leben zu erwecken.
KICK-OFF EVENT IN DER HFF:
29.04.2024, um 17:30 Uhr / SR 2 (Raum 2.03)
VORSTELLUNG IDEEN IN DER HFF:
29.05.2024, um 17:30 Uhr / SR 1 (Raum 2.01)
Fortiss Forschungsinstitut
Am Institut fortiss besteht seit 2017 eine Arbeitsgruppe zum Thema "Human-Centered Engineering" unter der Leitung von Prof. Hußmann.
Ansprechpartner am fortiss ist Frau Dr. Yuanting Liu.
Phonetik - Medieninformatik.
Bei Interesse für Bachelorarbeiten wenden Sie sich bitte an Christoph Draxler.
Institut für Digitales Management und Neue Medien
Themen für Studierende mit Nebenfach Medienwirtschaft. Eine Betreuung durch die BWL ist nach Absprache mit dem Prüfungsausschuss kein Problem.
Lehrstuhl für Ergonomie (TUM-LFE)
Der Lehrstuhl für Ergonomie der Technischen Universität München (TUM) (Prof. Bengler) bietet studentische Arbeiten u.a. in den Themengebieten Umgang mit zukünftigen Assistenzsystemen und hochautomatisierten Systemen, Untersuchung multimodaler Mensch-Maschine-Interaktion, Digitale Menschmodellierung.
Lehrstuhl für Architekturinformatik (TUM-LFE)
Der Lehrstuhl für Architekturinformatik der Technischen Universität München (TUM) (Prof. Petzold) bietet studentische Arbeiten in den Themengebieten: Gamification - Kooperativ in der Planung.
Ansprechpartner am Lehrstuhl Architekturinformatik ist Herr Gerhard Schubert.
Lehrstuhl für Architekturinformatik (TUM-LFE)
Der Lehrstuhl für Architekturinformatik der Technischen Universität München (TUM) (Prof. Petzold) bietet studentische Arbeiten in den Themengebieten: USP - Augmented Reality in der Kommunikation.
Ansprechpartner am Lehrstuhl Architekturinformatik ist Herr Gerhard Schubert.
Lehrstuhl für Architekturinformatik (TUM-LFE)
Der Lehrstuhl für Architekturinformatik der Technischen Universität München (TUM) (Prof. Petzold) bietet studentische Arbeiten in den Themengebieten: Visual exploration and supporting and documenting the (architectural) design process.
Ansprechpartner am Lehrstuhl Architekturinformatik ist Herr Ata Zahedi.
Lehrstuhl für Fahrzeugtechnik (FTM)
Der Lehrstuhl für Fahrzeugtechnik (FTM) der Technischen Universität München (TUM) (Prof. Lienkamp) bietet studentische Arbeiten in den Themengebieten Fahrerassistenzsysteme, Mensch-Maschine-Interaktion sowie Fahrsimulation. Als Entwicklungs- und Erprobungstool verfügt der Lehrstuhl über einen dynamischen LKW-Fahrsimulator.
Global Drive
- Gemeinschaftsprojekte des Lehrstuhls für Fahrzeugtechnik mit ausländischen Partneruniversitäten
- Auslandsaufenthalt
- Internationale und Interdisziplinäre Teamarbeit
- Anfertigen von Studienarbeiten (Semester- / Bachelor- / Masterarbeit)
- Unterstützung der Projekte durch Industrieunternehmen
- Persönliche Weiterbildung durch Soft Skills Seminare (ECTS)
Lehrstuhl für Medientechnik (LMT-TUM)
Der Lehrstuhl für Medientechnik (LMT) der Technischen Universität München (TUM) (Prof. Steinbach) bietet studentische Arbeiten u.a. in den Themengebieten Kompression und Kodierung multimedialer Information.
Lehrstuhl für Mensch-Maschine-Kommunikation (MMK-TUM)
Der Lehrstuhl für Mensch-Maschine.Kommunikation (MMK) der Technischen Universität München (TUM) (Prof. Rigoll) bietet studentische Arbeiten u.a. in den Themengebieten Mustererkennung, Psychoakustik und Signalverarbeitung.
Lancaster University
In Großbritannien kann man an unserer Partneruniversität in Lancaster Abschlussarbeiten schreiben.
Queensland University of Technology
Auch in Australien an unserer Partneruniversität der QUT in Brisbane ist es möglich seine Abschlussarbeit zu schreiben.
Irish Software Engineering Research Centre (LERO)
In Irland kann man am "Irish Software Engineering Research Centre (LERO)" Abschlussarbeiten schreiben. Bei Interesse wenden Sie sich bitte an Andreas Pleuss (ehemaliger Doktorand der LMU-Medieninformatik).
Institut fuer Maschinelles Sehen und Darstellen
Das Institut fuer Maschinelles Sehen und Darstellen hat frei verfügbare Themen für Abschlussarbeiten, insbesondere im Bereich AR/VR und Bildverarbeitung. Eine Betreuung wird geregelt in Absprache mit Prof. Butz.