Thesis Projects

Information about Diploma/Master thesis process

Open Theses

    Running Theses

    • Gamification of Habit Forming in Distance Education

      Recent developments show a rise in popularity of Learning Management Systems in an increasingly digital teaching enviroment. However, students can encounter difficulties with sustained motivation without extrinsic influences like communicating with peers. The application of gamification principles to the digital learning process provides motivating factors for students to aid their learning process. Participation in educational ...
    • Affective Learning Recommendation Bot

      Recommending which resource to chose next to maximise learning effect based on sentiment and intent detection
    • A Social Bot Success Model

      Social Bots (software robots) are computer algorithms that automatically produce content and interact with humans on social media. The goal of this study is to discover success factors that make the use of a (chat)bot successful.
    • A Recommender System for Decentralized Question-Based Dialog

      Learning Analytics Research has shown that learner facing dashboards support self-regulation. Learners gain a better understanding of their learning activities and plan further activities more conscious. This leads to higher motivation and achievement.
    • Supporting Distributed Analytics Workflows with Monitoring and Transaction Bots

      Supporting Distributed Analytics Workflows with Monitoring and Transaction Bots

    Completed Theses

    • Immersive 3D Presentations for Education

      Lectures convey 2D content on slides that are projected onto a wall but the understanding of 3D structures is important in anatomy courses or engineering. Moreover, the legibility varies based on the position in the lecture hall due to the angle and distance of the viewer which can influence the learning efficiency. Mixed Reality has ...
    • A Mixed Reality-Based Card Game for Formal and Informal Education

      A challenge of existing educational Mixed Reality applications concerns the difficult accessibility of technology for students. Many applications require expensive head-mounted displays or high-end smartphones which can only be tried by students at the university for a limited amount of time. However, Mixed Reality content can also be shown on a broader range of devices ...
    • Immersive Curriculum and Learning Plan Visualizations in Mixed Reality

      The creation of learning plans is a complex and important task. There are dependencies between the different topics, e.g. an advanced subject can only be understood if the underlying basic theories have been considered. Learning plans contain short-term, mid-term and long-term goals which should ideally be synchronized to each other. Additionally, learning plans bear a ...
    • A Cognitive Modeling-Based Architecture for Realistic Agents in Mixed Reality

      Courses in higher education, e.g. at universities, face a challenge regarding scalability. Ideally, every student should be able to contact a mentor to benefit from the mentor’s experience and to reach the learning goals. However, if the number of participants in a course rises, the limited resources of the institution are quickly exhausted. This leads ...
    • Privacy and Security in Mixed Reality Learning Environments by Input and User/Bot Interaction Protection

      Privacy and Security in Mixed Reality Learning Environments by Input and User/Bot Interaction Protection
    • Systematic Evaluation Procedures of Mixed Reality Learning Applications

      Mixed reality provides many opportunities for learning applications in formal and informal education. In previous projects, we created different learning applications for various use cases. The applications target technologies like the Microsoft HoloLens, HTC Vive, Oculus Quest 2 and smartphones. Initial pilot evaluations of these applications have already been conducted. However, we would like to ...
    • An Intelligent Menu Placement System for Mixed Reality Applications

      A common problem with spatial immersive applications is the placement of UI elements in the space. On the one hand, a menu needs to be accessible and on the other hand, it must not be in the way of the user when it is not needed. Moreover, the menus need to adapt to the room’s ...
    • Realitybox: A WebXR Library for Virtual Learning Environments

      Existing Virtual Learning Environments like Moodle include different multi-media modules to allow lecturers to convey the learning material in a suitable way. However, Virtual Learning Environments have not yet adapted Mixed Reality technology despite its large potential to support learning processes.
    • Reach for the Stars: Gamified Group Work in Mixed Reality

      Collaboration and group work are essential parts of learning since they encourage students to exchange ideas, to learn from each other and to support each other. The ability to work as a team increases the quality and amount of results and is therefore a highly demanded soft skill. However, students who face group work in ...
    • Collaborative Immersive Learning Analytics

      Our approach is a comprehensive and evolutionary sociotechnological learning analytics and design process leading to a flexible infrastructure where professional communities can co-create their wearable enhanced learning solution.