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DBIS

Completed Theses

  • GDPR-compliant Privacy Management in Learning Analytics


    GDPR-compliant Privacy Management in Learning Analytics
  • Component Crawler for Mixed Reality Projects


    For mixed reality applications, developers usually choose a modular development approach where the application-logic is segmented into separate components which only realize one feature. In well-designed projects, the components are reusable in different contexts within the project but also outside of it. Additionally, code from these projects can be used to find examples how to ...
  • An Immersive Data Browser for Collaborative Mixed Reality


    An Immersive Data Browser for Collaborative Mixed Reality
  • Persistent Association of Virtual Objects in Mixed Reality


    A mixed reality environment immerses users in a three-dimensional space. This allows them to organize digital content in the entire room, e.g. task cards in immersive project management. A natural way to sort related objects is by placing them close to each other. However, this kind of spatial co-location of objects is not enough to ...
  • 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 ...
  • Realisation and Evaluation of Serious Memorization Games in Higher Education


    The goal of this master thesis is to re-design and extend an existing serious games platform as microservices for a gamification framework already realized as microservice architecture.
  • 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.
  • Interactions between Virtual Agents and Smart Objects in Mixed Reality Learning Applications


    Mixed reality agents have a large potential for mixed reality learning applications, e.g. by providing a natural user interface to a chatbot or as a tutor who can demonstrate practical actions and guide the user through a complex environment. When creating such a virtual agent, one challenge concerns the scalability of interactions with the environment. ...
  • Detection of malicious social bots in online social networks using Artificial Immune Systems


    Online social networks (OSNs) have become one of the main types of online applications enabling the exchange of information between a large number of users, which, however, at the same time raises new security and privacy concerns. Unexpectedly for many users, automated accounts, known as social bots, are increasingly contributing to the information distribution process. ...
  • Integrating the Interaction Flow Modeling Language Into The Community Application Editor


    Research in the domain of model-driven Web engineering is mostly targeted at professional Web developers. But recent developments in Web engineering techniques more and more bear the potential to include also non-technical stakeholders into the conceptual modeling of Web applications. This new approach of integrating a complete community into the modeling process bears new challenges ...
  • Utilize Chat Interfaces for Social Bot Creation


    Social Bots (software robots) are computer algorithms that automatically produce content and interact with humans on social media. This thesis will utilize chat interfaces and a social bot framework to create social bots. It will also extend the framework to support various social bot types (e.g. chatbots, crawlers, transactional bots or informational bots).
  • 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.
  • Utilize Mentoring Bots in Learning Management Systems


    Social Bots (software robots) are computer algorithms that automatically produce content and interact with humans on social media. This thesis will utilize bots in learning management systems (LMSs) and aims to assist students during their course.
  • Web-based Cluster Deployment for a Large-Scale Distributed Infrastructure


    Nowadays, agile development processes use cloud container orchestration platforms for continuous integration, deployment and delivery. Technologies like Docker and Kubernetes are used here as the state-of-the-art cloud-native infrastructures the software is deployed on. However, deployment of heterogeneous service environments, developed by multiple teams with different technical proficiency levels, is not a trivial task. The thesis ...