Bachelor & master theses in the research field of human-computer interaction

We offer thesis topics for bachelor and master level of the study programmes media informatics, computer science, software engineering, and cognitive systems.

Below you can find an uptodate list of topic suggestions. Of cource, we are open to discuss any proposals by students in our research field. The descriptions are partially only visible inside the campus net.

If you are interested, please directly get in touch with a research associate of the research group .

For further questions about howto conceptualise and write a thesis, please take a look at the FAQ section .

Overview of currently available thesis topics (bachelor level)

Overview of currently available thesis topics (master level), details about individual topics.

human computer interaction dissertation topics

Adaptive Autonomous Vehicle Driving Style

Supervisor: Annika Stampf

Level: Bachelor / Master

Description:

The aim of this thesis is to investigate how trust and acceptance is influenced if the driving style of an autonomous vehicle is adapted to the current state of a user. A prototype should be implemented in Unity and a user study should be conducted.

human computer interaction dissertation topics

Anthropomorphism in Highly Automated Vehicles

The aim of this work is to investigate what anthropomorphic features can be used in in-vehicle interfaces (such as physiological signals, e.g. heart beat or a nudge to the driver from the vehicle). These identified features should be implemented prototypically in a VR environment with Unity. Subsequently, a user study should be conducted to evaluate whether those identified features have a positive impact on passengers' trust in HAVs. 

human computer interaction dissertation topics

A small step for man... Human-Computer Interaction for Space Exploration

Supervisor: Pascal Jansen

Description: How can human-computer interfaces (e.g., via wearables, robots, AR/VR, smart vehicles, fabrication, habitats, etc.) support humans‘ physical and mental performance in space? This thesis aims to investigate the unique interplay of human-computer interaction (HCI) and space exploration. A prototype of a computer interface in space should be implemented in VR, and the defined concepts should be evaluated by conducting a user study.

human computer interaction dissertation topics

Breaking the Rebound: Exploring Strategies for Sustainable Consumption

Supervisor:   Albin Zeqiri

Level: Bachelor & Master

The efficiency paradox (also known as "rebound effect") is the concept that increases in resource efficiency can lead to higher consumption, which offsets the environmental benefits. For example, energy-efficient light bulbs may lead to decreased energy consumption per bulb, but leaving them on for longer periods could increase overall energy consumption. Without addressing the issue, sustainable transitions will remain challenging, and environmental issues will persist or even worsen. The goal of theses on this topic is to design and evaluate countermeasures to mitigate these effects. Based on Bachelor or Master level the thesis is adapted.

human computer interaction dissertation topics

Calm Technology and Digital Detox - How to nudge people towards a healthier technology usage

Supervisor:   Luca-Maxim Meinhardt

Description

The first thing we do when we get up and the last thing we do before we go to sleep is to look at our phone to check for new notifications and search for new content on social media. Unfortunately, our dependence on technology is already so deeply integrated into our habits that we do not even realize how often we use our phones. On the one hand, this addiction harms us by being less focused due to distraction via notifications. Additionally, it is said that social media contributes to our attention span getting smaller. On the other hand, technology usage is also harming our social interactions during face-to-face interactions. For example, some people focus on their phones instead of engaging in a conversation, decreasing its quality. Recent trends in wearable technology, such as smartwatches and AR glasses, might even deteriorate this behavior. Therefore, new methods and interactions must be found to nudge people towards healthier technology usage and change their habits unconsciously.

human computer interaction dissertation topics

Constant motion stimulus for peripherical vision to create Unconscious Notifications

Description The human peripherical vision provides us with information without shifting our focus from the primary task. This is particularly interesting since peripheral vision demands less cognitive load. So information that is positioned at the edge of the field of view can be received unconsciously without drawing attention. A prominent example is car driving since only a short moment of inattention might end in serious accidents. However, even daily struggles with loud and attention-drawing smartphone notifications that distract from working might be solved calmly with peripherical displays. In order to enable this concept, Augmented Reality glasses are the key since they provide us with wearable displays attached to our view. 

human computer interaction dissertation topics

Drone UI: Utilizing Drones as Mobile User Interfaces

Description: The aim of this thesis is to investigate how to utilize one or multiple drones as a user interface and exploring the design space thereof. A related work research should be conducted, and a prototype built upon existing quadcopters can be designed and implemented. Finally, the defined hypothesis may be evaluated by conducting a study.

Projektbeschreibung/Description

Exploring Integration of Personal Context into Eco-Visualizations

Environmental labels play a significant role in shaping our behavior towards the environment. Understanding the meaning of eco-visualizations can help consumers make informed and sustainable purchase decisions. However, current eco-visualizations are often complex and difficult to comprehend, leading to a lack of action and confusion among consumers. The Awareness-Behavior Gap describes this issue. Personalized eco-visualizations tailored to individual behavior patterns and lifestyles could be a solution to this problem. This project aims to develop concepts, prototypes, and solutions to integrate personalized context into eco-visualizations and evaluate their effectiveness in user studies.

human computer interaction dissertation topics

Extensive Viewing for Language Learning

Betreuer: Tobias Wagner

Beschreibung: The goal of this project is to develop a technology-enhanced learning tool that supports language learners in learning new vocabulary through watching TV shows and movies. You will evaluate the system in terms of usability and explore its effects on learners’ learning success and motivation.

human computer interaction dissertation topics

Get Up, Stand Up - Put Down Your Phone - How to turn smartphone sessions into a sporty activity.

Supervisor: Luca Meinhardt and Jana Funke

Description: Based on literature research and related work, this thesis will aim for a solution to boost our self-control in phone usage. Our goal is to help people establish healthier smartphone usage by nudging them to do sports instead of browsing the phone.

human computer interaction dissertation topics

Hello Me! – How Similarity and Mimicry of In-Vehicle Assistants Effect Trust in Highly Automated Vehicles

The aim of this work is to design and prototypically implement an in-vehicle avatar, which is able to adapt to the appearance of a passenger, for example by using DeepFake. The avatar should be further able to mimic the passenger. Subsequently, a user study should be conducted to evaluate whether similarity and mimicry have positive impacts on passengers trust in highly automated vehicles.

human computer interaction dissertation topics

Immersive VR Guardians - Improving VR Gameplay through user-centered safety system design

Betreuer: Annalisa Degenhrad

Beschreibung: Have you ever played a VR game? Whenever you reach the boundary of your real-world play area (which quickly happens in average households), a grid will appear in front of you and will probably ruin your illusion of being in that fantastic VR world. The goal of this project will be to enhance built-in guardian systems for VR. In order to achieve this, you will focus on certain aspects of such systems and conduct a structured analysis to find out how these aspects could be improved to increase user experience. Possible aspects that you may focus on are the sensory representation of collision warnings, collision prevention systems or innovative customization mechanisms to match such systems with various VR worlds. Your goal will be to optimize guardian systems in terms of presence, usability, and safety in order to provide better VR experiences.

human computer interaction dissertation topics

Implicit Interaction Concepts for Highly Automated Vehicles

The aim of this work is to design new implicit in-vehicle interaction concepts for highly automated vehicles (HAVs). These concepts should be implemented with Unity (in a driving simulator or VR environment). Subsequently, a user study should be conducted to evaluate whether those concepts have a positive influence on passengers’ trust, acceptance, and user experience in HAVs.

human computer interaction dissertation topics

Interfaces for Explainable In-Vehicle AI

Description: This thesis aims to create an interface concept for explainable in-vehicle AI in automated vehicles. Related work research should be conducted, and a virtual reality prototype should be designed and implemented. Finally, the created interface should be evaluated by conducting a study.

human computer interaction dissertation topics

Is this real? Understanding the perception of virtual worlds and how to manipulate it

Supervisor: Annalisa Degenhard

The aim of this thesis is to explore the phenomenon of presence in virtual reality. A literature analysis should be conducted. By designing a suitable virtual environment a hypothesis on the behavior of presence will be tested in a user study. The goal is to get insights into how users perceive virtual environments and to draw conclusions on how they should be designed to improve the experience of virtual reality.

human computer interaction dissertation topics

Lost in translation – Enhancing the explainability of online translators

Description Imagine the scenario that you need to translate a document in a foreign language that you are not familiar with. You will probably look for an online translator such as Google Translator or DeepL and just copy the translator’s output. But how can you trust this translation? How can you be sure that the translation is precisely what you are trying to say? Prominent examples are sayings that might have no meaning if translated word by word. But since you are not familiar with the language, you cannot verify if the online translator grasped the hidden meaning behind the saying. Current online translators lack this explainability. They provide multiple alternatives for the translated phrase, but there is no explanation about why these alternatives were shown and how well they suit the inputted text.

human computer interaction dissertation topics

Obstacle-Avoidance and Path Visualisation in Urban Air Mobility

Description This thesis aims to test different kinds of obstacle-avoidance visualization during bad weather conditions in Urban Air Mobility. Furthermore, investigations should be conducted regarding path visualizations of the own vehicle and other vehicles in order to support the passenger‘s mental model of the flying urban traffic. A prototype should be designed and implemented in VR that investigates the concepts mentioned above in a user study.

human computer interaction dissertation topics

Perceived Safety in Piloting for Urban Air Mobility

Description:   Urban Air Mobility (UAM) has started to gain increasing interest in future mobility. Unlike conventional transportation such as buses and trains, flying taxis will not be limited to predefined routes, thus avoiding transportation delays. Hence, the vision is to create a network of flying vehicles operating in metropolitan areas to connect short and medium distances.  Experts predict that the first UAM vehicles will lift passengers in the mid 2020th. In fact, the first crewed flight of the German start-up Volocopter successfully ran 2019 in Singapour. UAM will shift air mobility from the current mass transportation to a relatively private ride with 2-4 passengers, which creates new interesting aspects for HCI research since the passengers are focused.  

human computer interaction dissertation topics

Predicting User Actions in Vehicles

Description: This thesis aims to create a concept for an AI-based interaction or intention prediction  that can be applied in vehicles. A related work research should be conducted. Besides, a virtual reality prototype should be designed and implemented that investigates several of these aspects. Finally, the defined hypothesis should be evaluated by conducting a study.

human computer interaction dissertation topics

Sustainability-in-Design: Reframing the Human-Technology Relationship

Goals of theses in this area cover the development of new, interactive concepts that introduce living materials or even microorganisms into hardware and map its respective needs to various device functionalities. Based on bachelor or master level, the scope is adapted.

human computer interaction dissertation topics

Shape Changing Interfaces in Vehicles

Description: The aim of this thesis is to explore a suitable use case for shape changing interfaces in automated vehicles. A related work research should be conducted and a prototype, e.g., in virtual reality should be designed and implemented that investigates several of these aspects. Finally, the defined hypothesis should be evaluated by conducting a study.

human computer interaction dissertation topics

ShARe: Asymmetric Multi-User Augmented Reality

Description: The aim of this thesis is to evaluate the applicability of asymmetric multi-user AR and arising social dynamics . For this, a prototype based on the ShARe concept (see images) should be designed and implemented. Finally, the defined hypothesis should be evaluated by conducting a study.

human computer interaction dissertation topics

Social Interplay of Ride-Sharing Passengers

Description: The aim of this thesis is to investigate the social interplay of multiple passengers in a highly automated vehicle in a ride-sharing scenario. A related work research should be conducted, and a multiplayer virtual reality prototype should be implemented. Finally, the defined hypothesis should be evaluated by conducting a study.

human computer interaction dissertation topics

Vehicle Motion Simulation in Virtual Reality

Description: The aim of this thesis is to build a low-cost high fidelity motion simulator in virtual reality based on a motorized wheelchair . A related work research should be conducted, and interdisciplinary and information science approaches should be considered. A prototype based on existing hardware should be designed and implemented that investigates several of these aspects. Finally, the defined hypothesis should be evaluated by conducting a study.

human computer interaction dissertation topics

You Spin Me Right Round - Using a Motorized Swivel Seat in Takeovers

Supervisor:   Pascal Jansen

Description: The aim of this thesis is to investigate how to prime drivers for a takeover , to increase effectiveness, reduce driving errors, and to make the takeover as relaxing as possible. A related work research should be conducted and a prototype using the existing SwiVR-Car-Seat should be designed and implemented that investigates these aspects. Finally, the defined hypothesis should be evaluated by conducting a study.

human computer interaction dissertation topics

Driving Change: Approaches to Support Green Mobility Habits

Level: Bachelor

Goals of theses in this area cover the development of new, interactive concepts that explicitly or implicitly induce behavior change regarding mobility choices. Theses include reviewing relevant literature, implementing, and evaluating the developed concepts. Based on bachelor/master level the scope is adapted.

human computer interaction dissertation topics

Seeing through the Haze: Preventing Perceptual Manipulations in Mixed Realit

The aim of this thesis is to develop strategies that mitigate the effect of dark patterns in MR. This includes reviewing/categorizing relevant literature, implementing, and evaluating the developed concepts. Based on bachelor/master level the scope is adapted

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Funding Partners Publications Awards

Projects Topics for bachelor and master theses

German Pre-CHI Event 2022

spring 2013

Cs376: research topics in human-computer interaction.

Monday & Wednesday, 1:15PM – 3:05PM , Littlefield 107

[email protected]

Michael Bernstein , Gates 308, Office Hours: Friday 3:50pm-5pm

ta :  Joy Kim , office hours Wednesdays 10:30-11:30, Gates 3B Atrium

ta :  Diana MacLean , office hours Mondays 12:00pm-1:00pm, Gates 372

Final Presentations

Date: Friday June 3rd, 12:15PM – 3:15PM

Jurors: Terry Winograd and Stu Card

Location: Wallenberg 124

Visitor Parking: near Cantor Art Center ( map ), and look for yellow and black 'P's on the map.

Come see final project presentations on Fri Jun 8 ! Free and open to the public!

This is a 4-unit course, open to all graduate students. For undergraduates, earning an A- or better in cs147 is a prerequisite. (Graduate students with a unit cap may enroll for 3 units; the workload is the same.) Students registered for the class will receive a letter grade—the "credit/no credit" option is not available.

Students in this course are encouraged to attend CS547, the HCI seminar ; Fridays 12:50 - 2:05pm.

Course Structure

The course comprises two pieces: reading and discussing research papers , and a quarter-long research project .

For each class period, students will submit short commentaries on the assigned readings ( submitted online in this format by 7am on the day of class). After 7am on the day of class, all commentaries will be made available for other students to read (again, through the online submission system ). The discussion leader and course staff will all read these before class to prepare for discussion. Students are expected to do all of the readings; commentaries are only required for those marked on the syllabus .

Students will lead one class discussion each. For details on how to structure a discussion, go here. The discussant(s) should meet with the course staff at the end of the previous class - come to this meeting with a plan for your discussion. On discussion day, students submit their materials instead of their commentary using the online submission system . The discussant should read all student commentaries before class and integrate them into the discussion. Finally, the discussant is responsible for grading the student commentaries.

Note: Stanford students can use the Stanford Library proxy for off-campus access to the readings posted on ACM Portal.

Submit Commentary?

Research Group Partner Choices due at end of class

Project Abstract Draft Due at 7:00am - Submit Online

Project Abstract Final Due at 7:00am - Submit Online

Please sign up for Project Progress Meetings .

Pilot Study Exercise at end of class on May 15th

Project Papers Due at at 7:00am - Submit Online

Project Presentations · 8:30am – 11:30am, Wallenberg 124 Guest Jurors: Terry Winograd and Stu Card -->

Research Topic: Human-Computer Interaction

The robot rights and responsibilities scale: development and validation of a….

The discussion and debates surrounding the robot rights topic demonstrate vast differences in the possible philosophical, ethical, and legal approaches…

Excitation Transfer Across Displays of Different Immersive Quality

Full Title: Excitation Transfer Across Displays of Different Immersive Quality: Investigating the Temporal Dynamics of Intra-Stimulus Arousal Escalation and Decay.…

Technology, Privacy, and Sexting: Mediated Sex

Technology, Privacy, and Sexting: Mediated Sex takes a scientific approach to sexting, using both quantitative and qualitative methods to investigate why…

The Power of Personal Ontologies: Individual Traits Prevail Over Robot Traits…

This study examines facets of robot humanization, defined as how people think of robots as social and human-like entities through…

Channel Affordances for Sexting: Social Presence Relates to Improved Self-Esteem, Sexual…

Sexting involves the sharing of sexually explicit material, including photos and text-based messages, with another person via smartphones and computers.…

Effects of Congruity on the State of User Presence in Virtual…

The present study investigates how the user state of presence is affected by contingencies in the design of virtual environments.…

Capturing Social Presence: Concept Explication Through an Empirical Analysis of Social…

Initially the province of telecommunication and early computer-mediated communication (CMC) literature, multiple systematic reviews suggest “social presence” is now used…

Screenertia: Understanding “Stickiness” of Media Through Temporal Changes in Screen Use

Descriptions of moment-by-moment changes in attention contribute critical elements to theory and practice about how people process media. We introduce…

Human-Computer Interaction (HCI)

The Human-Computer Interaction Group in EECS studies interaction in current and future computing environments, spanning workplaces, homes, public spaces, and beyond. The HCI group engages in collaborations with scholars and designers across campus, driving research presented at venues such as CHI, UIST, DIS, VIS, and CSCW, and creates novel artifacts that lead to real-world impact, benefiting end users beyond the academic community. Our research takes place in several spaces on campus. In addition to core EECS facilities, we work in the Berkeley Institute of Design (BID), a 4000-sq ft research lab designed to foster interdisciplinary collaboration. Researchers have access to the Jacobs Institute for Design Innovation which provides extensive prototyping and fabrication resources. Many of our faculty also have close ties to the School of Information which offers masters and PhD programs focused on HCI.

Context-aware computing:

Activity analysis, Embodied and Wearable Computing, Smart Spaces, Location-aware systems, Privacy technologies, Affective Computing.

Perceptual Interfaces:

Virtual reality (VR) and Augmented reality (AR), Vision-based interfaces, Conversational interfaces

Collaboration and Learning:

Tutorial and instruction systems, Crowdsourcing, Pattern-based authoring tools, Learning at scale, Remote group collaboration technologies, Citizen science

Digital Design and Fabrication:

Prototyping tools, DIY and Maker Culture, Computational Design, Creativity-support tools, Sensing technologies

Human-Centered Artificial Intelligence:

Human-robot interaction, Explainable AI, Interactive Machine Learning, Responsible AI, Multimedia retrieval and understanding, Recommender Systems

Interactive Data Exploration and Presentation:

Visualization and visual analytics, Sketch-based and direct manipulation interfaces, Computational notebooks

Optometry and Human Vision Simulation:

Computer aided cornea modeling and visualization, Medical imaging, Virtual environments for surgical simulation, Vision realistic rendering

Usable Programming:

Usable programming languages, Programming environments, Program synthesizers, Programming by demonstration, Tools for non-programmers, novices and end-user programmers

Research Centers

  • Algorithms and Computing for Education
  • Berkeley Artificial Intelligence Research Lab
  • Berkeley Equity and Access in Algorithms, Mechanisms, and Optimization
  • Berkeley Institute of Design
  • Berkeley Laboratory for Automation Science and Engineering
  • Center for Augmented Cognition
  • Center for Information Technology Research in the Interest of Society - The Banatao Institute
  • CITRIS Connected Communities
  • CITRIS Health
  • CITRIS People and Robots
  • EPIC Data lab
  • FHL Vive Center for Enhanced Reality
  • Human-Assistive Robotic Technologies Lab
  • Jacobs Institute for Design Innovation
  • Tele-Immersion
  • Verified Human Interfaces, Control, and Learning for Semi-Autonomous Systems
  • Visual Computing Lab
  • Anca Dragan
  • Björn Hartmann
  • Marti Hearst
  • Aditya Parameswaran
  • Eric Paulos
  • Niloufar Salehi
  • Gopala Krishna Anumanchipalli
  • Ruzena Bajcsy
  • Michael Ball
  • Brian A. Barsky
  • John F. Canny (coordinator)
  • Sarah Chasins
  • Armando Fox
  • Ken Goldberg
  • Susan L. Graham
  • Preeya Khanna
  • Michael Lustig
  • James O'Brien
  • Carlo H. Séquin

Faculty Awards

  • National Academy of Engineering (NAE) Member: Ruzena Bajcsy, 1997. Susan L. Graham, 1993.
  • American Academy of Arts and Sciences Member: Ruzena Bajcsy, 2007. Susan L. Graham, 1995.
  • Berkeley Citation: Ruzena Bajcsy, 2023. Carlo H. Séquin, 2016. Susan L. Graham, 2009.
  • Sloan Research Fellow: Preeya Khanna, 2024. Aditya Parameswaran, 2020. Anca Dragan, 2018. Björn Hartmann, 2013. Michael Lustig, 2013. James O'Brien, 2003.

Related Courses

  • CS 160. User Interface Design and Development
  • CS 260A. User Interface Design and Development
  • CS 260B. Human-Computer Interaction Research
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Research   /   Research Areas Human-Computer Interaction

Human-Computer Interaction (HCI) is a rapidly expanding area of research and development that has transformed the way we use computers in the last thirty years. Research topics and areas include augmented-reality, collective action, computer-mediated communication, computer-supported collaborative work, crowdsourcing and social computing, cyberlearning and future learning technologies, inclusive technologies and accessibility, interactive audio, mixed-initiative systems, mobile interaction design, multi-touch interaction, social media, social networks, tangible user interfaces, ubiquitous computing, and user-centered design.

Northwestern hosts a vibrant HCI community across schools, with faculty and students involved in a wide range of projects. Students in HCI are enrolled in programs in Computer Science, Communication, Learning Sciences, and Technology & Social Behavior. Students also take courses and attend seminars through the Segal Design Institute.

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Nabil Alshurafa

Associate Professor of Preventive Medicine and (by courtesy) Computer Science and Electrical and Computer Engineering

Email Nabil Alshurafa

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Sruti Bhagavatula

Assistant Professor of Instruction

Email Sruti Bhagavatula

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Larry Birnbaum

Professor of Computer Science

Email Larry Birnbaum

Jeremy Birnholtz

Associate Professor, Communication Studies

Associate Professor, Department of Computer Science

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Nick Diakopoulos

Assistant Professor, Northwestern School of Communications

Email Nick Diakopoulos

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Elizabeth Gerber

Professor of Mechanical Engineering and (by courtesy) Computer Science

Professor of Communication Studies

Co-Director, Center for Human Computer Interaction + Design

Email Elizabeth Gerber

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Darren Gergle

Professor, Communication Studies and (by courtesy) Computer Science

Email Darren Gergle

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Kristian Hammond

Bill and Cathy Osborn Professor of Computer Science

Director, Master of Science in Artificial Intelligence Program

Director, Center for Advancing Safety of Machine Intelligence (CASMI)

Email Kristian Hammond

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Michael Horn

Professor of Education and Social Policy

Email Michael Horn

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Ian Horswill

Associate Professor of Computer Science

Email Ian Horswill

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Jessica Hullman

Ginni Rometty Professor

Email Jessica Hullman

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Matthew Kay

Associate Professor of Communication Studies

Email Matthew Kay

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Eleanor O'Rourke

Assistant Professor of Computer Science

Assistant Professor of Education and Social Policy

Email Eleanor O'Rourke

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Bryan Pardo

Email Bryan Pardo

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Sarah Van Wart

Adjunct Assistant Professor

Email Sarah Van Wart

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Uri Wilensky

Lorraine Morton Professor

Email Uri Wilensky

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Marcelo Worsley

Karr Family Associate Professor of Computer Science

Associate Professor of Learning Sciences, School of Education and Social Policy

Email Marcelo Worsley

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Haoqi Zhang

Email Haoqi Zhang

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Human-Computer Interaction (HCI)

What is human-computer interaction (hci).

Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design.

  • Transcript loading…

Here, Professor Alan Dix explains the roots of HCI and which areas are particularly important to it.

The Meteoric Rise of HCI

HCI surfaced in the 1980s with the advent of personal computing, just as machines such as the Apple Macintosh, IBM PC 5150 and Commodore 64 started turning up in homes and offices in society-changing numbers. For the first time, sophisticated electronic systems were available to general consumers for uses such as word processors, games units and accounting aids. Consequently, as computers were no longer room-sized, expensive tools exclusively built for experts in specialized environments, the need to create human-computer interaction that was also easy and efficient for less experienced users became increasingly vital. From its origins, HCI would expand to incorporate multiple disciplines, such as computer science, cognitive science and human-factors engineering.

human computer interaction dissertation topics

HCI soon became the subject of intense academic investigation. Those who studied and worked in HCI saw it as a crucial instrument to popularize the idea that the interaction between a computer and the user should resemble a human-to-human, open-ended dialogue. Initially, HCI researchers focused on improving the usability of desktop computers (i.e., practitioners concentrated on how easy computers are to learn and use). However, with the rise of technologies such as the Internet and the smartphone, computer use would increasingly move away from the desktop to embrace the mobile world. Also, HCI has steadily encompassed more fields:

“…it no longer makes sense to regard HCI as a specialty of computer science; HCI has grown to be broader, larger and much more diverse than computer science itself. HCI expanded from its initial focus on individual and generic user behavior to include social and organizational computing, accessibility for the elderly, the cognitively and physically impaired, and for all people, and for the widest possible spectrum of human experiences and activities. It expanded from desktop office applications to include games, learning and education, commerce, health and medical applications, emergency planning and response, and systems to support collaboration and community. It expanded from early graphical user interfaces to include myriad interaction techniques and devices, multi-modal interactions, tool support for model-based user interface specification, and a host of emerging ubiquitous, handheld and context-aware interactions.” — John M. Carroll, author and a founder of the field of human-computer interaction.

The UX Value of HCI and Its Related Realms

HCI is a broad field which overlaps with areas such as user-centered design (UCD) , user interface (UI) design and user experience (UX) design . In many ways, HCI was the forerunner to UX design.

human computer interaction dissertation topics

Despite that, some differences remain between HCI and UX design. Practitioners of HCI tend to be more academically focused. They're involved in scientific research and developing empirical understandings of users. Conversely, UX designers are almost invariably industry-focused and involved in building products or services—e.g., smartphone apps and websites. Regardless of this divide, the practical considerations for products that we as UX professionals concern ourselves with have direct links to the findings of HCI specialists about users’ mindsets. With the broader span of topics that HCI covers, UX designers have a wealth of resources to draw from, although much research remains suited to academic audiences. Those of us who are designers also lack the luxury of time which HCI specialists typically enjoy. So, we must stretch beyond our industry-dictated constraints to access these more academic findings. When you do that well, you can leverage key insights into achieving the best designs for your users. By “collaborating” in this way with the HCI world, designers can drive impactful changes in the market and society.

Learn More about Human-Computer Interaction

The Interaction Design Foundation’s encyclopedia chapter on Human-Computer Interaction , by John M. Carroll, a founder of HCI, is an ideal source for gaining a solid understanding of HCI as a field of study.

Keep up to date with the latest developments in HCI at the international society for HCI, SIGCHI .

Learn the tools of HCI with our courses on HCI, taught by Professor Alan Dix, author of one of the most well-known textbooks on HCI:

Human-Computer Interaction: The Foundations of UX Design

Perception and Memory in HCI and UX

Design for Thought and Emotion

Questions related to Human-Computer Interaction (HCI)

Cognition in human-computer interaction includes the mental processes occurring between humans and computers. This encompasses perceiving inputs from the computer, processing them in the brain, and producing outputs like physical actions, speech, and facial expressions. 

The video above looks at cognition as a continuous input-output loop that goes from action, through to perception (input through our senses), to cognition (mental processing), back to action (the output). Although one might perceive this process as starting with perception, it is vital to remember that perceptions often trigger actions, but at their core, humans and animals focus on performing activities in the world. This understanding is crucial for the design of effective digital interactions.

Design in human-computer interaction, as discussed in the video, is about achieving goals within constraints. It involves understanding the purpose or goal, like enjoyment or work efficiency, and navigating the constraints, such as medium, platform, time, and money, to achieve that purpose. 

It is essential to understand the materials, both digital and human, and to make trade-offs between different goals and constraints. Ultimately, the central message is that the user is at the heart of what you do as a designer. Understanding the users and the technology you work with is crucial for successful design.

Ergonomics in Human-Computer Interaction (HCI) refers to the design and implementation of interfaces that ensure user comfort, efficiency, and effectiveness. In this video, HCI expert Prof Alan Dix discusses touch and haptics in user interfaces, highlighting the importance of ergonomics in device design.

Copyright holder: On Demand News-April Brown _ Appearance time: 04:42 - 04:57 _ Link: https://www.youtube.com/watch?v=LGXMTwcEqA4

Copyright holder: Ultraleap _ Appearance time: 05:08 - 05:15 _ Link: https://www.youtube.com/watch?v=GDra4IJmJN0&ab_channel=Ultraleap

For example, mobile phones and cars use haptic feedback to provide users with intuitive and engaging experiences. However, poorly implemented haptic feedback can confuse users. This underscores the importance of ergonomics in HCI to ensure that interfaces are user-friendly, intuitive, and do not cause strain or discomfort, ultimately enhancing the user's overall experience with a device or application.

Human-Computer Interaction (HCI) is crucial due to its direct impact on the user experience. 

As highlighted in the video, the shift towards service orientation, prompted by the internet and digital goods, has made usability and user experience increasingly important. Users now have multiple choice points and can easily swap services if they are not satisfied, which underscores the criticality of user experience. Prof Alan Dix uses the analogy of Maslow’s hierarchy of needs in the context of user interfaces, stating that once the basic needs of functionality and usability are addressed, user experience becomes the key differentiator. 

User experience is the factor that will make someone choose your product over another. Therefore, optimizing the HCI is paramount to ensure the success and competitiveness of a product or service.

HCI does not require any knowledge of coding. While coding can be a part of the design process and implementation, it is not necessary for understanding and applying the principles of human-computer interaction.

The first computer, as we know it today, was invented in the 1950s. At that time, computers were room-sized and cost millions of dollars or pounds or euros in current terms. Thomas Watson of IBM famously mispredicted that five computers would be enough forever, reflecting the sentiment of the time. Over the decades, the cost and size of computers have drastically reduced, making them accessible to the general public. By the mid-70s, the first personal computers were coming through, and today, the total number of computers and smartphones exceeds the number of people in the world. 

For a detailed evolution of computer technology, watch the video below:

Copyright holder: Tim Colegrove _ Appearance time: 3:02 - 3:09 Copyright license and terms: CC BY-SA 4.0, via Wikimedia Commons _ Link: https://commons.wikimedia.org/wiki/File:Trinity77.jpg

Copyright holder: Mk Illuminations _ Appearance time: 6:30 - 6:40 _ Link: https://www.youtube.com/watch?v=4DD5qLvHANs

If you are looking to study Human-Computer Interaction (HCI), the Interaction Design Foundation (IxDF) is the most authoritative online learning platform. IxDF offers three comprehensive online HCI courses:

HCI: Foundations of UX Design : This course provides a solid foundation in HCI principles and how they apply to UX design.

HCI: Design for Thought and Emotion : Unlock the secrets of the human mind and learn how to apply these insights to your work.

HCI: Perception and Memory : Learn about the role of perception and memory in HCI and how to design interfaces that align with human cognitive capabilities.

Enroll in these courses to enhance your HCI knowledge and skills from the comfort of your home.

Answer a Short Quiz to Earn a Gift

Which of the following professionals is NOT typically involved in the field of Human-Computer Interaction?

  • Marketing Manager
  • Usability Engineer
  • User Experience Designer

What significant shift has HCI made since its inception in terms of design focus?

  • From desktop interfaces to everyday computing
  • From mobile interfaces to virtual reality
  • From physical interfaces to solely gesture-based controls

Which element is important in the design of human-computer interactions to ensure intuitive use?

  • Complex animations
  • High graphical resolution
  • User psychology

In the context of HCI, what is a common method used to understand user needs and behaviors?

  • Algorithmic prediction
  • Cultural probes
  • Demographics

What role does HCI play in the development of new technologies?

  • It brings together user needs with technological advances.
  • It focuses solely on aesthetic enhancements.
  • It limits the scope of device functionality.

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Literature on Human-Computer Interaction (HCI)

Here’s the entire UX literature on Human-Computer Interaction (HCI) by the Interaction Design Foundation, collated in one place:

Learn more about Human-Computer Interaction (HCI)

Take a deep dive into Human-Computer Interaction (HCI) with our course Human-Computer Interaction: The Foundations of UX Design .

Interactions between products/designs/services on one side and humans on the other should be as intuitive as conversations between two humans—and yet many products and services fail to achieve this. So, what do you need to know so as to create an intuitive user experience ? Human psychology? Human-centered design? Specialized design processes? The answer is, of course,  all  of the above, and this course will cover them all.

Human-Computer Interaction (HCI) will give you the skills to properly understand, and design, the relationship between the “humans”, on one side, and the “computers” (websites, apps, products, services, etc.), on the other side. With these skills, you will be able to build products that work more efficiently and therefore sell better. In fact, the Bureau of Labor Statistics predicts the IT and Design-related occupations will grow by 12% from 2014–2024, faster than the average for all occupations. This goes to show the immense demand in the market for professionals equipped with the right design skills .

Whether you are a newcomer to the subject of HCI or a professional, by the end of the course you will have learned how to implement user-centered design for the best possible results .

In the “ Build Your Portfolio: Interaction Design Project ”, you’ll find a series of practical exercises that will give you first-hand experience of the methods we’ll cover. If you want to complete these optional exercises, you’ll create a series of case studies for your portfolio which you can show your future employer or freelance customers.

This in-depth, video-based course is created with the amazing Alan Dix , the co-author of the internationally best-selling textbook  Human-Computer Interaction and a superstar in the field of Human-Computer Interaction . Alan is currently professor and Director of the Computational Foundry at Swansea University.    

All open-source articles on Human-Computer Interaction (HCI)

Human computer interaction - brief intro.

human computer interaction dissertation topics

Interaction Design - brief intro

Data visualization for human perception, design iteration brings powerful results. so, do it again designer.

human computer interaction dissertation topics

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Usability Evaluation

Affordances, visual representation, disruptive innovation, contextual design, how to use mental models in ux design.

human computer interaction dissertation topics

Visual Aesthetics

Activity theory, wearable computing, card sorting, 3d user interfaces, end-user development, context-aware computing, social computing, human-robot interaction, open access—link to us.

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Project-based learning in human–computer interaction: a service‐dominant logic approach

Purpose This study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human–computer interaction (HCI) education involving large industrial projects. Design/methodology/approach This study combines S-DL from the field of marketing with experiential and constructivist learning to enable value co-creation as the primary method of connecting diverse actors within the service ecology. The approach aligns with the current conceptualization of central university activities as a triad of research, education and innovation. Findings The teaching framework based on the S-DL enabled ongoing improvements to the course (a project-based, bachelor’s-level HCI course in the computer science department), easier management of stakeholders and learning experiences through students’ participation in real-life projects. The framework also helped to provide an understanding of how value co-creation works and brought a new dimension to HCI education. Practical implications The proposed framework and the authors’ experience described herein, along with examples of projects, can be helpful to educators designing and improving project-based HCI courses. It can also be useful for partner companies and organizations to realize the potential benefits of collaboration with universities. Decision-makers in industry and academia can benefit from these findings when discussing approaches to addressing sustainability issues. Originality/value While HCI has successfully contributed to innovation, HCI education has made only moderate efforts to include innovation as part of the curriculum. The proposed framework considers multiple service ecosystem actors and covers a broader set of co-created values for the involved partners and society than just learning benefits.

Recommender Systems: Past, Present, Future

The origins of modern recommender systems date back to the early 1990s when they were mainly applied experimentally to personal email and information filtering. Today, 30 years later, personalized recommendations are ubiquitous and research in this highly successful application area of AI is flourishing more than ever. Much of the research in the last decades was fueled by advances in machine learning technology. However, building a successful recommender sys-tem requires more than a clever general-purpose algorithm. It requires an in-depth understanding of the specifics of the application environment and the expected effects of the system on its users. Ultimately, making recommendations is a human-computer interaction problem, where a computerized system supports users in information search or decision-making contexts. This special issue contains a selection of papers reflecting this multi-faceted nature of the problem and puts open research challenges in recommender systems to the fore-front. It features articles on the latest learning technology, reflects on the human-computer interaction aspects, reports on the use of recommender systems in practice, and it finally critically discusses our research methodology.

Research on the Construction of Human-Computer Interaction System Based on a Machine Learning Algorithm

In this paper, we use machine learning algorithms to conduct in-depth research and analysis on the construction of human-computer interaction systems and propose a simple and effective method for extracting salient features based on contextual information. The method can retain the dynamic and static information of gestures intact, which results in a richer and more robust feature representation. Secondly, this paper proposes a dynamic planning algorithm based on feature matching, which uses the consistency and accuracy of feature matching to measure the similarity of two frames and then uses a dynamic planning algorithm to find the optimal matching distance between two gesture sequences. The algorithm ensures the continuity and accuracy of the gesture description and makes full use of the spatiotemporal location information of the features. The features and limitations of common motion target detection methods in motion gesture detection and common machine learning tracking methods in gesture tracking are first analyzed, and then, the kernel correlation filter method is improved by designing a confidence model and introducing a scale filter, and finally, comparison experiments are conducted on a self-built gesture dataset to verify the effectiveness of the improved method. During the training and validation of the model by the corpus, the complementary feature extraction methods are ablated and learned, and the corresponding results obtained are compared with the three baseline methods. But due to this feature, GMMs are not suitable when users want to model the time structure. It has been widely used in classification tasks. By using the kernel function, the support vector machine can transform the original input set into a high-dimensional feature space. After experiments, the speech emotion recognition method proposed in this paper outperforms the baseline methods, proving the effectiveness of complementary feature extraction and the superiority of the deep learning model. The speech is used as the input of the system, and the emotion recognition is performed on the input speech, and the corresponding emotion obtained is successfully applied to the human-computer dialogue system in combination with the online speech recognition method, which proves that the speech emotion recognition applied to the human-computer dialogue system has application research value.

Human–Computer Interaction-Oriented African Literature and African Philosophy Appreciation

African literature has played a major role in changing and shaping perceptions about African people and their way of life for the longest time. Unlike western cultures that are associated with advanced forms of writing, African literature is oral in nature, meaning it has to be recited and even performed. Although Africa has an old tribal culture, African philosophy is a new and strange idea among us. Although the problem of “universality” of African philosophy actually refers to the question of whether Africa has heckling of philosophy in the Western sense, obviously, the philosophy bred by Africa’s native culture must be acknowledged. Therefore, the human–computer interaction-oriented (HCI-oriented) method is proposed to appreciate African literature and African philosophy. To begin with, a physical object of tablet-aid is designed, and a depth camera is used to track the user’s hand and tablet-aid and then map them to the virtual scene, respectively. Then, a tactile redirection method is proposed to meet the user’s requirement of tactile consistency in head-mounted display virtual reality environment. Finally, electroencephalogram (EEG) emotion recognition, based on multiscale convolution kernel convolutional neural networks, is proposed to appreciate the reflection of African philosophy in African literature. The experimental results show that the proposed method has a strong immersion and a good interactive experience in navigation, selection, and manipulation. The proposed HCI method is not only easy to use, but also improves the interaction efficiency and accuracy during appreciation. In addition, the simulation of EEG emotion recognition reveals that the accuracy of emotion classification in 33-channel is 90.63%, almost close to the accuracy of the whole channel, and the proposed algorithm outperforms three baselines with respect to classification accuracy.

Wearable devices in diving: A systematic review (Preprint)

BACKGROUND Wearable devices have grown enormously in importance in recent years. While wearables have generally been well studied, they have not yet been discussed in the underwater environment. OBJECTIVE The reason for this systematic review was to systematically search for the wearables for underwater operation used in the scientific literature, to make a comprehensive map of their capabilities and features, and to discuss the general direction of development. METHODS In September 2021, we conducted an extensively search of existing literature in the largest databases using keywords. For this purpose, only articles were used that contained a wearable or device that can be used in diving. Only articles in English were considered, as well as peer-reviewed articles. RESULTS In the 36 relevant studies that were found, four device categories could be identified: safety devices, underwater communication devices, head-up displays and underwater human-computer interaction devices. CONCLUSIONS The possibilities and challenges of the respective technologies were considered and evaluated separately. Underwater communication has the most significant influence on future developments. Another topic that has not received enough attention is human-computer interaction.

Analyzing the mental states of the sports student based on augmentative communication with human–computer interaction

Recognition of facial expressions and its application to human computer interaction, physical education system and training framework based on human–computer interaction for augmentative and alternative communication, enhancing the human-computer interaction through the application of artificial intelligence, machine learning, and data mining, applications of human-computer interaction for improving erp usability in education systems, export citation format, share document.

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human computer interaction dissertation topics

Human Computer Interaction

Thesis project and colloquium.

This is the starting point for any HCI student about to begin the graduation project. For questions that are not covered here, e-mail the  graduation coordinator .

Before starting the thesis project students are strongly advised to first attend the thesis information session meeting, which is offered at the start of each teaching period.  See course INFOMTIMHC for more info .

General description

The HCI Graduation Project is split into a 15EC project proposal phase and a 25EC thesis phase. The thesis project takes about 8 months: 40EC are gained through the the two phases. The set up phase that is necessary to arrange your project is excluded from the EC count. 

The thesis project consists of a project idea, a graduation supervisor, and a graduation project facilitator. The project facilitator can either be a company or the university. Original ideas from the students are welcome, as long as they are aligned with the research interests and/or proposed projects by the supervisors: see the KonJoin system for supervisors and projects . Companies can propose ideas by contacting the graduation coordinator .

When can a thesis be started?  

The prerequisites for starting with the thesis project are:

  • you must have obtained at least 67.5 EC.
  • you must have successfully completed the four mandatory courses.
  • the contents of the project should be related to an HCI topic.

An exception can be given by the HCI programme coordinator ( [email protected] ). for students with one pending course.

Timing.  Take into account that your supervisors will need sufficient time to review the different chapters of your thesis. It is wise to deliver individual chapters as they are ready. 

This preliminary step is executed before the official start of Phase 1. The duration largely depends on how quickly a supervisor is found and a topic is agreed upon. It is recommended to start preparing for your graduation project about ½ year before your planned start of the First Phase. This part is excluded from the duration of the thesis project.

  • Define a topic: the topic has to be agreed with the department member who will act as a first supervisor. This is any member of the Department of Information and Computing Sciences. Arrange meetings with staff members to discuss possible options, based on their research interests (look at their webpages, their google scholar profile, the KonJoin system, or ask the graduation coordinator). If unsure about possible topics, please arrange a meeting with the graduation coordinator. Students can also try to arrange a project that fits within an internship with a company. Any project, however, requires a first supervisor from the department who guarantees the scientific quality of the thesis project.
  • HCI Colloquium enrollment: enroll in the HCI Colloquium [INFOMCHCI]. Regular and active participation in the colloquium is a compulsory part of the HCI thesis project; exceptions can be made for students conducting their thesis project outside the Netherlands. 
  • Write and sign the research application form: together with the first supervisor, describe your project's aims and research goals using the "research application form", which formalizes the topic of the thesis project. You and your first supervisor both have to sign this form. For more information about the research and application form look at the procedures and forms for research project and internship.
  • Work placement agreement: If you conduct a project outside UU, a "work placement agreement" should be filled in, and signed by the student, company supervisor, and the Science Research Project Coordinator ( [email protected] ). Deviations to the standard contract shall be discussed with the Science Research Project Coordinator. 
  • It is compulsory for all students starting their thesis projects after September 1, 2022, to complete the Ethics and Privacy Quick Scan before the Part 1 submission into Osiris. More information on the Quick Scan (in Word and Qualtrics) and sample Information sheets and consent forms can be found  here . The moderator email address for the Quick Scan is [email protected] . You should complete Quick Scan together with your first supervisor and the completed form must be added to your thesis report in the appendices.

First phase (15 EC)

The student defines the research method for the thesis, and conducts a scientific survey of the literature in the field of study. The intended learning outcomes are that the student should:

  • Be able of designing and developing a research plan, and;
  • demonstrate a thorough understanding of the relevant literature.

You will officially start the First Phase by starting a new case in Osiris; My Cases’ > ‘Start Case’ > ‘Research Project GSNS’. Please consult with your first supervisor before starting this process.

The proposal contains at least the following elements:

  • Problem statement: gap in the literature and/or practice
  • Completed literature research for the project
  • Research question and subquestions
  • Description and justification of the research methodology
  • Plan for the evaluation of the results/outcome
  • Skeleton of the thesis
  • Time plan for the second part of the thesis
  • Completed Quick Scan
  • A review of the literature that confirms that the gap exists and that the proposed research method is suitable and can lead to interesting scientific insights. The literature review can be performed using any technique spanning from an enumeration of related work at the one extreme, and a systematic literature study at the other.

The work for this phase will not be graded but only marked as "Voldaan" (pass). The evaluation of the first part should consider the following factors: project's context, research approach and presentation. The first supervisor will use the template (find a link at the bottom of this page) and is in charge of communicating the results to the graduate school of natural sciences and include the graduation coordinator in copy.

Delays Part 1 should be finalized within 3 months since the beginning of the project. When this part is ranked as not satisfactory, a retake project proposal should be handed in. For details, see the protocol delay at the end of this page.

Second phase (25 EC)

This phase concerns the actual execution of the research according to the approach defined in Phase 1. The second part is passed when the student thesis is approved by the two supervisors, and a final presentation has been successfully made. The learning outcomes for the student are the following:

  • Conduct sound scientific research according to a predefined plan,
  • Contribute to the scientific body of knowledge,
  • Critically review the research and its plan,
  • Give a convincing presentation about the work, and
  • Write a scientific report about the conducted research.

The grade of Phase 2 will take into account the following artifacts

  • The thesis report
  • The final presentation

The grade is calculated using the assessment form in Osiris Case.

Cum-laude graduation   To obtain cum-laude, Phase 2 should obtain a grade of at least 8.5.

Delays   The student will receive a grade after 8 months since the beginning of the entire project. In special cases, when students have achieved all the ILOs, the graduation can take place before the 8 months. For retake rules, see the delay protocol at the end of this page.

When your supervisors agrees that your scientific paper is finalized, it is time to wrap up the project and graduate.

  • Set date for graduation: both supervisors should agree on the date, including the time.
  • Ask for HCI Colloquium EC: obtain 3 EC for the HCI colloquium by sending a message to the HCI colloquium coordinator 
  • Arrange room and beamer: send an  e-mail to the department's secretaries  to arrange for a room and a beamer (if not included in the room), where the defense will take place. Please make sure to include the time, date, name of the thesis, supervisor, and the number of expected attendees.
  • Deliver printed copies of the thesis to the supervisors: at least one week before the defense; this is compulsory, unless the supervisors explicitly tell they don't want the printed copies. Don’t forget to add the completed Quick Scan to the appendices of your thesis report.
  • Thesis defense: the student gives a presentation of 25 minutes, followed by a question-and-answer session that typically lasts about 15-20 minutes. A grade will be decided and probably announced afterwards.
  • Publish thesis to " Osiris Scripties "
  • Graduation ceremony: an official ceremony, held in the Academiegebouw in Domplein, where the diplomas are handed out.

Thesis topics

Examples of thesis topics:

  • Ephemerality: cognitive effects of the “burn after read” paradigm in non-persistent media (e.g. Snapchat)
  • Augmented Reality in safety training: Issues with usability and user experience.
  • Human-Robot Interaction: Designing explanations of robot behaviour.
  • Collaborative crowd sourcing: Designing tools for large-scale creativity.
  • Adherent Persuasive Technology: Personalized well-being and cyber-security interventions.
  • Empathic System Design: The development of sensitive agents.

Procedures and forms for research project and internship

Within all Master's programmes one or more research projects are mandatory. Please see ‘Study programme’ for general information on such projects in your curriculum. In many cases, a research project may be carried out outside of the university, in the form of an internship at a company, research institute, or another university. This can be in the Netherlands as well as abroad, with the exception of ADS (see also: ‘ study abroad ’). 

You are required to apply for approval of your research project by submitting a request via OSIRIS Student . Please select ‘My Cases’, ‘Start Case’ and then ‘Research Project GSNS’. Important: in order to apply completely and correctly, you must have discussed the project setup with your intended project supervisor beforehand! We advise you to study the request form previous to discussing it with your supervisor, or fill it out together, to make sure you obtain all of the information required.

After submitting your request, it will be forwarded to your master’s programme coordinator, the board of examiners and student affairs for checks and approvals. After approval of your project it will be automatically registered in OSIRIS. If something needs to be amended, you will be notified by email. Please DO NOT register yourself in OSIRIS for the relevant research project courses. You will be automatically registered upon approval of the Research Application Form.

  • Please note that this  protocol   (English version) applies when a project is delayed
  • In case of a project or internship outside of Utrecht University, please make sure you fill out the Work Placement Agreement  in OSIRIS Student / my cases . This agreement will be available for filling out in OSIRIS Student/My Cases when you fill out the form for research project approval.

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  • Commentaries
  • Leading Discussion
  • Submit Work

CS 376 — Human-Computer Interaction Research Fall 2018

This course is a broad graduate-level introduction to HCI research. We cover seminal work on interactive systems, moving through recent contributions in interaction, social computing, and design.

This is a 4-unit course. For undergraduates or masters students in CS or SymSys, earning an A- or better in CS147 or CS247 is a prerequisite. All graduate and PhD students from other departments are welcome. Graduate students with a unit cap may enroll for 3 units; the workload is the same. Students registered for the class will receive a letter grade — the "credit/no credit" option is not available.

Students in this course are encouraged to attend CS547, the HCI seminar ; Fridays 12:50 - 2:05pm.

Topics include ubiquitous computing, social computing, design tools, design methods, programming user interfaces, crowdsourcing, visualization, and creativity tools.

Reading commentaries

We read two papers per class. You will submit paper commentaries by 11:59pm the night before each class, to prepare for our discussion.

Leading a discussion

Once during the quarter, you will co-lead a class discussion on that day's readings. Read all student commentaries before class and integrate them into the discussion. On discussion day, submit your discussion materials instead of your commentary using the online submission system. Grade all student commentaries.

In this course, you and two partners will complete a research project with the goal of submitting it to a top-tier HCI venue.

Course Staff

  • Michael Bernstein Office Hours: Th 3:00-4:30pm, Gates 384
  • Geza Kovacs (TA) Office Hours: Tu 2:00-3:00pm and 4:00-4:30pm, Gates 368
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Photo: HCI, ilikeinterfaces.com

Potential Topics

[bachelor / master thesis] apple vision pro development.

In this thesis, the candidates should develop a simple Apple Vision Pro Demo with Unity and evaluate the development process. Hence, the candidate should have some experiences in Xcode development and ideally in Unity as well as libraries such as SwiftUI, RealityKit, and ARKit. The exact topic has to be defined yet.

Prof. Dr. Frank Steinicke

[Bachelor / Master Thesis] Interaction on a Multi-Touch Table based on Tilt Angle and Height Adjustments

For various projects, our group works with a multi-touch table, which is a 65” display mounted to a pedestal. This pedestal is motorized so that the display can be tilted and its height can be adjusted. In this thesis, the pedestal should be extended with sensors to detect the current tilt angle and height and send this information into an application. Based on this, some use cases and interaction should be explored. For example, when displaying a 3D virtual world on the screen, the tilt angle and height could be used to observe the virtual world from different perspectives.

Orientation

  • Informatics/Psychology: 95/5
  • Software/Hardware: 60/40
  • Theory/Practice: 10/90

julia.hertel "AT" uni-hamburg.de

[Bachelor / Master Thesis] Interactive Terrain Modification on a Multi-Touch Table extended by Augmented Reality

Multi-touch tables offer great potential for collaborative design and planning of environments such as urban and industrial areas. Besides planning infrastructure, it could also be useful to plan how a modified terrain would affect the area. For this purpose, such a system should offer the possibility to modify the height of the terrain in a certain area. It should also be possible to change a water line by adding land to water areas or by removing land to increase water areas. In this thesis, it should be explored which interactions and visualizations would be suitable for this use case. For instance, multi-touch tables offer accurate multi-finger recognition , while Augmented Reality offers to possibility to visualize the terrain spatially in 3D. Both technologies could be combined to create an intuitive and precise system for terrain modification.

  • Informatics/Psychology: 80/20
  • Software/Hardware: 85/15
  • Theory/Practice: 20/80

[Bachelor Thesis] Smartphone-enabled touch table interaction

Multi-touch tables can be used in group settings to visualise content and let users collabrate in a shared environment. However, it can be challinging to reach all points on such large tables. In this thesis it should be evaluated if using a smartphone as a remote controlling device for the touch table is feasable and helpful.

judith.hartfill "AT" uni-hamburg.de

[Bachelor Thesis] Generative AI-Based Assistance on Document Categorization

It is always repetitive, time-consuming, and error-prone to manually categorize documents. The raising usage and power of Generative-AI ChatGPT has brought us the interest to investigate how far can it assist on document categorization.

As descripted in the Walter Kempowski - Ortslinien (Bachelorarbeit), there are multiple media types of files (Text, Sound, Image, Video, etc) in a massive amount that are required to be classified into a well-organized hierarchy according to the hierarchy provided by humanity researchers. Currently, all the files are still in a primitive format and the feasible way to read them is to add corresponding file extension according to its original file format (.odt; .txt; .aiff, etc). However, it would be very time-consuming to check every file manually. To speed up this process, ChatGPT is considered to help on this task, which means that an implementation to connect the local archive and ChatGPT need to be realized.

The reason here to apply ChatGPT is because of its easy accessibility and well-trained performance. If you have any other similar tools, feel free to provide your suggestion.

  • Informatics/Humanity: 80/20

[email protected]

[Bachelor Thesis] Visualization of Multimedia Archive and Interactive Solution Design

Digital transformation of archive and visualize it in a virtual space sound pretty cool and future trended. Here in this project, we aim at bringing the work from Walter Kempowski Ortslinien-Projekt into a virtual environment where user can easily search and check the digital pieces with a user-friendly and intuitive way.

Since the digital pieces are saved in multiple media types (Text, Sound, Image, Video, etc), in this case, two main points have to be considered carefully:

  • What kind of digital structure can best store these files with clear hierarchy described and correct formatting.
  • How should the user interface should be designed so that user can manipulate these files with easy accessibility and low effort.

There is no limitation on the platform such as Mobile, Desktop, Head-Mounted Devices, etc. The best result is to implement the solution on different platforms and network them together.

[Bachelor Thesis] “Development and Integration of a Spatial Selective Filter in Unity for Enhancing Agent-based Selective Speech Perception in Multi-Person Environments Through Multimodal Face Tracking and Natural Language Processing"

The aim of this thesis is to design and implement a spatial selective filter within the Unity platform, building upon prior work in the field. This filter will be integrated with an agent capable of selectively perceiving speech from multiple individuals in a shared space by leveraging multimodal connections that incorporate face tracking technology. Additionally, the implementation will explore the application of current natural language processing (NLP) models to enable the agent to appropriately respond to conversations. This research will involve a comprehensive study of spatial filtering techniques, face recognition technologies, and the application of NLP models, focusing on their integration within the Unity environment for real-world simulation scenarios. 

 Orientation

Sebastian Rings

[Bachelor Thesis] "Designing a 3D Audio Simulation Environment in Unity for Generating Realistic Spatial Soundscapes Using Conversational Artificial Agents and Virtual Microphones"

This thesis focuses on creating a sophisticated simulation environment within Unity to generate and analyze 3D audio using artificial conversational agents. The core objective is to simulate an environment where these agents engage in dialogues, thereby producing spatial soundscapes that are captured by three virtual microphones placed in the center of the simulated room. The fidelity of the 3D audio output is very important, aiming to replicate real-world acoustical properties as closely as possible in Unity with current packages and technology. 

The project will explore the principles of 3D audio generation and spatial sound engineering to create a virtual setting that accurately portrays how sound behaves in three-dimensional spaces. It involves designing artificial agents capable of engaging in conversations, thereby serving as dynamic audio sources. The virtual microphones' recordings will subsequently be employed to test and refine a Spatial Audio Filter, assessing its effectiveness in processing and enhancing spatial audio qualities.

This work will require a deep dive into Unity’s audio system, aiming to explore what’s currently possible within simulated audio environments. The expected outcome is a comprehensive simulation toolkit in Unity that can serve both as a testbed for spatial audio filters and as a prototype for applications requiring high-fidelity 3D audio, such as virtual reality projects and advanced game development.

  • Informatics/Psychology: 90/10
  • Software/Hardware: 70/30
  • Theory/Practice: 50/50

Jüngste Fortschritte in AI und maschinellem Lernen erlauben es automatisch Emotionen in Sprache, Bildern und Videos in Social-Media-Beiträgen zu erkennen. Im Rahmen dieser Arbeit sollen existieren Systeme auf ihre Tauglichkeit zur Analyse der Emotion in den Valenz-Arousal-Dimensionen (Wertigkeit-Aktivierung) von Social-Media-Beiträgen (wie z.B. X, Facebook, Youtube etc.) zu untersuchen.

  Orientation

  • Informatik/Psychology: 70/30
  • Design/Entwicklung: 20/80

(Bachelor / Master thesis) Interaktives Fahrerassistenzsystem

In einem existierenden Fahrassistenten werden die drei als nächstes anzufahrenden Haltestellen mit der Abfahrtzeit angezeigt. Alle Haltestellen müssen als Haltestelle mit den entsprechenden Koordinaten manuell am Tablet eingegeben werden oder können auch als csv-Datei ins Programm importiert werden. Der Fahrplan (oder Route), Haltestelle mit Abfahrtzeit muss im Tablet eingegeben werden oder kann als csv-Datei ins Programm importiert werden. Danach werden die Haltestellen mit Abfahrtzeit nach Uhrzeit sortiert im Fahrassistenten angezeigt.

Zentrale Fragestellungen

Die Anwendung soll um zusätzliche Funktionalität erweitert werden, wie z.B. Festlegung von weiteren Bedarfshaltestellen mit Uhrzeit, Einblendung der Route mit einem freien Routenplaner, oder Bildschirmsplitting. Alle bisher beschriebenen Funktionen betreffen die Programmierung der App mit Java.

(Bachelor / Master thesis) Exploring mental maps of individuals living environment

In psychology and geography the so-called „cognitive map“ has quite a long tradition. The term has originally been coined by Tolman (1948) and refers to the mental representation by which individuals acquire, store, recall and decode information about the relative location in a spatial environment. In order to assess how individuals mentally store knowledge of their surroundings psychologists have often asked participants to sketch a map of a certain place on a sheet of paper (Appleyard, 1970). Variants have provided participants with a small portion of the map to provide a scale and reference (Pearce, 1981) or they taught participants certain symbols to denote particular features (Beck and Wood, 1976). Since the paper size greatly limits the flexibility to extend the map into all directions, we would like to come up with a digital map drawing setup including a tablet with a pencil and potentially predefined map-like symbols, e.g. icons or sticker. Participants can select from the predefined symbols but also have the option to build up the map with freehand drawings. A similar attempt has been undertaken by Huynh & Doherty, 2007. What we would like to do is to compare paper and pencil maps with the maps produced on a digital device to weigh pros and cons of both methodologies. Our goal is to provide the field with a new optimized approach to assess “cognitive maps” reliably.

  •  Informatics/Psychology: 40/60
  • Software/Hardware: 90/10

Dr. Fariba Mostajeran and Prof. Dr. Simone Kühn

Bachelorarbeit

Humanbiologische Studien zeigen, dass visuelle Indikatoren ansteckender respiratorischer Infektionen (z.B. Niesen) bei Menschen defensive immunologische (erhöhte Antikörperausschüttung) und behaviorale Reaktionen (Vermeidungsverhalten) auslösen können. Das geplante Projekt soll untersuchen, ob sich die Begegnung mit niesenden virtuellen Agenten in einer virtuellen Umgebung ebenfalls auf die Antikörperausschüttung im Speichel auswirkt. Weiterhin soll überprüft werden, ob niesende Agenten in der virtuellen Umgebung eher vermieden werden. Hierzu sollen mehrere virtuelle Agenten in einer virtuellen Umgebung erstellt werden, die niesen. Diese sollen dann in einer realitätsnahen virtuellen Situation platziert werden (z.B. Bushaltestelle, Wartezimmer), um so implizite Annäherungs- und Vermeidungstendenzen sowie Veränderungen in Antikörpertitern der mit den Agenten interagierenden Testpersonen erfassen zu können.

Ansprechpartner

Prof. jun Dr. Esther Diekhof ( esther.diekhof "AT" uni-hamburg.de )  und  Prof. Dr. Frank Steinicke

(Bachelor / Master thesis) Virtual Group Meeting Analytics & Feedback

Virtual group meetings are omnipresent in times of the COVID-19 pandemic. At the same time, however, virtual meetings incur numerous technological limitations and HCI challenges. In particular, most current virtual meeting solutions hinder perception of correct gaze, body language, emotions, deictic relations, or eye-to-eye contact. Moreover, in virtual meetings the communication between multiple people is captured via microphones and cameras in real-time and, thus, they cause several ethical, societal, legal, and privacy issues.

In this thesis, the student should develop and evaluate advanced virtual group meeting analytics and feedback mechanisms for video conference tools such as Zoom or BigBlueButton by using AI-based detection of emotions, body language, or attention. 

  •  Informatics/Psychology: 70/30
  • Theory/Practice: 30/70

Prof. Dr. Frank Steinicke und Prof. Dr. Eva Bittner

LFF-Projekt (1 Abschlussarbeit) 

Im Rahmen einer Pilot-Studie zu „Sozialen Interaktionsdynamiken und Erwartungseffekten in der Psychotherapie“ möchten wir durch den Einsatz eines Avatars gegenüber einem menschlichen Therapeuten prüfen, welchen Einfluss das variierende Maß an Empathie in der sozialen Interaktion auf behandlungsbezogene Erwartungen von Patient*innen und auf die nonverbale Bewegungssynchronität zwischen Patient*in und Therapeut*in bzw. Patient*in und Avatar hat. Es sollen die Möglichkeiten der Erfassung der nonverbalen Synchronität in einem online- oder hybriden Setting unter Zuhilfenahme modernster Technik, wie z.B. Tiefenkameras, exploriert werden. Im Rahmen der Studie besteht die Möglichkeit, eng mit der Klinischen Psychologie an der Helmut-Schmidt-Universität zusammenzuarbeiten und Erfahrungen im Kontakt mit Patient*innen zu sammeln.

  •  Wie lässt sich nonverbale Synchronität im standardisierten Aufklärungsgespräch zu Psychotherapie erfassen?
  • Sind bei der Erfassung der nonverbalen Bewegungssynchronität die Bewegungen der Versuchsperson an die des Avatars oder an die der echten Person hinter dem Avatar gekoppelt?

LFF-Projekt (1 Abschlussarbeit)

Im Rahmen einer Abschlussarbeit der Informatik in Kooperation mit der Klinischen Psychologie an der Helmut-Schmidt-Universität sollen anhand einer Pilot-Studie zu „Sozialen Interaktionsdynamiken in der Psychotherapie“ Möglichkeiten zur automatisierten Erfassung von Gesten im psychotherapeutischen Gespräch mithilfe moderner Techniken (z.B. Tiefenkameras) exploriert werden. Ziel ist es, die Datengrundlage für die Entwicklung eines automatisierten Trackings relevanter Gesten zu schaffen. Dazu sollen zunächst relevante Gesten im psychotherapeutischen Kontext (bspw. Zurückweisung durch Kopfschütteln) identifiziert und im Rahmen einer Laborstudie kodiert werden, um langfristig eine automatisierte Erfassung zu ermöglichen. Im Rahmen der Studie besteht die Möglichkeit, eng mit der Klinischen Psychologie zusammenzuarbeiten und Erfahrungen im Kontakt mit Patient*innen zu sammeln.

  • Kann man aus den Videoaufzeichnungen eines Gesprächs bedeutsame Gesten auslesen?
  • Welche Gesten können identifiziert werden und wie können diese automatisch erfasst und ausgewertet werden?

Walter Kempowski - Ortslinien (Bachelorarbeit) 

Walter Kempowskis Ortslinien-Projekt ist ein multimediales, unvollendet gebliebenes Kunstwerk, an dessen Realisierung der Künstler bis zu seinem Lebensende 2007 arbeitete. Er hinterließ auf seinem Macintosh Performer in einer spezifischen Ordnerstruktur eine umfangreiche Sammlung von mehreren tausend Medienschnipseln (Text, Ton, Bild, Video) in unterschiedlichen teils nicht mehr durch Apple unterstützten Dateitypen, die zur Realisierung des Vorhabens vorgesehen waren, sowie schriftliche Aussagen zur geplanten Umsetzung.

Kempowski plante eine digital vermittelte Gegenüberstellung von jeweils zwei Ausschnitten aus literarischen, wissenschaftlichen oder alltäglichen Texten, Fernsehsendungen, Fotos, Zeitungsartikeln u.v.m., deren Produktionszeitpunkt zwischen ca. 1800 und 2000 exakt 100 Jahre trennen. Kempowskis Ziel war es, im virtuellen Raum durch die Verschaltung der Zeitebenen eine andere Form der Geschichtsschreibung und -rezeption für eine breite Öffentlichkeit zu ermöglichen. Das Projekt bewegt sich damit an der Grenze von Kunstwerk und digitalem Archiv.

Zentrale Fragestellung

Ziel einer heutigen Erschließung des digitalen Nachlasses müsste eine digitale Präsentation auf dem aktuellsten Stand der Technik sein, wobei innovative Konzepte zur Gestaltung virtueller Rezeptions- und Nutzungsszenarien entwickelt werden müssten, die dem Konzept Kempowskis gerecht werden.  Sind bei der Erfassung der nonverbalen Bewegungssynchronität die Bewegungen der Versuchsperson an die des Avatars oder an die der echten Person hinter dem Avatar gekoppelt?

(Bachelor-/ Masterarbeit) Virtual reality (VR) gestützte Visualisierung vom volumetrischen Bodenwassergehalt, um gezielte Bewässerungsentscheidungen auf Sportanlagen zu treffen

Beschreibung.

Im Rahmen von Nachhaltigkeitsstrategien im Sportbereich wird es zukünftig immer wichtiger sein, präzise Bewässerungsentscheidungen zu treffen, um den Wasserverbrauch zu minimieren. Bodensensoren oder manuell bediente Feuchtigkeitsmessgeräte können genutzt werden, um Aufschluss über den volumetrischen Wassergehalt zu geben. Jedoch kann der greenkeeper/ groundskeeper mit diesen Daten nur bedingt arbeiten, da für ein präzises Arbeiten mit der Hand und dem Schlauch, nicht mit dem Sprinkler System, bewässert werden muss. Um den greenkeeper/groundskeeper in seiner Arbeit zu unterstützen, benötigt es eine Visualisierung der Daten. Eine Virtual reality (VR) gestützte Lösung wäre ideal, da die Bodendaten visuell und live im Feld dargestellt werden können.

Feldversuche geplant für ein Fußballstadion in Hamburg und einen Golfplatz

Orientierung

  • Informatik/Psychologie: 70/30

Prof. Dr. Frank Steinicke , Dr. Daniel Hahn ( info "AT" golfagronomy.de ) (Hahn Turf Agronomy)

[Bachelor/Master Thesis] Virtual Reality Exergames

Virtual reality exercise games (exergames) have great potential to motivate users to exercise. However, research in this area is still limited. For example, which game elements influence motivation, the importance of feedback, and social exergames have not yet been thoroughly investigated yet. These are only a few suggestions for the direction of a thesis and this is a very open topic. If there is a specific direction you would like to focus in virtual exergames, feel free to contact me and we can discuss potential topics.

  • Informatics/Psychology: 70/30

Sukran Karaosmanoglu

(Bachelor/Master Thesis) Direkte Hilfestellungen in VR

Wenn es in VR Schwierigkeiten beim Verständnis gibt, z.B. dadurch, dass Buttons nicht gefunden werden, in die falsche Richtung geschaut wird oder Informationen nicht aufgenommen wurden; wie kann man während der Studiendurchführung/während kognitiv-physischem Training helfen, ohne die Personen physisch anzufassen oder aus der VR herauszuholen? Erklärungen mit Worten sind häufig schwer zu verstehen, insbesondere von unerfahrenen Nutzer:innen. Die Aufgabe dieser Arbeit besteht darin, ein System zu entwickeln, mit dem man Teilnehmenden direkt in VR optische/haptische Hilfestellungen geben kann, beispielsweise durch Hinweisschilder, Vibrationen, oder auch See-Through, und dies mit verbalen Hilfestellungen vergleicht. Dies beinhaltet Networking, Programmierung mit Unity (VR und Mobile/Web), Verständnis über Probleme bei der Nutzung von VR. Literatur: Wang et al: Exploring the use of gesture in collaborative tasks Pinho et al: Cooperative object manipulation in immersive virtual environments: framework and techniques Teo et al: Mixed Reality Remote Collaboration Combining 360 Video and 3D Reconstruction Kruse et al. Blended Collaboration: Communication and Cooperation Between Two Users Across the Reality-Virtuality Continuum

Lucie Kruse

Own topic ideas

Do you have your own idea about a potential topic? Just contact one of the WIMIs. For a general overview over who is interested in which topics, please take a look at the People website. 

  • Informatics/Psychology: ?/?
  • Software/Hardware: ?/?
  • Theory/Practice: ?/?

human computer interaction dissertation topics

If you are interested in finishing your Bachelor or Master studies with a thesis in Human-Computer Interaction, you are welcome to contact us. Our research projects are a rich source for ideas. In general, writing a thesis with a focus on HCI will require you to take a user-centred perspective and asks you to apply adequate methods, such as involving users during design and evaluation. But at the same time, you will have the chance to work with the latest technology, such as Augmented Reality Glasses, Gaze-Based Interaction, Multi-Device Interaction, Voice Assistants, or other novel interaction techniques.

Our research topics are concerned with Collaborative Work Spaces and Human-Robot Interaction. Take a look at our research project pages - there is always room for a bachelor or master thesis. Get inspired here .

You have your own idea? Please, let us know! We are always looking for new topics to expand to.

human computer interaction dissertation topics

Interested in a thesis topic?

Completed theses.

  • Research Projects

HCII Summer Undergraduate Research Projects

Project #1 a new bridge to the digital economy: integrated ai-augmented learning and collaboration.

Mentor: Carolyn Rose , faculty

Description: This three-year NSF Future of Work (FOW) project, which started in October of 2022, seeks to address shortages of IT workers, while creating cost-effective, accessible pathways to living wage digital economy jobs for workers who previously lacked those opportunities. The tools and knowledge created by the project could eventually be applied to other STEM-focused community college degree programs across the nation, potentially impacting the lives of millions. This interdisciplinary project offers numerous opportunities to embed undergraduate research experiences related to advances in AI to enable learning interventions, design of interventions motivated by learning sciences principles, or development of extensions to an AI-augmented learning platform. The project will tackle five research questions: First, how can the Knowledge-Learning-Instruction (KLI) framework developed by learning scientists be used to align knowledge components in community college IT courses with the most effective AI-driven educational technologies to enhance and accelerate learning of those components? Second, to what extent do intelligent tutoring systems (ITS) and computer-supported collaborative learning (CSCL) experiences increase mastery and decrease the time needed to achieve it? Third, to what extent and in what ways do forms of example-based learning, used together with ITS and CSCL, further support learning and enable a wider range of learners to succeed? Fourth, to what extent can CSCL technology foster effective collaboration between community college students in 2-year information technology degree programs and the professional staff of partner firms on real-world (cloud computing) problems in the context of capstone projects and internships? Fifth, how successfully do students in the AI-augmented curricular pathway created by this project move into IT jobs relative to students in the standard course pathways?

Nature of Student Involvement: The two REU interns will work closely with McLaren, Rosé, and Teffera to achieve the project goals described above. The REU interns will be involved in weekly project meetings with McLaren’s or Rosé’s in which the research goals of the project and progress will be discussed. The REUs will also have the opportunity to work closely and exchange experiences with many other undergraduate summer interns who annually work on human-computer interaction (HCI) projects within Carnegie Mellon’s Human Computer Interaction Institute. A variety of learning opportunities will arise within the summer program at CMU, including a poster session and research talks by CMU faculty that the REU interns are encouraged to attend.

Skills we are interested in (not all required):

  • Experience with curriculum design
  • Running user studies, programming in Python
  • Artificial intelligence/NLP/Machine Learning

Project #2 Active learning in STEM education

Mentor: Paulo Carvalho , systems scientist 

Description: Mastering material in STEM classes requires students to learn and memorize large amounts of new knowledge in a short period of time. One way that has long been argued to improve such learning is by having students practice new knowledge by spacing questions over time (spaced retrieval practice). However, the evidence for the benefits of spaced retrieval practice in STEM contexts is limited. How can learn by doing be optimized in STEM classes and what computational algorithms best capture this learning?

Nature of Student Involvement: Students will be involved in all steps of experimental research, data analytics, and student modeling.

  • Quantitative data analyses
  • Experience with experimental design and data collection
  • Data science/learning analytics/student modeling experience preferred but not required

Project #3 Advancing Metamaterials by exploring novel structures, developing design tools and fabrication methods

Mentor: Alexandra Ion , faculty 

Description: We are looking to push the boundaries of mechanical metamaterials by unifying material and device. Metamaterials are advanced materials that can be designed to exhibit unusual properties and complex behavior. Their function is defined by their cell structure, i.e., their geometry. Such materials can incorporate entire mechanisms, computation, or re-configurable properties within their compliant cell structure, and have applications in product design, shape-changing interfaces, prosthetics, aerospace and many more.

In this project, we will develop design tools that allow novice users and makers to design their own complex materials and fabricate them using 3D printing or laser cutting. This may involve playfully exploring new cell designs, creating novel application examples by physical prototyping and developing open source software.

Nature of Student Involvement: Students will be part of all stages of research and will be fully embedded within the lab. We aim to give students a good insight into the nature of research and make it a fun summer!

  • CS skills: software development, background in geometry, optimization, and/or simulation
  • 3D modeling basics (CAD tools, e.g., Autodesk Fusion 360 or similar)
  • Basic knowledge of classical mechanics or material science

Project #4 AI in the Accessible Kitchen: Supporting Blind and Visually Impaired People in Performing Activities of Daily Living

Mentor: Patrick Carrington , faculty 

Description: Poor nutrition is prevalent among people with vision impairments. Studies have shown that this poor nutritional status is due to a number of factors, including social and structural issues, financial barriers, as well as independent meal preparation challenges. Previously reported aversions to cooking have led to dietary choices that include eating at restaurants over 40% of the time. The significant financial burden of these choices, combined with the aversion to cooking “from-scratch meals” leads to the alternative option of buying and cooking frozen or prepared foods which are costly, unhealthy, and calorie-rich. Challenges associated with preparing meals include sensory, procedural, and physical challenges. Our research has aimed to address this gap by developing systems that bridge the digital and physical challenges faced by vision impaired people to enable more independent meal preparation. This project would involve hardware and software prototyping as well as user studies.

Nature of Student Involvement: The student would be involved in hardware and software prototyping as well as early user tests.

Skills we are interested in (not all required):  The ideal student has some experience with 

  • Sensors 
  • UI design/development
  • Qualitative methods/data analysis

Project #5 AI Privacy

Mentor: Sauvik Das , faculty

Description: This project focuses on advancing our vision of "Privacy through Design" in the development of AI products and services. REUs will collaborate with PIs Das and Forlizzi, as well their Ph.D. students. The project entails co-designing materials aimed at helping AI practitioners prioritize privacy in consumer-facing AI products. It builds upon two key research efforts: interviews with 35 industry AI professionals to understand their privacy practices, and the development of a taxonomy of consumer AI privacy harms based on AI incidents and failures. The participating undergraduates will have the opportunity to brainstorm, create, and evaluate tools and methods designed to mitigate privacy risks in AI product design, contributing directly to the evolving landscape of AI and privacy.

Nature of Student Involvement: Students will be involved in ideating, creating and/or evaluating tools and resources to help AI practitioners mitigate privacy risk

  • Programming experience to build prototype systems
  • Experience with qualitative methods (e.g., interviews)
  • Prototyping systems with LLMs

Project #6 AI-CARING: Agents, Care Coordination, Trust and Affiliation

Mentor: Mai Lee Chang , postdoctoral fellow

Description: AI-CARING is a NSF AI Institute that is committed to both doing foundational AI research and developing technology that is useful and beneficial for society. The overall project focuses on developing AI systems to aid older adults, including those who experience cognitive decline, to continue living in their homes longer.

Our thrust focuses on how AI systems can learn the structures and forms of people's interpersonal relationships and how agents can provide support for tasks of daily living that support people's performance of self and reinforce their close familial bonds, friendships, and relationships with professionals like their doctors and other care providers.

Over the summer, we want to explore what an agent will need to learn about older adults’ and their informal caregivers’ (e.g., spouses, adult children, neighbors) day-to-day activities coordination (e.g., getting to doctor's appointments, getting food, arranging services, picking up meds) in order to provide support that is robust to uncertainty and changes in goals, care network structure, and environment. This work will capture the practices, priorities, values, triggers, and breakdowns in coordination. We are also interested in identifying critical moments or triggers that lead to changes in trust and affiliation (i.e., who the agent works for) when an agent or robot interacts with an older adult and their surroundings to design more trustworthy agents/robots for successful long-term support.

Nature of Student Involvement: Student research assistants will aid researchers in designing and executing studies to understand the needs and challenges that older adults and their informal caregivers face when making care coordination plans and how they adapt to changes. This will take a retrospective approach, interviewing stakeholders and reviewing their communication logs, calendars, and other coordination artifacts to reconstruct how they accomplished various care tasks. Student researchers will also conduct field study to discover triggers of trust and affiliation changes to understand what information an AI agent and robot need in order to learn about the changes in trust and affiliation.

  • Fieldwork including observations, interviews, and directed storytelling
  • Brainstorming
  • Design of conversational interfaces
  • Understanding of social psychology: social interaction, trust, affiliation
  • Design and execution of user studies

Project #7 Chemistry Tutor Machine Learning Programmer

Mentor: Bruce McLaren , faculty

Description: Learn about intelligent tutoring systems and how to apply machine learning to them! You will be responsible for the development of machine learned detectors designed to identify specific student behaviors for the Stoich Tutor ( https://stoichtutor.andrew.cmu.edu/ ). You will first complete work on the development of a detector for “gaming the system” and then move on to additional detectors. You will work with the research team that is investigating the link between behavioral, cognitive, and affective aspects of students and their engagement with the Stoich Tutor. You should have a computer science background with skills in HTML5/CSS3/JavaScript, Python, and an optional background in chemistry and familiarity or interest in machine learning. You will work with Prof. Bruce McLaren and Research Programmers Hayden Stec and Leah Teffera, with Stec and Teffera as the primary mentors.

Nature of Student Involvement: Programming and using machine learning to develop detectors of student behavior

  • Computer Science background 
  • Skills in HTML5/CSS3/JavaScript 
  • Python is required 
  • Background in chemistry and familiarity or interest in machine learning are optional

Project #8 Chemistry Tutor Programmer and Data Scientist

Description: Learn about intelligent tutoring systems and data science! You will be responsible for extending the Stoich Tutor ( https://stoichtutor.andrew.cmu.edu/ ) and its associated grading script. The specific way in which the tutor and grading script will be extended will be determined by results from a study conducted during 2023-2024. Additionally, you will analyze data from prior studies to guide extensions to the tutor as well as assist in the overall project, in which the research team is investigating the link between behavioral, cognitive, and affective aspects of students and their engagement with the tutor. You should have a computer science background with skills in HTML5/CSS3/JavaScript, Python, and an optional background in chemistry. You will work with Prof. Bruce McLaren and Research Programmers Hayden Stec and Leah Teffera, with Stec and Teffera as the primary mentors.

Nature of Student Involvement: The student will program a tutor for chemistry as well as maintaining and extending a grading script that assesses log data from the program

  • A Computer Science background 
  • Skills in HTML5/CSS3/JavaScript
  • Python is required
  • A background in chemistry is optional but highly desirable.

Project #9 Cloud Administrator Intelligent Tutor Programmer

Description: In this project you will bring your knowledge of computer science and cloud computing to the task of building intelligent tutoring systems (ITSs) to help community college students learn about cloud computing. You will design and write code to develop intelligent tutoring systems that will be embedded in the SAIL Cloud Administrator course. The tutors will support local community college students in better understanding programming and computational thinking. You will learn about code repositories and good software engineering methodologies and practices. You should have a computer science background with skills in HTML5/CSS3/JavaScript, and an optional background in education (e.g. TA-ing a course) and familiarity or interest in cloud administration/computing. You will work with Prof. Bruce McLaren and Leah Teffera, with Teffera as the primary mentor.

Nature of Student Involvement: The student will develop intelligent tutors for an online Cloud Administrator course.

  • Must have a computer science background
  • Optional background in education (e.g. TA-ing a course)
  • Familiarity or interest in cloud administration/computing

Project #10 Codespec: a computer programming environment

Mentor: Carl Haynes-Magyar , Presidential Postdoctoral Fellow

Description: Despite the potential of Parsons problems, few environments offer a seamless transition between different problem types. Codespec supports learners in practicing how to solve a programming problem as a Pseudocode Parsons problem, a Parsons problem, a Faded Parsons problem, a fix-code problem, or a write-code problem. The goal of the project is to develop, evaluate, and implement algorithms for knowledge tracing, adaptive problem-sequencing, and ready-to-publish results that include learning curve analysis.

Nature of Student Involvement: Write code to develop back-end features for Codespec.

Skills we are interested in (not all required): 

  • Experience or interest in computing education research, tools and environments.
  • Experience with data science, learning analytics, student modeling, large language models.
  • Preferred: CS (or other technical) major, HTML/CSS/JavaScript, Python, Django, VueJS, Figma skills.

Project #11 Computational Understanding of User Interfaces

Mentor: Jeffrey Bigham , faculty 

Description: The goal of our UI Understanding project is to build machine learning technologies that can learn to computationally understand and interact with user interfaces designed to be used by people. We have built technologies that understand graphical user interfaces from pixels, generate custom user interface code automatically, graphically reflow existing user interface to personalize them for specific abilities, and automate actions across different devices. Many of these projects target applications for people with disabilities who use user interfaces in ways other than those assumed by developers.

Nature of Student Involvement: Students will be involved in all aspects of research under the mentorship of senior graduate students and faculty -- including, defining project goals and scope, training or adapting large computer vision and natural language models, writing and presenting about results. Many of our past REU students have submitted their work to peer-reviewed venues and many have gone on to PhD programs in the area.

Skills we are interested in (not all required): Prefer students with familiarity with the following broad technical areas (will also get a chance to learn more during the REU!)

  • Experience training/fine-tuning modern machine learning pipelines (computer vision, language, multimodal)
  • Experience with one or more UI and interaction toolkit (e.g.., SwiftUI, React, others)
  • Familiarity with LLM APIs and best practices (e.g., GPT4, Claude, etc)
  • Knowledge of human-AI interaction, designing for ML systems, human-centered AI, etc.

Project #12 Designing algorithms for adaptive Extended Reality (XR)

Mentor: David Lindlbauer , faculty

Description: Extended Reality (XR) interfaces allow users to interact with the digital world anywhere and anytime. By embedding interfaces directly into users' environments, XR interfaces can both enhance productivity and be less distracting than traditional computing devices such as smartphones.

In this research, we aim to design algorithms that create context-aware XR interfaces, i.e., interfaces that automatically adjust when, where, and how to display XR interfaces. These algorithms can be optimization-based or learning-based, and form the backbone of XR systems that continuously adapt to users' needs and requirements when they interact with XR systems in a wide range of applications, from productivity, entertainment, manufacturing, or healthcare.

The research involves developing a novel algorithm for adaptive XR, and evaluating the approach in a comparative user study.

Nature of Student Involvement: Students will collaborate with other undergraduate and graduate students in creating the concept and planning of the research, and lead the implementation of the algorithm and the creation of the user study platform.

  • Strong programming skill (c# or similar)
  • Experience with Unity or Unreal
  • Interest in XR

Project #13 Designing for workers’ experiences of health & wellbeing

Mentor: Franchesca Spektor , graduate student advised by faculty Sarah Fox and Jodi Forlizzi

Description: Low wage workers are at increased risk for injury and disablement while on the job. However, traditional ways of understanding, tracking, and reporting occupational injury may be insufficient. While formal reporting requirements from OSHA may address a torn ACL, regulatory bodies provide few avenues for reporting on the repetitive chronic strain which results in injuries over time. This project aims to conduct participatory design research with local service workers in the Pittsburgh region – from custodial staff to home care workers – to learn if new tools and technologies may help bridge the gap between health & safety policies and workers’ needs on the ground. We will explore training needs, threat of retaliation, administrative barriers to reporting, and health data governance.

Nature of Student Involvement: The REU students will be closely involved in the project, focusing specifically on understanding the health & safety needs of a local service context. The students will be responsible for conducting a literature review and may have the chance to:

  • Conduct interviews, diary studies, and workshops with local workers
  • Contribute to data analysis using thematic analysis
  • Develop design prototypes to support health & safety reporting, and worker wellbeing
  • The students should hold care and curiosity about worker wellbeing, workplace technologies, and labor issues
  • Programming and technical prototyping skills for web and mobile applications
  • Experience with user research, design thinking, and UX backgrounds
  • Prior experience reading academic literature and conducting literature reviews

Project #14 Designing Inclusive Collaboration Environments

Mentor: Laura Dabbish , faculty 

Description: Open source software is important to sustaining the world’s infrastructure, and millions of volunteers help maintain it. However, growing evidence shows that people of different genders, particularly women, face particular barriers when contributing to open source software. Our research interviews people of diverse genders who have made significant open source contributions to understand how they became highly involved in open source, the barriers they face, and how they overcome them. We will also perform statistical analysis using data science on GitHub trace data to understand the extent to which our findings generalize, and the wider effects of barriers we uncover. Finally we are exploring interventions for enhancing inclusion in open collaboration environments.

Nature of Student Involvement: Students on this project will help us develop web based interventions for encouraging inclusive open source project collaboration environments, carry out interviews with open source contributors, and perform statistical analysis using data science on GitHub trace data.

  • Front end web programming and UX design skills would be helpful for this project
  • Strong organizational and interpersonal skills are important, other skills can be learned
  • Any of the following skills helpful: experience conducting interviews, experience with data science pipelines (eg, using python, SQL or R)

Project #15 Developing Novel Interfaces for Live Streaming

Mentor: Noor Hammad , graduate student advised by Jessica Hammer

Description: This project explores how to build live streaming interfaces that afford new capabilities to viewers, streamers, and game developers. We will use a system architecture built by the Centre for Transformational Play that enables the creation of “game-aware” overlays for any Unity game streamed on the Twitch platform. You will be working closely with an interdisciplinary team to improve the system, add new features, and provide technical support for research studies on Twitch.

Nature of Student Involvement: The student will be collaborating with the research team on activities such as weekly meetings, low-fidelity prototyping, study design, and pilot tests. They will be expected to complete software development tasks independently.

Skills we are interested in: 

  • Web development, particularly advanced JavaScript
  • Interest in live streaming and/or games
  • Prepared to use good collaborative software development practices (e.g. documentation, Git)
  • Some experience with Unity game development
  • Experience working with AWS or other cloud services.

Project #16 Digital Learning Game Programmer

Mentor: Bruce McLaren , faculty 

Description: Decimal Point and Ocean Adventure are learning games developed in the McLearn Lab at CMU to help late elementary and middle school students learn about decimals and decimal operations. For this project, you will write and revise code to alter and extend the two games to prepare them for new classroom studies. You will learn about code repositories, state-of-the-art software engineering methodology, and good software practices. You should have a computer science background with skills in HTML5/CSS3/JavaScript, and an optional background in mathematics or education (e.g. TA-ing a class). You will work with Prof. Bruce McLaren and Research Programmer Hayden Stec, with Stec as the primary mentor.

Nature of Student Involvement: The student will be involved in design, development, testing, and revising of code for digital learning games.

  • HTML5/CSS3/JavaScript
  • optional background in mathematics or education (e.g. TA-ing a class)

Project #17 Digital Learning Games Quality Assurance Programmer

Description: Decimal Point and Ocean Adventure are learning games developed in the McLearn Lab at CMU to help late elementary and middle school students learn about decimals and decimal operations, while Angle Jungle is a learning game to help middle school students learn about angles. For this position you will perform software quality assurance engineering to improve all of the McLearn Lab game materials — various decimal/angle tests, surveys, and three learning games (Decimal Point, Ocean Adventure, Angle Jungle) — testing the materials on all of the devices used in schools — an Apple laptop, an iPad and a ChromeBook -- and address any bugs that you found or have been previously reported. You will learn about code repositories, state-of-the-art software engineering and quality assurance methodology, and good software practices. You should have a computer science background with skills in HTML5/CSS3/JavaScript. You will work with Prof. Bruce McLaren and Research Programmer Hayden Stec, with Stec as the primary mentor.

Nature of Student Involvement: The student will be involved in design, development, testing, and revising of code for digital learning games

  • Computer science background 
  • An interest in mathematics education is also valuable.

Project #18 Evaluate Impact of Transparency in Ride-Sharing Algorithm

Mentor: Seyun Kim , graduate student advised by faculty Motahhare Eslami and Haiyi Zhu

Description: Gig economy platforms such as Uber or Lyft use algorithmic decision-making that are blackbox and lack transparency in its decision making to users of the system including drivers. A way to evaluate and test the algorithm’s impact and output is to conduct algorithmic auditing. For this project, we develop an intervention to assess the impact of whether transparency of an algorithm’s decision-making process influences perceptions of equity. We will also assess what type of information to the users would be considered as more impactful.

Nature of Student Involvement: The students will be responsible for building an intervention in the form of a software interface that engages with gig economy workers. The software interface will be an additional add-on feature to an existing platform (project) with a research group at another institute. The student will be responsible for data collection and quantitative, qualitative data analysis to understand the impact of the intervention. The data collection will involve engaging with participants in the wild.

  • Experience in software development (front end and back end) 
  • Running experiments in the real-world (data collection in the wild) 
  • Statistical analysis (quantitative analysis). The student does not necessarily need to have qualitative analysis experience.

Project #19 Human-Centered Data Science and Visualization

Mentor: Adam Perer , faculty 

Description: The Data Interaction Group (DIG) has a mission to empower everyone to analyze and communicate data with interactive systems. Our group conducts research in computer science at the intersection of human-computer interaction, machine learning, data science, programming languages, and data management.

This summer, we plan to build new tools for data scientists to help them better understand their data, which will hopefully result in better downstream machine-learning models derived from the data.

Nature of Student Involvement: Research, coding, user studies

  • Programming experience
  • Interest in data science and machine learning
  • Web development skills

Project #20 Mixed-reality AI STEM Learning

Mentor: Nesra Yannier , senior systems scientist 

Description: This project focuses on developing a mixed-reality educational system and Intelligent Science Stations bridging physical and virtual worlds to improve children's STEM learning and enjoyment in a collaborative way. It uses depth camera sensing and computer vision to detect physical objects and provide personalized immediate feedback to children as they experiment and make discoveries in their physical environment. NoRILLA Intelligent Science Stations ( www.norilla.org ) are being used in many school districts, after school programs, children's museums and science centers (e.g., Carnegie Science Center, Children's Museum of Atlanta, Please Touch Museum, CaixaForum AI Museum in Spain). Research with hundreds of children has shown that it improves children's learning by 5 times compared to equivalent tablet or computer games. This REU project will focus on extending Intelligent Science Stations to different content areas, creating new modules and curriculum, designing new games and interfaces as well as collecting and analyzing data in schools and museums of children interacting with Intelligent Science Stations and Exhibits.

Nature of Student Involvement: The student will work closely with the project lead and will be involved in different aspects of the project including design, development and research. The student will help take the project further by developing new modules/games, computer vision algorithms/tools and AI enhancements on the platform and deployment of upcoming installations.

  • Familiarity with software and hardware components
  • Familiarity with computer vision, interface development, Java/Processing, robotics and/or game design is a plus

Project #21 Scrolling Technique Library

Mentor: Brad Myers , faculty and HCII Director

Description: We have developed a new way to test how well a scrolling technique works, and we need to re-implement some older techniques to see how they compare. For example, the original Macintosh scrollbars from 1984 had arrows at the top and bottom, and a draggable indicator in the middle. Even earlier scrollbars worked entirely differently. I am hoping to recruit one good programmer to help recreate some old scrolling techniques, and possibly try out some brand new ones, like for Virtual Reality applications, to test how well they do compared to regular scrolling techniques like two-fingers on a touchpad or smartphone screen. If there is time, the project will include running user tests on the implemented techniques, and writing a CHI paper based in part on the results.

Nature of Student Involvement: The student on this project will be implementing all of the techniques as web applications.

  • The student on this project must be an excellent programmer JavaScript or TypeScript
  • Preferably with expertise in React or other web framework. 
  • Experience with running user studies would be a plus.

Project #22 Studying Novel Live Streaming Interfaces

Description: This project explores how people use live streaming interfaces to support shared attention in streamed experiences, including entertainment games and educational content. As part of this work, we will use novel live streaming “game-aware” interfaces developed by the Center for Transformational Play that allow viewers to customize their live streaming experience. You will be working closely with an interdisciplinary team to develop and execute studies into how viewers make use of these interfaces to support their streaming experiences.

Nature of Student Involvement: This student will collaborate with the research team on activities such as weekly meetings, participant recruitment, data collection, and data analysis. They will be expected to complete problem solving and logistical tasks independently.

Skills we are interested in:

  • Comfortable with independent work
  • Interest in mixed methods research
  • Good organizational skills
  • Experience with mixed research methods

Project #23 Supporting Designers in Learning to Co-create with AI for Complex Computational Design Tasks

Mentor: Nikolas Martelaro , faculty 

Description: Advancements in generative AI (GenAI) are rapidly disrupting creative professionals' work across a range of domains. To ensure that GenAI benefits creative professionals, rather than devaluing their labor, it is critical that we prepare the workforce to work with these technologies to effectively leverage their comparative advantages as humans. However, recent studies indicate that creative professionals face significant challenges in adopting GenAI successfully into their workflows. In this project, we will explore novel interactive interfaces and interaction patterns that allow professional designers to work more effectively with GenAI tools across different domains. First, we will iteratively build interactive prototypes and then evaluate their effectiveness through user studies. The results of this work will contribute to advancing future AI-augmented creative work.

Nature of Student Involvement: Attending weekly research meetings, supporting prototyping, and supporting preparation and facilitation of user studies

  • Programming
  • User research

Project #24 Supporting End-users in Auditing Harmful Algorithmic Behaviors in Generative AI

Mentor: Wesley Deng , graduate student advised by faculty Motahhare Eslami and Ken Holstein

Description: Despite impressive capabilities, text-to-image (TTI) generative AI also carries risks of biases and discrimination. Traditional algorithm audits done by small groups of AI experts often miss harmful biases due to the AI team's cultural blind spots and the difficulty of predicting the range of ways TTI systems will be used once deployed widely. Recent works from our research group have highlighted the effectiveness of end users in detecting biases overlooked by experts, demonstrating the value of engaging end users in algorithmic audits. Despite this potential, there is a lack of structured support and tools for public participation in auditing generative AI. In this project, you will build upon an existing interface ( https://taiga.weaudit.org/ ) we developed to further design, develop, and evaluate new tools and mechanisms to better support end users in auditing and red teaming Stable Diffusion, an open source TTI model. Overall, this project aims to empower end users in the auditing process and enhance public involvement in creating a responsible and ethical generative AI landscape.

Nature of Student Involvement: Research assistants (RAs) will work closely with the research team and will be involved in the design, development, and evaluation of the system. This means the RA will get exposure to project ideation, rapid prototyping, front end web development (using Javascript/HTML/CSS/other web technologies), and conducting user evaluations.

  • Experience in software development, and in particular the ability to learn new technologies
  • Experience with web technologies such as JavaScript is preferred
  • Experience in designing and conducting user studies evaluating interactive systems is preferred
  • Familiarity with text-to-image generative AI (DALL-E, Stable Diffusion) is encouraged
  • Interests in exploring topics such as Responsible AI, Human-AI Interaction, Algorithmic Fairness and Transparency

Project #25 Supporting middle school math homework with novel parent support tools

Mentor: Conrad Borchers , graduate student advised by Vincent Aleven and Ken Koedinger

Description: This project aims to design, implement, and test AI-based support tools that provide tailored recommendations to parents for how they might support their children's homework. The student will engage in high-fidelity prototyping and design research, studying parental engagement and student learning during interactions with the tool. The research output will contribute new scientific understanding of how cognitive and socio-emotional support can be merged productively. Prior work has identified that differences in parent styles during homework support relate to achievement gaps. Therefore, one potential research question is how to design interactive systems powered by AI that help parents and students adopt more favorable attitudes and approaches to homework.

The research extends prior project activities in the context of a grant on smart middle school mathematics homework support. We have conducted prototyping sessions with several students and their parents, identifying key needs for more effective and equitable homework support. We are also planning to pilot an initial prototype of the tool in late November. Therefore, the REU intern will contribute to design research activities at a stage of high fidelity.

Nature of Student Involvement: The REU intern will be tasked with conducting in-depth interview sessions and interactive usability studies with parents and children to refine the tool's design, including potential involvement in programming.

  • Required: Demonstrated track record of conducting high-fidelity prototyping, usability testing, and user experience research, ideally in close collaboration with software engineers
  • Desirable but not required: Experience in deploying machine learning applications in a web application, including experience with frontend engineering; experience with learning technologies

Project #26 Supporting Upper Extremity Health Monitoring and Management for Wheelchair Users

Mentor: Patrick Carrington , faculty

Description: Upper extremity (UE) health issues are a common concern among wheelchair users and have a large impact on their independence, social participation, and quality of life. However, despite the well-documented prevalence and negative impacts, these issues remain unresolved. Existing solutions (e.g. surgical repair, conservative treatments) often fail to promote sustained UE health improvement in wheelchair users’ day-to-day lives. In this project, we explore how health tracking technologies could support wheelchair users’ UE health self-care, including movement sensing, modeling body mechanics, and developing appropriate user interfaces for feedback and data analysis.

Nature of Student Involvement: The student will be involved in development, prototyping, and/or user studies.

Skills we are interested in (not all required): Candidates should ideally have experience programming, some experience with machine learning is helpful, experience with hardware and specifically IMUs is also positive.

Project #27 Tangible Privacy & Security

Description: This project aims to address the persistent challenges of human error and negligence in cybersecurity and privacy by leveraging tangible computing. Building upon our lab's previous research - Spidey Sense, Bit Whisperer, and Smart Webcam Cover, we aim to overcome barriers related to awareness, ability, and motivation among end-users. Through the strategic introduction of tangible computing, our goal is to empower users with greater control and an enhanced understanding of privacy-invasive sensors in the physical world, thereby fostering proactive engagement in security and privacy practices. In pursuit of these goals, we are exploring two key ideas: 1) the development of a tangible control for privacy preferences in shared spaces, especially in large environments such as buildings or city-wide spaces, and 2) the creation of privacy-invasive sensors that provide clear indications of the data being captured and the range of data being collected—such as a webcam that visually communicates its field of view in the real world.

Nature of Student Involvement: Student will be involved in Ideation, Prototyping and Conducting Interviews.

  • Hardware prototyping skills
  • Conducting interviews and analyzing response data
  • Programming skills

Project #28 Technologies for Training Everyday Mindfulness and Emotional Regulation

Mentor: Anna Fang , graduate student advised by Haiyi Zhu

Description: Practices like mindfulness and meditation that help people feel present without judgment and for reducing stress have become emerging topics of interest in HCI research. Technologies for improving people’s ability to be self-aware, emotionally self-regulate, or self-transcend often ask users to imagine themselves in environments like a quiet forest or watching the calm ocean waves, meant to feel separate and isolated from their everyday lives. However, the primary goal of practices is actually for people to generalize these skills to their day-to-day, in which most people do not usually live in these natural environments, silent atmospheres, or sitting in meditation postures.

As a result, in this project, we will be exploring a novel technological space for supporting practice of self-care skills in daily environments. We will not only explore and design for people’s needs, but also build and evaluate HCI technology (e.g. immersive technologies like VR or mixed reality, wearable devices, social computing systems) for practicing things like mindfulness, calm breathing, lowering anxiety and stress, or other self-regulation techniques. Our goal is to help people be better prepared for mental and emotional regulation when challenges arise.

Nature of Student Involvement: The student will work closely with the project leads. Students may participate in coding/development, organizing and carrying out interviews or other evaluation techniques for the project, organizing and analyzing findings, etc. Students will get a breadth of experience, such as learning things from need-finding to system building to paper writing. We welcome students to contribute their own ideas and feel ownership over guiding this project along with the faculty and student advisors!

  • Experience in programming or software development (e.g. Python, Java)
  • Experience or interest in interviewing or conducting user studies
  • Interest in developing for or applying artificial intelligence, VR/AR technologies, wearables, or other technical HCI
  • Passion and excitement about novel technologies for mental health!

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Research Topics & Ideas: CompSci & IT

50+ Computer Science Research Topic Ideas To Fast-Track Your Project

IT & Computer Science Research Topics

Finding and choosing a strong research topic is the critical first step when it comes to crafting a high-quality dissertation, thesis or research project. If you’ve landed on this post, chances are you’re looking for a computer science-related research topic , but aren’t sure where to start. Here, we’ll explore a variety of CompSci & IT-related research ideas and topic thought-starters, including algorithms, AI, networking, database systems, UX, information security and software engineering.

NB – This is just the start…

The topic ideation and evaluation process has multiple steps . In this post, we’ll kickstart the process by sharing some research topic ideas within the CompSci domain. This is the starting point, but to develop a well-defined research topic, you’ll need to identify a clear and convincing research gap , along with a well-justified plan of action to fill that gap.

If you’re new to the oftentimes perplexing world of research, or if this is your first time undertaking a formal academic research project, be sure to check out our free dissertation mini-course. In it, we cover the process of writing a dissertation or thesis from start to end. Be sure to also sign up for our free webinar that explores how to find a high-quality research topic. 

Overview: CompSci Research Topics

  • Algorithms & data structures
  • Artificial intelligence ( AI )
  • Computer networking
  • Database systems
  • Human-computer interaction
  • Information security (IS)
  • Software engineering
  • Examples of CompSci dissertation & theses

Topics/Ideas: Algorithms & Data Structures

  • An analysis of neural network algorithms’ accuracy for processing consumer purchase patterns
  • A systematic review of the impact of graph algorithms on data analysis and discovery in social media network analysis
  • An evaluation of machine learning algorithms used for recommender systems in streaming services
  • A review of approximation algorithm approaches for solving NP-hard problems
  • An analysis of parallel algorithms for high-performance computing of genomic data
  • The influence of data structures on optimal algorithm design and performance in Fintech
  • A Survey of algorithms applied in internet of things (IoT) systems in supply-chain management
  • A comparison of streaming algorithm performance for the detection of elephant flows
  • A systematic review and evaluation of machine learning algorithms used in facial pattern recognition
  • Exploring the performance of a decision tree-based approach for optimizing stock purchase decisions
  • Assessing the importance of complete and representative training datasets in Agricultural machine learning based decision making.
  • A Comparison of Deep learning algorithms performance for structured and unstructured datasets with “rare cases”
  • A systematic review of noise reduction best practices for machine learning algorithms in geoinformatics.
  • Exploring the feasibility of applying information theory to feature extraction in retail datasets.
  • Assessing the use case of neural network algorithms for image analysis in biodiversity assessment

Topics & Ideas: Artificial Intelligence (AI)

  • Applying deep learning algorithms for speech recognition in speech-impaired children
  • A review of the impact of artificial intelligence on decision-making processes in stock valuation
  • An evaluation of reinforcement learning algorithms used in the production of video games
  • An exploration of key developments in natural language processing and how they impacted the evolution of Chabots.
  • An analysis of the ethical and social implications of artificial intelligence-based automated marking
  • The influence of large-scale GIS datasets on artificial intelligence and machine learning developments
  • An examination of the use of artificial intelligence in orthopaedic surgery
  • The impact of explainable artificial intelligence (XAI) on transparency and trust in supply chain management
  • An evaluation of the role of artificial intelligence in financial forecasting and risk management in cryptocurrency
  • A meta-analysis of deep learning algorithm performance in predicting and cyber attacks in schools

Research topic idea mega list

Topics & Ideas: Networking

  • An analysis of the impact of 5G technology on internet penetration in rural Tanzania
  • Assessing the role of software-defined networking (SDN) in modern cloud-based computing
  • A critical analysis of network security and privacy concerns associated with Industry 4.0 investment in healthcare.
  • Exploring the influence of cloud computing on security risks in fintech.
  • An examination of the use of network function virtualization (NFV) in telecom networks in Southern America
  • Assessing the impact of edge computing on network architecture and design in IoT-based manufacturing
  • An evaluation of the challenges and opportunities in 6G wireless network adoption
  • The role of network congestion control algorithms in improving network performance on streaming platforms
  • An analysis of network coding-based approaches for data security
  • Assessing the impact of network topology on network performance and reliability in IoT-based workspaces

Free Webinar: How To Find A Dissertation Research Topic

Topics & Ideas: Database Systems

  • An analysis of big data management systems and technologies used in B2B marketing
  • The impact of NoSQL databases on data management and analysis in smart cities
  • An evaluation of the security and privacy concerns of cloud-based databases in financial organisations
  • Exploring the role of data warehousing and business intelligence in global consultancies
  • An analysis of the use of graph databases for data modelling and analysis in recommendation systems
  • The influence of the Internet of Things (IoT) on database design and management in the retail grocery industry
  • An examination of the challenges and opportunities of distributed databases in supply chain management
  • Assessing the impact of data compression algorithms on database performance and scalability in cloud computing
  • An evaluation of the use of in-memory databases for real-time data processing in patient monitoring
  • Comparing the effects of database tuning and optimization approaches in improving database performance and efficiency in omnichannel retailing

Topics & Ideas: Human-Computer Interaction

  • An analysis of the impact of mobile technology on human-computer interaction prevalence in adolescent men
  • An exploration of how artificial intelligence is changing human-computer interaction patterns in children
  • An evaluation of the usability and accessibility of web-based systems for CRM in the fast fashion retail sector
  • Assessing the influence of virtual and augmented reality on consumer purchasing patterns
  • An examination of the use of gesture-based interfaces in architecture
  • Exploring the impact of ease of use in wearable technology on geriatric user
  • Evaluating the ramifications of gamification in the Metaverse
  • A systematic review of user experience (UX) design advances associated with Augmented Reality
  • A comparison of natural language processing algorithms automation of customer response Comparing end-user perceptions of natural language processing algorithms for automated customer response
  • Analysing the impact of voice-based interfaces on purchase practices in the fast food industry

Research Topic Kickstarter - Need Help Finding A Research Topic?

Topics & Ideas: Information Security

  • A bibliometric review of current trends in cryptography for secure communication
  • An analysis of secure multi-party computation protocols and their applications in cloud-based computing
  • An investigation of the security of blockchain technology in patient health record tracking
  • A comparative study of symmetric and asymmetric encryption algorithms for instant text messaging
  • A systematic review of secure data storage solutions used for cloud computing in the fintech industry
  • An analysis of intrusion detection and prevention systems used in the healthcare sector
  • Assessing security best practices for IoT devices in political offices
  • An investigation into the role social media played in shifting regulations related to privacy and the protection of personal data
  • A comparative study of digital signature schemes adoption in property transfers
  • An assessment of the security of secure wireless communication systems used in tertiary institutions

Topics & Ideas: Software Engineering

  • A study of agile software development methodologies and their impact on project success in pharmacology
  • Investigating the impacts of software refactoring techniques and tools in blockchain-based developments
  • A study of the impact of DevOps practices on software development and delivery in the healthcare sector
  • An analysis of software architecture patterns and their impact on the maintainability and scalability of cloud-based offerings
  • A study of the impact of artificial intelligence and machine learning on software engineering practices in the education sector
  • An investigation of software testing techniques and methodologies for subscription-based offerings
  • A review of software security practices and techniques for protecting against phishing attacks from social media
  • An analysis of the impact of cloud computing on the rate of software development and deployment in the manufacturing sector
  • Exploring the impact of software development outsourcing on project success in multinational contexts
  • An investigation into the effect of poor software documentation on app success in the retail sector

CompSci & IT Dissertations/Theses

While the ideas we’ve presented above are a decent starting point for finding a CompSci-related research topic, they are fairly generic and non-specific. So, it helps to look at actual dissertations and theses to see how this all comes together.

Below, we’ve included a selection of research projects from various CompSci-related degree programs to help refine your thinking. These are actual dissertations and theses, written as part of Master’s and PhD-level programs, so they can provide some useful insight as to what a research topic looks like in practice.

  • An array-based optimization framework for query processing and data analytics (Chen, 2021)
  • Dynamic Object Partitioning and replication for cooperative cache (Asad, 2021)
  • Embedding constructural documentation in unit tests (Nassif, 2019)
  • PLASA | Programming Language for Synchronous Agents (Kilaru, 2019)
  • Healthcare Data Authentication using Deep Neural Network (Sekar, 2020)
  • Virtual Reality System for Planetary Surface Visualization and Analysis (Quach, 2019)
  • Artificial neural networks to predict share prices on the Johannesburg stock exchange (Pyon, 2021)
  • Predicting household poverty with machine learning methods: the case of Malawi (Chinyama, 2022)
  • Investigating user experience and bias mitigation of the multi-modal retrieval of historical data (Singh, 2021)
  • Detection of HTTPS malware traffic without decryption (Nyathi, 2022)
  • Redefining privacy: case study of smart health applications (Al-Zyoud, 2019)
  • A state-based approach to context modeling and computing (Yue, 2019)
  • A Novel Cooperative Intrusion Detection System for Mobile Ad Hoc Networks (Solomon, 2019)
  • HRSB-Tree for Spatio-Temporal Aggregates over Moving Regions (Paduri, 2019)

Looking at these titles, you can probably pick up that the research topics here are quite specific and narrowly-focused , compared to the generic ones presented earlier. This is an important thing to keep in mind as you develop your own research topic. That is to say, to create a top-notch research topic, you must be precise and target a specific context with specific variables of interest . In other words, you need to identify a clear, well-justified research gap.

Fast-Track Your Research Topic

If you’re still feeling a bit unsure about how to find a research topic for your Computer Science dissertation or research project, check out our Topic Kickstarter service.

You Might Also Like:

Research topics and ideas about data science and big data analytics

Investigating the impacts of software refactoring techniques and tools in blockchain-based developments.

Steps on getting this project topic

Joseph

I want to work with this topic, am requesting materials to guide.

Yadessa Dugassa

Information Technology -MSc program

Andrew Itodo

It’s really interesting but how can I have access to the materials to guide me through my work?

Sorie A. Turay

That’s my problem also.

kumar

Investigating the impacts of software refactoring techniques and tools in blockchain-based developments is in my favour. May i get the proper material about that ?

BEATRICE OSAMEGBE

BLOCKCHAIN TECHNOLOGY

Nanbon Temasgen

I NEED TOPIC

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Research Topics ideas of HCI Human-Computer Interaction for MS PhD

Research topic ideas of hci human-computer interaction for ms, or ph.d. degree.

1. Semantic Parsing with Less Prior and More Monolingual Data 2. Un Grano de Arena: Infrastructural Care, Social Media Platforms, and the Venezuelan Humanitarian Crisis 3. TB2J: a python package for computing magnetic interaction parameters 4. Spatio-Temporal Self-Attention Weighted VLAD Neural Network for Action Recognition 5. A Novel Framework for Intelligent Spaces 6. Modeling human adaptive immune responses with tonsil organoids 7. Misinformation as a Window into Prejudice: COVID-19 and the Information Environment in India 8. A dry electroencephalogram electrode for applications in steady-state visual evoked potential-based brain–computer interface systems 9. Optimization of quadcopter frame using generative design and comparison with DJI F450 drone frame 10. Practical Vulnerability Analysis of Mouse Data According to Offensive Security Based on Machine Learning 11. Strategic human resource management 12. Past, present, and future of smart learning: a topic-based bibliometric analysis 13. Sound Kitchen 14. Editor of 2020 3rd ISRITI 15. Analysis of the effects of finite element type within a 3D biomechanical model of a human optic nerve head and posterior pole 16. A Novel Approach to Communicate with Video Game Character using Cascade Classifiers 17. Inherent Mapping Analysis of Agile Development Methodology Through Design Thinking 18. Total productive maintenance 19. AI policy matters 20. Intelligence Quotient Test for Smart Cities in the United States 21. Measuring hub locations in time-evolving spatial interaction networks based on explicit spatiotemporal coupling and group centrality 22. Implementation of the Pipeline Network Virtual Reality System 23. Drebrin regulates cytoskeleton dynamics in migrating neurons through interaction with CXCR4 24. Virtual reality tour for first-time users of highly automated cars: Comparing the effects of virtual environments with different levels of interaction fidelity 25. Predicting the efficiency of prime editing guide RNAs in human cells 26. Symptoms of convergence and accommodative insufficiency predict engagement and cognitive fatigue during complex task performance with and without automation 27. Whither AutoML? Understanding the Role of Automation in Machine Learning Workflows 28. A New Physical Posture Recognition Method Based on Feature Complement-oriented Convolutional Neural Network 29. Workplace Bullying in the Context of Robotization: Contemplating the Future of the Field 30. Bioethics of Medical Devices Based on Brain Computer Interfaces (BCI) 31. Social fidelity in virtual agents: Impacts on presence and learning 32. A Dozen Stickers on a Mailbox: Physical Encounters and Digital Interactions in a Local Sharing Community 33. Is It Still Worth Challenging the Status Quo? A Design Process Article With an Example Application to Australian Jockey’s Safety Vests 34. Birds of a Caste? How Caste Hierarchies Manifest in Retweet Behavior of Indian Politicians 35. The intratumoral CXCR3 chemokine system is predictive of chemotherapy response in human bladder cancer 36. Electronic Ecomap as an Instrument to Improve Physician–Family Interaction in Preventive Medicine 37. An influenza HA stalk reactive polymeric IgA antibody exhibits anti-viral function regulated by binary interaction between HA and the antibody 38. Fostering STEAM through challenge-based learning, robotics, and physical devices: A systematic mapping literature review 39. Use of computer vision for analysis of image datasets from high temperature plasma experiments 40. Finding Meaning Through Travel Journaling: A Strength-Based Approach 41. A Metamodel for Bridging Heterogeneous Ontologies 42. Evaluating Artificial Intelligence in Education for Next Generation 43. Multi-spectroscopic and molecular docking studies of human serum albumin interactions with sulfametoxydiazine and sulfamonomethoxine 44. The lively science: Remodeling human social research 45. An evidence-based methodology for human rights impact assessment (HRIA) in the development of AI data-intensive systems. 46. Realization of Business Intelligence using Machine Learning 47. How Developers Talk About Personal Data and What It Means for User Privacy: A Case Study of a Developer Forum on Reddit 48. Research and Application of New Business Hierarchical Security Strategies for Power Internet of Things 49. The interaction between wheelchair configuration and wheeling performance in wheelchair tennis: a narrative review 50. Artificial Intelligence (AI) as Impulse for New Work 51. The Effect of Co-Verbal Remote Touch on Electrodermal Activity and Emotional Response in Dyadic Discourse 52. A Text Messaging Intervention for Coping With Social Distancing During COVID-19 (StayWell at Home): Protocol for a Randomized Controlled Trial 53. ANALISIS KUALITAS SISTEM INFORMASI PT RIWAY INTERNATIONAL TERHADAP KEPUASAN MEMBER MENGGUNAKAN METODE WEBQUAL 4.0 54. Patterns of Patient and Caregiver Mutual Support Connections in an Online Health Community 55. CASINet: Content-Adaptive Scale Interaction Networks for scene parsing 56. Facilitating Workers’ Task Proficiency with Subtle Decay of Contextual AR-Based Assistance Derived from Unconscious Memory Structures 57. Human SARS CoV-2 spike protein mutations 58. Virtual Body Ownership Illusions for Mental Health: A Narrative Review 59. Adaptive and adaptable systems 60. Exploring associations of non-coding RNAs in human diseases via three-matrix factorization with hypergraph-regular terms on center kernel alignment 61. Viability of using a computer tablet to monitor an upper limb home exercise program in stroke 62. Inferring high-resolution human mixing patterns for disease modeling 63. Core–Sheath Fiber-Based Wearable Strain Sensor with High Stretchability and Sensitivity for Detecting Human Motion 64. Advantages and Disadvantages of Internet Use: The Perspective of Women with Eating Disorders Experience 65. Iterative Design of Seamless Collaboration Media: From TeamWorkStation To ClearBoard 66. The Botetano arithmetic method: introduction and early evidence 67. Information Theory for Human and Social Processes 68. Assistive arm and hand manipulation: How does current research intersect with actual healthcare needs? 69. Recent Challenges in Computer Animation of Characters 70. RF energy modelling using machine learning for energy harvesting communications systems 71. Gene signatures with predictive and prognostic survival values in human osteosarcoma 72. A Semantic-Enabled Smart Home for AAL and Continuity of Care 73. Artificial intelligence and management: The automation–augmentation paradox 74. Cross-subject transfer learning in human activity recognition systems using generative adversarial networks 75. Research on Landscape Design Based on Ice and Snow Environment with the Computer aided Technology 76. Press, swipe and read: Do interactive features facilitate engagement and learning with e-Books? 77. A passenger risk assessment method based on 5G-IoT 78. Children Perceptions of the Effectiveness of Online Coding as a Supplement to in-person Boot Camps 79. A Generic Multimodels-Based Approach for the Analysis of Usability and Security of Authentication Mechanisms 80. What Makes People Join Conspiracy Communities? Role of Social Factors in Conspiracy Engagement 81. The Invisibility Bargain: Governance Networks and Migrant Human Security 82. Does customer satisfaction exist in purchasing and usage of electronic home appliances in Bangladesh through interaction effects of social media? 83. Screen Recognition: Creating Accessibility Metadata for Mobile Applications from Pixels 84. A Review of Intelligent Smartphone-Based Object Detection Techniques for Visually Impaired People 85. Design Ideation Through Speculative Fiction: Foundational Principles & Exploratory Study 86. Gender variability in E-learning utility essentials: Evidence from a multi-generational higher education cohort 87. Exploring Interaction in Academic Book Reviews across Different Disciplines: A Comparative Study 88. Leap Motion Sensor Technology Based Robo-Control System 89. Reusing design information: an investigation of the document creation process in service design projects 90. Research on fire inspection robot based on computer vision 91. Leadership influence on the relationship between communication satisfaction and job satisfaction in computer-mediated communication environments 92. Personalized Ranking of Online Reviews Based on Consumer Preferences in Product Features 93. Covert Embodied Choice: Decision-Making and the Limits of Privacy Under Biometric Surveillance 94. Bounded Religious Automation at Work: Communicating Human Authority in Artificial Intelligence Networks 95. Facilitating Workers’ Task Proficiency with Subtle Decay of Contextual AR-Based Assistance Derived from Unconscious Memory Structures. Information 2021, 12, 17 96. Latin to Balinese Script Transliteration: Lessons Learned from Computer-based Implementation 97. Augmented Reality and IoT 98. A Novel LSTM Model with Interaction Dual Attention for Radar Echo Extrapolation 99. A porous circulation model of the human brain for in silico clinical trials in ischaemic stroke 100. Kalman filter tracking of sequence spot centroid ablated by femtosecond laser 101. A Survey on Deep Reinforcement Learning for Audio-Based Applications 102. Curriculum system design for intelligent construction based on VR technology 103. Activation of carbonic anhydrases from human brain by amino alcohol oxime ethers: towards human carbonic anhydrase VII selective activators 104. ” Pick Someone Who Can Kick Your Ass”-Moneywork in Financial Third Party Access 105. Sharing Heartbeats: Motivations of Citizen Scientists in Times of Crises 106. Measuring Recommender System Effects with Simulated Users 107. Audio description from image by modal translation network 108. A computer-aided approach to identify novel Leishmania major protein disulfide isomerase inhibitors for treatment of leishmaniasis 109. Minimizing electrodes for effective brain computer interface 110. Understanding Issues Affecting the Dissemination of Weather Forecast in the Philippines: A Case Study on DOST PAGASA Mobile Application 111. Stress level classification using statistical analysis of skin conductance signal while driving 112. Video game play is positively correlated with well-being 113. Not Another Medication Adherence App: Critical Reflections on Addressing Public HIV-related Stigma Through Design 114. Personalization of serious games for learning 115. Evaluating the Effect of Stimuli Color and Frequency on SSVEP 116. Computer-mediated communication dan manajemen kesan pada pembelajaran elektronik mahasiswa di masa pandemi covid-19

117. JIA-2020-0556 ?, K-means ? 118. TRAITEMENT POSSIBILISTE POUR LA DEFINITION DE CLASSES D’OBJETS FLOUS D’UN RESEAU SEMANTIQUE

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  • Prof. Dr. Harald Reiterer
  • Dr. Tiare Feuchtner | Assistant Professor
  • Administration
  • Postdoctoral and Doctoral Researchers
  • Student Researchers
  • Former PhD & Former Staff
  • Research Focus
  • Fluid Interaction Revisited
  • Research Projects
  • Cooperation Partners
  • Teaching Overview
  • Current Lectures
  • Former Lectures
  • Mentoring Programme
  • Theses and current topics for projects
  • Experience reports
  • Publications
  • Research Publications
  • Bachelor / Master / PhD Theses
  • YouTube: HCI Group Konstanz

Bachelor Theses

Ayub, kinan, towards realtime cognitive load assessment of dyads using eye tracking technology (2019).

Many work activities are accomplished in teams. Nowadays, teamwork gets supported by technical systems that are operated collaboratively. In this regard the domain of Human-Computer- Interaction is interested in improving the utilization of such technical systems for its users. One extent that indicates whether such a system could be improved is cognitive load. While cognitive load has been mostly measured subjectively (e.g. with questionnaires) in collaborative settings, the physiological indication of mental effort has perceived less attention. One explanation for this circumstance describes the uncertainty regarding the combination of the individual physiological values, in order to map the cognitive load of a group as a whole. This bachelor thesis investigates how cognitive load could be measured in groups of two people with eye tracking technology. An idea that provides a possible combination of the individual values is presented in this work. Furthermore, an empirical study has been conducted to explore the cognitive load of dyads by physiological and subjective means. The collected data from the different sources is summarized, compared and discussed in this work.

Barwig, Oliver

Webdocumentaries: leitlinien für design und produktion (2016).

The internet has established itself as a platform for presenting modern and interactive media. One such format is the webdocumentary, which blends together video, audio, text, and images in a non-linear narrative that enables the user to experience that medium in an exploratory manner. Unfortunately, there is little information available regarding the development of this medium. Following Hartson and Pyla’s UX Lifecycletemplate, two webdocumentaries were developed using Klynt, a leading editor in this field. This work presents technical extensions for Klynt in order to expand the functionality of webdocumentaries. Based on the UX Lifecycletemplate and the gained hands-on experience, this work derives guidelines for improving the implementation of webdocumentaries. These guidelines are embedded in the UX Lifecycletemplate, an established methodology in creating user-friendly applications, in order to streamline and standardize the process of webdocumentary development in the future.

Bell, Johanna

Design and evaluation of different auditory mappings for 3d sound as off-screen technique for head-mounted augmented reality displays (2022).

Augmented reality head-mounted displays currently only offer a very small field of view, which means that objects that are located outside the field of view are not perceived by the user. Since humans can perceive their environment with different senses, the question here is whether auditory perception can also be used in augmented reality head-mounted displays to perceive information from objects outside the visual field of view of the device in a natural way, as we do in everyday activities.

This thesis describes the design and evaluation of three different auditory mappings used for 3D sound as off-screen technique for head-mounted augmented reality displays. First, research concerning related work was conducted. Thereby, a research gap in comparing different auditory mappings for 3D Sound as off-screen technique was identified. Therefore, a study prototype was designed in which important virtual objects are able to emit three different auditory mappings (nomic, metaphorical and symbolic) as 3D sound. Then, a user study was conducted with eighteen participants guided by research questions about search duration, accuracy in finding the correct object, object location memory and subjective preferences and perceptions. The results of the study are described and then discussed in relation to the research questions. The thesis ends with conclusions from the conducted evaluation. The main conclusions of the thesis are that overall, the use of the nomic auditory mapping for 3D sound as off-screen technique for head-mounted augmented reality displays is the most suitable for the tasks performed in the study, while the symbolic auditory mapping is the least suitable.

Der CircleSegmentView: Design und Evaluation einer Query Preview (2004)

Die Vorliegende Bachelorarbeit befasst sich mit der Implementierung und Evaluatierung einer kreisdiagrammbasierten Visualisierung, dem CircleSegmentView. Der CircleSegmentView (CSV) ist Bestandteil des visuellen Metadatenbrowsers VisMeB, der an der Universität Konstanz im Fachbereich Informatik und Informationswissenschaften in der Arbeitsgruppe Human-Computer Interaction unter Leitung von Prof. Dr. Harald Reiterer entwickelt wurde. Mit dem CSV soll eine einsetzbare Query Preview basierte Visualisierung zur Verfügung gestellt werden, die den Benutzer bei der Suche in großen Datenbanken unterstützen soll. Zunächst werden grundlegende Konzepte der Dynamic Queries und Query Previews erläutert und der Bezug zum CSV hergestellt, gefolgt von der Beschreibung des Projekthintergrunds und der Entwicklungsgeschichte des CSV. Die Benutzeroberfläche und die Funktionsweise des CSV werden detailiert erklärt. Bezüglich der Implementierung des CSV wird der Aufbau des Sourcecode erklärt und die Umsetzung der wichtigsten Leistungsmerkmale vorgestellt. Der Schwerpunkt der Erörterungen liegt auf der Evaluierung der Oberfläche. Es wurde ein Benutzertest mit 20 Personen durchgeführt, mit welchem gezeigt werden sollte, dass die Arbeit mit dem CSV im Vergleich mit einem herkömmlichen Suchformular einen Zeitvorteil bei der Suche bringt. Bei einigen Testaufgaben konnte nachgewiesen werden, dass die Testpersonen die jeweiligen Aufgaben statistisch signifikant schneller lösen konnten. Abschließend wird ein Konzept für eine zweite Benutzerstudie vorgestellt, von deren Durchführung neue Ergebnisse erwartet werden.

Biörnstad, Benjamin

Hybrid affinity diagram manager - eine lösung zur digitalen integration von stift und papier in kollaborativ kreatives arbeiten (2009).

In der heute digital dominierten Arbeitswelt sind Papier und Stift immer noch wichtige Arbeitsutensilien, vor allem in kollaborativen und kreativen Umfeldern. Die Vorteile dieser beiden Werkzeuge führen dazu, dass trotz bereits bestehender digitaler Anwendungen an der Arbeit mit Papier und Stift festgehalten wird. Dennoch ist es unerlässlich die Ergebnisse kreativer Arbeitssitzungen für eine Weiterverarbeitung digital bereitzustellen. Ziel dieser Arbeit ist es, die Werkzeuge Papier und Stift mit der digitalen Arbeit am Computer zu verknüpfen und das hinter dieser Integration liegende Potential an konkreten Anwendungsbeispielen aufzuzeigen. Dafür wurde als Anwendungsdomäne das Affinity Diagramming gewählt, da es ein gutes Beispiel für kolloborativ kreative Arbeit mit Papier und Stift ist. In dieser Arbeit wird eine hybride Lösung des Affinity Diagrammings vorgestellt, die es den Anwendern ermöglicht ihre Ideen in gewohnten Arbeitsschritten und mit den gewohnten Werkzeugen Papier und Stift zu entwickeln. Zugleich wird eine digitale Repräsentation der Arbeitsergebnisse erstellt, welche die Weiterverarbeitung in der digitalen Welt einfacher macht und Reibungsverluste aufgrund zusätzlichen Zeit- und Arbeitseinsatzes vermeidet.

Bogenrieder, Daniel

Inligation - konzeption und evaluation einer lichtbasierten indoor-navigation im kontext einer wissenschaftlichen bibliothek (2018).

Analog tools to support navigation have been used for more then thousands of years. With the help of new technologies, it is now possible to track users in an indoor environment. For the book search in a scientific library this can be of great use, because often thereare mostly analog or little digital forms of navigation support used to guide the user to his target location. A context analysis revealed, that the students are displeased with the current situation and that there is space for improvement. In conjunction with a state of the art analysis, this work presents „InLiGation“ a novel approach to assist user navigation. Traditional guidance systems make use of the display of the users’ smart phone. InLiGation brings this to a newlevel. Through light points in the environment the user doesn’t have to look onto his smartphone. The user simply has to follow light points and is meanwhile able to interact with its environment.

Böhnemann, Tobias

Eine vergleichsstudie dreier navigationsmethoden für vr (2019).

This bachelor thesis covers the conception, execution, and evaluation of a study concerning navigation in VR. First the state of the art and research are presented, then the planning and execution of the study are documented. In the study three navigation methods were compared: Teleportation, zone-movement, and trackpad-movement, the former using the SteamVR implementation, the latter two being implemented for this work. Both of those methods attempted to keep up perception of the environment along the travel trajectory unlike the teleportation technique. The study suggests that this does have a positive effect on the performance in search tasks. At the same time it also reinforced how teleportation is rated more comfortable to use while reducing the risk of VR-sickness.

Demarmels, Mischa

Conceptual design and development of a visualization for multidimensional data (2007).

This bachelor thesis describes the conceptual design and the prototypic realization of a visualization (the HyperScatter) based on a scatterplot and the concept of the zoomable user interface.

Dierdorf, Stefan

Steigerung des informationsgehalts bei der darstellung von sonderausstattungen in fahrzeugkonfiguratoren durch interaktive visualisierungs- und interaktionskonzepte (2007).

This bachelor thesis deals with the conceptual design and prototypical realization of a car configurator with increased content of information. The thesis is structured in three main parts, which are introduced by a preface in the beginning, where a short and general insight into the importance of websites for companies and car manufacturers as well as car configurators is gained. In the following part a State‐of‐the‐Art analysis of current car configurators of the German car manufacturers is carried out. It forms the initial point for the requirement analysis in which the framework of the development of the prototype is recorded. Its conception is carried out on the basis of the requirement analysis. Navigation and interaction techniques are described which lead to a car configurator with increased information content. Based on the prototype a preview which discusses further extension possibilities and additional functionality is given. Finally there is a critical conclusion that checks, if the targets set in the preceding have been accomplished successfully.

Eichkorn, Lukas

Design und evaluation eines attraktors für öffentliche displays (2015).

This thesis introduces an attractor for public displays. This attractor appears on the displays ofan installation and is supposed to attract passerby und guide them to interaction. To determinethe effectivity of this attractor, it is compared to another one. First the motivation for developingthis attractor is explained. Based on that, the installation, in which the attractor has beenintegrated, is described in detail. Next, the state-of-the-art analysis is talked about, includingthe introduction to the domain. After that, the design and the implementation of the conceptis explained. For the following evaluation, the set-up of the study and the comparison betweenthe two attractors are described. With this, the results of the evaluation are discussed and thelimitations, as well as the implications, are highlighted. At last a conclusion and an outlook tothe future are described.

Eisele, Veronika

Kollaboratives eltern-kind-stöbern in bibliotheksbeständen (2014).

This thesis describes a model world based browsing system which designed to make library holdings comprehensible to children. Different from conventional catalogs children shall not be excluded from digital browsing for books. The importance of a digital approach becomes abundantly clear by the huge amount of books that are located in a library. Within the scope of this thesis a system designed to grant children access to the library’s media by intuitive and playful shaping got developed. Based on preceding surveys and analyses a model world easy to understand for children was sketched, that uses metaphors from daily life to make the handling of the system self-explanatory. Furthermore the system focuses on collaborative browsing and a search by tags. In a subsequent evaluation in a library the system got tested on its service ability and suitability for daily use. In order to be able to evaluate this aspect a study adapted from the four domains of design of the Blended Interaction was structured and interpreted. On the basis of the evaluation’s results suggestions for improvement were worked out and afterwards presented.

Engl, Andreas

A framework for an infinitely zoomable information landscape (2008).

Since the advent of the very first graphical environments, the desktop metaphor claimed its place as a design that has shaped computing to this very day, yet hasn’t undergone any significant evolution apart from keeping itself visually up-to-date. Popularity is not always a measure for quality, though, especially when taking the lack of alternatives into consideration. With the introduction of zoomable user interfaces in the late seventies, an idea has been set into motion that promises to address the weaknesses and inconsistencies users had to accept so far. The ZOIL paradigm is a specialised form of zoomable user interfaces that aims to create a consistent interface by allowing navigation through a set of visualisation and interaction techniques, rather than exploring information through a multitude of applications. This work introduces a practical implementation, aiming to provide a technical foundation to demonstrate the theory, as well as to test design alternatives and to evaluate ideas. It will highlight and explain several key concepts of ZOIL and explain their practical implementations. Finally, a demonstrator along with a roadmap for future development is presented, serving as a design study for the framework’s capabilities and as a guideline for following revisions.

Sprachsteuerung als Basis multimodaler Interaktion auf grossen, hochauflösenden Displays (2008)

This bachelor thesis deals with large, high-resolution displays. It follows the vision, that interaction with such displays should be as loose and as natural as possible. Natural interaction without the need of any sensors or physical input devices is the key concept of this vision. To make a step towards this vision, the system built during this work, uses voice and hands as the main input devices. This system, called Nipper, is a multimodal system that uses speech recognition, freehand pointing and Laserpointer interaction to control its functionality. With these input devices, Nipper is not that far away from this vision. But the choice of those devices is not just based on this vision. Also other, more reliable reasons, to deal with this kind of input devices will be discussed. Nipper tries to improve the single input devices with smart combination of existing and new concepts presented in this thesis. Two new concepts to in-crease the efficiency of the system will be proposed during this thesis. The first concept, the “what you see is what you say-Concept” or “WYSIWYS-Concept” supports the multimodal interaction with a special regard to speech input. The second concept, called “Input-Everywhere-Concept”, is a concept which supports the use of the pointing devices, which can be difficult to handle precisely on large, high-resolution displays. In combination with the speech recognition, it allows the use of the entire display surface for the interaction. There is no need for precise pointing on any interaction elements. This concept allows much faster input and reduces frustration. To complete this work, an evaluation was made, to prove the ideas and concepts introduced by Nipper. Problems and solution to solve those problems are also being presented in the last part of this thesis.

Feyer, Stefan

Rack of inspiration – design und evaluation einer toolbox zur unterstützung des inspiration card workshops (2015).

In 2006 Halskov und Dalsgård developed the „Inspiration Card Workshop“. It is a card- based creativity technique, focused on the maximization of inspiration, leading to follow- up ideas. This purely analog workshop was preceded by a study, to discover possibilities to support it. These possibilities were defined in six requirements. Based on them, the Rack of Inspiration was created. It is a hard- and software toolbox, supporting the workshop in the defined matter. To prove the requirements, a further study was conducted. Five out of six requirements have been met. The Evaluation of the study yielded specific improvements and support options, which were defined in nine further requirements.

Fink, Daniel

Motivation by exergames – game balancing mechanisms examplified by augmented tabletennis (2016).

This thesis describes an augmented table tennis concept as part of an Exergaming system. Different from conventional Exergaming systems the sports won’t be simulated in the front of a screen. The players have to play the real-world physical activity. Integrated game balance mechanisms should motivate players to long-term exercise the sport table tennis. The desctiption of the Exergaming system is followed by an evaluation. The Evaluation studies the attractivity and the functionality of the developed exergaming system. The thesis ends with conclusions from the conducted evaluation. The main conclusions of the thesis are the high attractivity of the system and ideas to improve the integrated game balancing mechanisms.

Fritschle, Anna-Maria

Hands-free interactions with augmented reality glasses during the training of ergonomic patient transfers (2022).

Nursing is a physically demanding profession and many caregivers have to leave this profession due to work-related back pain and injuries. The injuries are mainly caused by over-exertion during patient transfers. Care concepts like Kinaesthetics can help avoid such injuries. In Germany, three-day-long courses are offered for nursing students to learn and practice Kinaesthetics. But aside the courses, there is a lack of support for the training of kinaesthetics transfers. A modern approach to support the self-training of ergonomic patient transfers outside of training courses is to use AR glasses, which display step-by-step instructions. The interaction with the AR glasses has to be hands-free, since both hands are needed to conduct a patient transfer. Even though systems to support the training already exist, there is currently still a lack of research on hands-free interactions with AR glasses in the patient transfer training context. In this bachelor thesis, a design concept and the implementation of an AR application that supports the patient transfer training and enables hands-free interaction via (i) eye gaze and voice and (ii) head gestures are presented. Furthermore, the design and results of a comparative study with both hands-free interaction techniques are presented. The results of the study indicate that the interaction techniques have many benefits to support the training of ergonomic patient transfers, but they need further investigation. Two main difficulties were encountered with them, which should be improved in the future.

Gerken, Jens 

Evaluation of a metadata-browser - listview vs. leveltable (2004).

During the last couple of years, one field of research within the Human-Computer Interaction was able to appear on a more recognizable level: the research and development of Visual Seeking Systems, or in a more general perspective Information Visualization Tools. Nowadays some of them even have been commercialized [IBM04, hum04], which leads to the conclusion, that there is still more to come. But despite those successful products, the development of such tools still lacks an essential part: Evaluations, which prove that those new forms of visualizing information are really superior to traditional approaches. This Bachelor thesis tries to close this gap by focusing on the presentation of an evaluation of VisMeB a Visual Metadata Browser. The main aspect of this evaluation was to prove or disprove the advantage of a table-based visualization (VisMeB) of search results over the traditional list-based view, for example used by several popular search engines, such as Google. In addition, there are also the methods and results of several other usability tests conducted during the development of VisMeB presented. Therefore a theoretical background is being build up, by taking a closer look at the methods used in social sciences, which should be seen as a reference system for usability methods.

Gerlach, Felix

Exploration von bibliotheksbeständen mit dynamischer peephole navigation (2015).

This thesis describes a new way of browsing library collections. Different from conventional browsing in libraries there is no restriction due to the shelving. Instead the user can create and form the struc-ture of the books interactively. In the course of this work a system has been created, which allows an intuitive and interactive access for browsing the library’s media. A series of design goals have been developed based on previous works and existing prototypes. Using these goals a browsing landscape has been designed, utilizing metaphors from the real world to make it self-explanatory. The navigation of said landscape works in a natural fashion. With the help of a dynamic peephole the user can walk and use his movements for navigation. In the following evaluation the usability of the system has been tested. The study has been designed and evaluated using the design goals. Based on the findings sev-eral suggestions for improvements have been made and presented.

Gundelsweiler, Fredrik

Invisip - implementing a scatterplot for visualization of geo-spatial metadata (2002).

Within the EU project INVISIP (Information Visualisation For Site Planning) a pro-totype of a scatterplot was developed and implemented. The first part of this work is an introduction to the field of the project. After this, the INSYDER (Internet Systéme De Recherche) project and its goals are presented. The INSYDER system was evaluated and the results are the basis for the new development of the INVISIP framework. After the explanation of INVISIP, a summary of the theoretical basics is given. These basics include the visualization of spatial data and some research approaches concerning the scatterplot and the magic lens. The main part of this work is about the visual user interface of the scatterplot and its implementation in the programming language Java. The developed visualization is explained with pictures and the basic concepts are presented afterwards. At the end of the fourth chapter the im-plementation of the scatterplot and the communication interfaces are explained. The last part deals with known problems, a provisional evaluation and an outlook to the future of the project.

Harr, Christian

Mobile navigation for the mediovis system (2006).

Although navigation systems were until very recently mostly known and used in the realm of air and sea transport and therefore only rarely trusted to public use, a change in this trend can be observed in recent years. The main reason for this is the rapid developments in the field of car navigation, which in the meantime is to be found in growing numbers in cars and will most probably become a regular fixture in the near future. The presence of the media has most probably contributed to the rise of knowledge about these systems, and to the fact that most individuals now know what GPS-based navigation systems look like and how they work. The next step in development would be to implement navigation systems in buildings. In this paper, some navigation systems in existence to this day will first be introduced in order to then give an in-depth picture of the technical basics. A following chapter will be dedicated to the necessary design basics, since the realization of a 3D visualization on a PDA is the final objective of this project. As the acceptance of such a new system by the user is essential, a further consumer-oriented chapter will discuss particular needs and requirements by users. Next, the prototype developed fort his project using Flash and SWIFT will be presented along with the instructions for the full implementation of such a system. The conclusion then gives a small glance into the future.

Hofstetter, Hermann

Remote sketching on paper (2008).

This bachelor thesis elaborates an analysis about collaborative sketching in todays practice. Consequently, the concept of interactive paper is presented. Afterwards, the idea of the Remote Sketching on Paper approach, in combination with the interactive paper technology, is presented and a scenario based development process is described and used to design and implement the user interface and the interactions of a low-fidelity prototype. In addition, an evaluation of the system is conducted with real users through an usability test and interviews.

Höliner, Stefan

Augemented table tennis: design und evaluation eines auf tischtennis basierenden exergames (2015).

Exergames verbinden digitale Spielinhalte mit physischen Bewegungen. Damit versuchen sie Menschen dazu zu motivieren, sich physisch aktiver zu betätigen. Im Rahmen dieser Arbeitwurde ein Exergame auf der Basis von Tischtennis entwickelt, welches für alle Spieler, unabhängig ihrer bisherigen Tischtenniserfahrung, verwendbar sein soll. Das Spiel sollte dabei großen Spielspaß bereiten, sodass die Spieler sich gerne bewegen. Anhand technisch verwandter Exergames, wurden Möglichkeiten betrachtet, wie die Spieler und die Schlägerbewegung getrackt werden können. Zusätzlich zum Tracking lag der Fokus darauf, dass die Spieler beiläufig verschiedene Schlagtechniken des Tischtennis lernen. In einer darauf folgenden Evaluation des Exergames innerhalb der Universität, wurde das System auf dessen Gebrauchstauglichkeit und Benutzererfahrung geprüft. Um diese Bereiche zu testen, wurde mithilfe des DECIDE Frameworks der Studienablauf festgelegt und durchgeführt. In einer Diskussion werden die Ergebnisse kritisch reflektiert und im Anschluss daran werden Verbesserungsvorschläge für das System vorgestellt.

Hubenschmid, Sebastian

Art – augmented reality above the tabletop - an immersive analytics tool for the visual analysis of mobile health data (2017).

Immersive Analytics studies how immersive technologies, such as augmented reality devices and large touch-sensitive displays, can be instrumental in analysing complex data. This work investigates the potential of Immersive Analytics for the collaborative analysis of mobile health data, using a use- case-centred design approach.

Firstly, requirements and limitations of current analysis processes are discussed, based on the results of a focus group between four interaction designers and seven domain experts from the SMARTACT project. The focus group revealed several leverage points for Immersive Analytics tools addressing current analysis approaches, visualisation readability, space immersion, and collaboration.

Secondly, the collaborative analysis tool ART (Augmented Reality above the Tabletop) for the visual analysis of mobile health data is presented. ART addresses the key identified requirements and leverage points by visual- ising multidimensional data in augmented reality using an interactive 3D visualisation. The visualisation links related data points between several 2D scatter plots to create a 3D parallel coordinates visualisation. To benefit from well-established interaction techniques, the visualisation is anchored to a touch-sensitive tabletop. This work further illustrates the implementation of such a distributed system, which uses contemporary virtual reality head-mounted displays with stereoscopic cameras to create an immersive augmented reality environment.

Thirdly, two group-based expert walkthroughs were conducted to evaluate ART, with ten participants in total. The walkthroughs already revealed several benefits of using the ART system over traditional, desktop-based analysis approaches, such as better collaboration and easier data explor- ation. Based on results from these walkthroughs, a set of guidelines and further research directions to integrate immersive technologies into the collaborative analysis of multidimensional data is provided.

Huber, Stephan

Design and implementation of a multi-touch scatterplot (2010).

Nowadays libraries collect information on their stock of books and other media in digital catalog systems. In these systems the users get access to the information on the database of a library by means of queries and the hit lists resulting from the search process. The presentation of the results in the form of hit lists makes it difficult for the user to gain an overview of all the hits. Depending on the type of query, these are distributed over several html pages. In this thesis the scatterplot is presented as a visualization to solve these problems. It facilitates an overview of the results of a query and an analysis of the relations and the dependencies among the hits. The concepts of navigation in scatterplots developed so far entail the problem that is impossible to directly compare various focal views. In order to solve this problem a new concept of navigation for a scatterplot visualization is identified in this thesis. This concept enables the creation of multifocal views in the data space. Furthermore, the library terminals do not support simultaneous access or social interaction among multiple users during the search process. Within this thesis a multi-touch table is presented as a path towards a solution to the problems of such terminals. The multi-touch table supports multiple users in interacting simultaneously in an application. For the new concept of navigation of the scatterplot visualization gestures for direct input on the display of the multi-touch table are identified. In combination with the concept of navigation these gestures represent a natural interaction with the scatterplot visualization.

Ipekli, Elâ

Hands-free interactions with augmented reality smartglasses during patient transfers in a clinical setting (2022).

When a caregiver in a clinic makes a small mistake while conducting a patient transfer, it is likely that on a longterm time span, they will encounter negative health consequences, such as back or neck injuries. A technical assisting system that follows ergonomic safe patient handling guidelines could be very beneficial in protecting caregivers and patients. This thesis presents an application for head-mounted Augmented Reality smartglasses that shows ergonomically approved step-by-step video instructions for caregivers to follow during practice. However, in order to navigate through the app and especially jump in-between the instructions, some kind of hands-free interaction is required. Two interaction methods were tested with smartglasses: Voice Commands and Head Gestures. Both versions were used during a comparative study with 12 participants in a simulated clinical setting. Each participant had to do multiple rounds of a human patient transfer (e.g. from a bed to a wheelchair) while wearing the smartglasses and interacting by both mentioned methods. Subsequently collected data through questionnaires, surveys and log files helped to identify advantages and disadvantages of voice and head interaction in a patient transfer setting. The findings show how even though both ways of interactions have their advantages and disadvantages, one interaction technique outperforms in almost every context-relevant category.

Jetter, Hans-Christian

Usability evaluation applied in invisip (2003).

This bachelor thesis presents and discusses the different techniques of usability evaluation applied in the INVISIP project. Apart from a brief presentation of the evaluation results this thesis focusses on the explanation of the individual evaluation techniques and the discussion of their applicability to the project. With the introduction of remote usability testing techniques and a usability software-framework the experiences from the INVISIP project are transferred into concepts for new remote evaluation tools, which can be used to support the development and the post-deployment phase in other projects as well. Finally all discussed techniques are briefly recapitulated to give a decision-aid for economic and complementary usage of usability evaluation techniques for the future.

Khashimov, Aziz

Spot: design und evaluation einer anwendung zur erkennung von physischen objekten während mixed reality studien (2021).

Diese Arbeit beschreibt den Prototypen „SPOT“, eine mobile Trackinganwendung, die mit Hilfe von Fiducial Markern die Positionen von physischen Objekten erfasst. Die Marker werden an den physischen Objekten angebracht und mittels eines angeleiteten Prozesses innerhalb der App kalibriert. Die gesammelten Daten werden in einem standardisierten Format gespeichert, sodass diese ohne zusätzlichen Aufwand weiterverarbeitet werden können. Das System wurde in einer Expertenstudie auf seine Usability sowie auf die Tauglichkeit für den Einsatz in Studien untersucht. Die Studienteilnehmer fanden die Anwendung einfach zu verwenden und lobten vor allem den geringen Aufbauaufwand des Systems. Jedoch wurden die geringe Reichweite und mangelnde Resistenz gegen die Verdeckung der Marker als klare Schwächen genannt

Klester, Eduard

Design and implementation of radial menus for multi-user interaction on tabletops (2014).

This Thesis is concerned with the realization of radial menus in collaborative settings. Basically an application for the consumer electronics is developed, which should help to choose products in the shop, to compare them and to inform about certain products collaboratively. Two new radial menus were developed on the basic of different researches and a state of the art analysis, which should support the collaboration through this mentioned research based analysis and through new developed concepts. These menus are part of the whole developed system. The system also contains a solution- depiction, which should give the user the ability to compare his chosen products. Also a concept for speech-control and a favorite-menu, which should give the ability to save picked products, was developed. This document further contains the development, the research base of the system, which is a big part of the development itself, and its impact on the user. Further the concept- and design-stages, which are based on usability principles and are necessary for the realization, were specified in this elaboration. Also the system gets evaluated and analyzed in the further documentation. Finally the possibility of using the system in another context is illustrated by an example.

Klinkhammer, Daniel

Interaction concepts and visualizations to compare different automobiles (2006).

This paper deals with the draft and prototypical realization of a tool to compare cars. At the beginning characteristic items of decisional processes while buying a car are shown. These characteristics are the starting point for a detailed finding of demand where usability goals, general principles of design, necessary functionalities and the field of use will be determined. The findings obtained by this approach are making it possible to develop a conceptional model that can be a manual guide for a convertion into an interactive comparable tool. Interactional concepts and visualizations are developed to assemble the complete prototype at least. Because of this the prototype is a product of a methodological procedure. The question how to continue this procedure will be answered and described in the outlook of my paper. As a conclusion the emerged convertion will be analysed in consideration of the defined demands.

König, Werner A.

Design and implementation of a 3d-scatterplot to visualize meta data (2003).

The benefit of three-dimensional visualizations is often reduced because of an increased cognitive and mental workload for the user, imposed by a complicated spatial navigation and a mistakable display. The 3D-Scatterplot, which is described in this bachelor thesis, tries to lower this workload by a task orientated, simplified interaction and a supporting visualization. The goal is to offer the user an efficient and intuitive environment, in which he can easily solve his tasks. This 3D-Scatterplot is part of the generic Visual Metadata Browser (VisMeB) which was developed in the context of the research projects INVISIP and VisMeB. It was designed to efficiently support users in a way that they are able to search and extract relevant data from a large amount of data regardless of the context of use. In addition to the presentation of the VisMeB project and the detailed description of the conceptual design, the implementation and the functionality of the 3D-Scatterplot, this thesis also presents existing commercial and scientific applications with 3D-Scatterplots in a state-of-the-art analysis. Based on the experience made during the conception and implementation of this 3D-Scatterplot and further studies, this thesis also defines a style guide which should be used as a guideline for the conception of similar visualizations and as a criteria for quality audits.

Krämer, Leonard

Smarttabs - design and evaluation of a system for self-actuated displays (2016).

This work outlines the implementation of the SmartTab platform, a robot – tablet combination. SmartTabs aim to simplify concurrent handling of multiple tablets. SmartTabs can create multi-device-displays and adjust their position dynamically to multiple situations. SmartTabs also are a platform to evaluate interaction with self-actuated displays and their benefit to the user. In the second part of the work we conduct an experiment to evaluate the SmartTabs performance as a tool for dynamic peephole navigation. In the experiment we explored the question whether or not bodily movement leads to better performance in spatial navigation and memory tasks. We found no evidence for increased memory performance, but could confirm that the navigation performance is increased when users have to engage their whole body. We also discovered that the SmartTab is an appropriate tool for dynamic peephole exploration and increases the users comfort.

Kraus, Matthias

Collaborative identification of objects in physically separate mixed reality environments (2016).

Prior research provides initial evidence that virtual objects can serve as spatial cues and can hereby have a favorable effect on the collaboration behavior of co-located participants in mixed reality environments (MREs), i.e., newly created environments composed of coexisting real and virtual objects. To date, the influence of virtual objects on collaboration in distributed MREs - where people are situated in physically separate locations while at the same time sharing one and the same virtual blending - has been a point of minor scholarly interest. To address this research gap, we investigated how additional virtual objects shape collaboration in object identification tasks in remote MREs. For this purpose, a controlled lab experiment with 16 dyads was conducted. Results indicate that spatial cues can affect user experience beneficially. This is apparent in reports of participants, which uniformly preferred the condition with virtual spatial cues. Further advantages of these cues can be seen in the facilitation of communication as well as in significantly affected experiences of social presence, both being gathered on the basis of questionnaires. These findings emphasize the usefulness of synthetically created spatial cues for collaborative object identification tasks in remote MREs. Possible application areas constitute future office environments, where this kind of spatial cues could help co-workers to mutually undertake a project while being physically separated.

Leicht, Daniel

Motivierende nachrichten in kleinen gruppen (2019).

Diese Bachelorarbeit befasst sich mit dem Austauschen persönlicher Nachrichten mit dem Ziel, sich gegenseitig für einen gesunden Lifestyle zu motivieren. Zu diesem Zweck werden Stand der Technik und Forschungen präsentiert, welche Anregungen für die Implementation einer motivierenden messaging Intervention, genannt moMent, lieferten. Diese Android App wurde mithilfe des BIT-Modells, einem Framework für Interventionen, realisiert. Während eines Usability Testes stellte sich heraus, dass die verschiedenen Motivationselemente der App die Nutzer zu einer positiven Verhaltensänderung führte. Gleichzeitig werden einige Optimierungen für das Design offengelegt. PDF

Liebrenz, Philipp

Visualisierung von multi-data-points in einem 3d-scatterplot : konzeption (2004).

A Multi-Data-Point describes the overlapping of several data points within visualizations, which due to their identical properties were represented on the same position in a scatterplot. The data points overlap themselves and therefor the viewer does not recognize them as different. This work presents a concept for the visualization of such Multi-Data-Points and documents the implementation of this concept within the VisMeB 3D-Scatterplot. The 3D-Scatterplot is a visualization component of the Visual Meta Data Browsers (VisMeB), that independently from an application domain supports users in large data sets research. The new Multi-Data-Point visualization makes the elements of the Multi-Data-Point accessible for the user and enables an effective and efficient browsing through the elements.

Marwecki, Sebastian

Encouraging collaboration in hybrid therapy games for autistic children (2013).

Social competence and communicative skills of children with autism spectrum disorders (ASD) are supported by behavioral therapy. "Serious games", especially therapeutic games on hybrid interactive surfaces, have been proven to serve as a useful tool for behavioral therapy. In this work, I describe the design process of acquiring and implementing requirements for such a hybrid therapy game: "Invasion of the Wrong Planet". I then use the game to measure collaborative behavior in two consecutive studies with 16 children without developmental disorders and 9 children with ASD at the University of Konstanz and a therapy centre in Freiburg respectively. In these studies I contrast the design principle of "Encouraged Collaboration" (ECC), which I derived from specific aspects of behavioral therapy, with the design principle of "Enforced Collaboration" (EFC), which has been used in recent work in this area of research. Based on the findings of these studies, I show that ECC in contrast to EFC leads to a higher amount of motivation, while at the same time providing a comparable amount of collaboration between the players. In this regard, ECC may enhance effectiveness of games used as a tool for behavioral therapy fostering social competence and communicative skills of children with ASD. To conclude this work I discuss how this design principle can be generalized and be applied to other fields of behavioral therapy and how effectiveness of serious games in general can be improved.

Marx, Carsten

Mobile mediovis : design and develop a visual information seeking system for the mediothek in the library of the university of konstanz on a pocket pc (2005).

This Bachelor Thesis illustrates the conception and development of a visual information seeking system for the Mediothek of the library of the University of Konstanz. The Mediothek is a subset of the library catalogue containing multimediabased items like DVDs, viedos, CDs and so on. The visual information seeking system, called MOBILE MEDIOVIS, offers a managed search for the Mediothek. This is provided by the Pocket SieveMap with predefined visual clusters arranged in categories. A dynamic query is built via direct manipulation. After execution the filtered items are displayed in a table-based view in which the user can get details on demand without losing the overview. MOBILE MEDIOVIS is available as a full functional application, written in C# in the .NET Compact Framework. The idea for this project relies on the project MEDIOVIS which was also developed in the work group Human Computer Interaction at the department of computer and information science.

Maurer, Steffen

Entwicklung persönlicher bereiche bei tabletop-basierten interaktionen im messeeinsatz (2014).

This thesis is concerned with presentation systems for use at trade shows, which also implement the concept of personal spaces. Interactive tabletops are increasingly used as a source of information at trade shows. A very important concept from the psychological study of the use of space is the concept of personal spaces. These are used to divide the working space at a table between the group members, no matter if it is a desk or an interactive table. The first part of the thesis is focused on the theoretical basics of personal spaces and interactive tables. Subsequently a requirement analyses shall help to detect the requirements of a system for trade show use . Based on the findings, the design and the implementation of a tabletop-based system with personal spaces for use at trade shows should be worked out in the following chapters. In the last part of the thesis the developed system will be evaluated with conventional methods of human-computer interaction if the requirements are met.

Memmel, Thomas

Invisip - implementation of a table-based visualization for geo-spatial metadata (2002).

This bachelor thesis describes the implementation of a table-based visualization for geo-spatial metadata, following a redesign proposal by M. Eibl [EM 2001]. The design approach is called the concept of granularity, which is implemented in the practical part of this bachelor thesis using the programming language JAVA. The thesis is divided in an introductorily part and four main parts.

Dealing with the background of the INVSISP project, the introduction brings geo-spatial metadata together with information retrieval and geographical information systems. 

The first main part presents earlier and recent projects concerning the visualization of metadata and sums up these project’s intentions, context of use and weaknesses. This section then leads up to the concept of granularity, which is supposed to solve the evaluated problems of former projects.

The product requirement specification is stated in the second main part. It summarizes the required implementations for overcoming the identified problems and converting the granularity concept. Main part three describes the first prototyping issues and also points out the implementation of a Scatterplot visualization, done at the same time by [GF 2002] and deeply interconnected to the implemented table-based concept of granularity. It explains the considerations taken place during the preliminary discussions of the project. The considerations deal with the use of software design patterns, some principles of object-oriented programming in JAVA, puts the project into context to basic concepts of information visualization and describes the methods of visualization used in the project. A documentation of programming the granularity concept as JAVA software project is delivered in main part four. It illustrates the most important parts of the program with the help of unified model language (UML) diagrams and extractions of the project’s source code.

This thesis ends with a summary of the problems and obstacles which occurred during implementation and provides an outlook on future tasks.

Miller, Matthias

Collaborative object positioning in physically separate mixed reality environments (2016).

In Mixed Reality Environments components of the virtual and the real world can be blended. In this way, virtual objects can be depicted on a single display as they exist in reality. For instance, future application domains can contain interactive modeling of three-dimensional objects in cooperative virtual environments where virtual cues facilitate the collaboration of several co-workers who are situated at different geographical locations. The results of a previous study in a colocated setting indicated that virtual cues have a positive influence on communication behaviour and user task load during cooperative object identification and positioning tasks. In the same way, persons, who are physically separated, can mutually take part in such group activities using a common virtual environment. Within the scope of this bachelor thesis, we conceptualized a research prototype in order to conduct a study with 16 dyads. On the basis of this study we analyzed the influence of additionally displayed virtual cues on participants’ communication behaviour, user task load, user experience and telepresence. The study results revealed that the participants preferred the virtual objects of the Mixed Reality Environment compared to the physical surrounding. Furthermore, the virtual cues reduced participants’ subjective perceived workload and provided a better impression of control when interacting with virtual objects. The evaluation outcomes suggest that additive spatial cues in physically separated Mixed Reality Environments support participants during collaborative object positioning tasks. Synthetically rendered objects improve communication behavior and provide an enhanced perception of cooperation partners’ presence in the shared environment.

Niethammer, Anna-Lena

Evaluation of contactless interaction techniques for information kiosks on an airport self check-in.

Information kiosks are widely used in public spaces. They are used to order food, withdraw money, buy train tickets, or check-in at airports or hotels. For users to enjoy their interaction with information kiosks, they need to feel safe while using them. This security also includes health and hygiene safety. The hygienic safety for public surfaces and touchscreens has been criticized repeatedly, most recently during the Covid-19 pandemic. To use the information kiosks without worry, a solution is needed that does not require direct physical contact with the kiosks. This thesis describes the design, implementation, and evaluation of three interaction concepts on a study prototype based on an airport self check-in kiosk. First, research concerning related work was conducted. During this research, it was found that a lack of evaluation of interaction concepts in an information kiosk context existed. Following the research, three interaction concepts were dened and designed. The three concepts were accompanied by a study prototype intended to be used to evaluate the interaction concepts in a quantitative study. A quantitative study with eighteen participants was conducted guided by research questions concerning user experience, perceived workload, and learning eects. The results of the study are described and then discussed in relation to the research questions. The received feedback was generally positive, with users being highly receptive to a contactless solution to information kiosk interaction. Based on the results, improvements to each interaction concept are introduced, and possible further work and research questions are introduced.

Pafla, Marvin

The bandwagon effect helps mitigating the fear of social embarrassment in interactive public display use (2018).

While there is support for the assumption that people are concerned to interact with public displays, we thought of ways to overcome this concern. This resulted in the development of two interfaces that implemented the bandwagon effect as implicit and explicit recommendation systems. While the implicit percentage-counter condition was not able to cause more people to interact with our public display, we found that the explicit star-rating condition was successful in causing people to interact with the display. Most interestingly, the explicit star-rating seems to be more successful in drawing in higher socially concerned passersby than the control condition. This is why we think that the bandwagon effect is a potential design option that helps overcome social concerns such as the fear of social embarrassment in public display use.

Pfründer, Jörg

Development of a web-based application for the transfer of usability knowledge (2003).

In this thesis I present the development of a webapplication, that was designed to provide Knowledge about usability. The usability experts of DaimlerChrysler are often asked questions about software ergonomy or usability engineering by other people of the company. Until now the answers werde put together manually. The experts have collected some files from their harddisk, information from the internet and other sources within the company and have sent the data by e-mail to the person, that had asked. This procedure has took lots of effort. A new webapplication should make it easier to share usability knowledge from several different sources to other persons in the company. The storage of former answers and the inclustion of a database of usability knowledge should speed up the answering process and make it more efficient. The development was lead by the usability engineering lifecycle in order to achieve a good acceptance of the programm among the users.

Reutlinger, Lisa-Maria

More: design and evaluation of a digital menu plan for a retirement home (2021).

Interaction design for older people receives growing interest from researchers and designers alike. While many systems aim at mitigating symptoms of age-related decline, the system that is the focus of this thesis supports retirement home residents in their everyday meal ordering tasks: “MORe - Meal Ordering in a Retirement Home” is the digitized version of the currently employed paper menu plan that residents of the retirement home KWA Parkstift Rosenau in Konstanz use to order lunch to their apartment.

This thesis describes how MORe was designed and evaluated. First, research on the topic of interaction design for older people was conducted. In the course thereof, the apparently problematic relationship between technology and older people was investigated. To elicit requirements, user research in Rosenau was conducted in the form of a contextual inquiry which helped to define the scope of MORe. Design guidelines for older users were used as guidance on how to execute these ideas. The features of MORe and the design considerations that went into them are described. The evaluation of MORe represents the central part of this thesis: Guided by the question of how retirement home residents react to and use the digital menu plan, a qualitative user study with three participants living in Rosenau was conducted. Its results are discussed in detail, as well as redesign ideas and possible directions for future work. The reactions to MORe were mainly positive: All participants stated they would like to use it. Apparently, the benefit of the functionality of MORe outweighed the smaller usability problems that were encountered. This thesis concludes with a discussion of the process that was undergone and a reflection of what could be learned in the course of the design and evaluation of MORe. Overall, cooperating and conducting research with older people proved useful for their unique viewpoints and input for redesign ideas.

Rexhausen, Sebastian

Latent semantic indexing for short texts (2005).

Motivated by the activities of the chair Human-Computer Interaction at the University of Konstanz and their project INVISIP and its need for a full-text search within Geo-Metadata the need for a suitable information-retrieval-system, which can handle the various requirements, arised. The available Geo-Metadata contain nothing else than short descriptions about the several datasets. The usage of the description terms varies a lot between authors and finding an appropriate IR-System seems Gordian. Investigations in Latent Semantic Indexing (LSI) concerning similar tasks are very promising and therefor the choice fell onto this method. The aim of this thesis is on the one hand to implement an IR-system based on LSI and on the other hand to test its efficiency and effectiveness in terms of a document corpus containing primarily short texts. To assure the comparability to other IR-systems the chosen document corpus wasnt the INVISIP-set but the GIRT4-dataset developed by Michael Kluck - more precisely on the german titles of a subset of the documents. An outlook should identify possibilities in adapting and/or expanding the LSI-algorithm to further enhance its performance.

Röhrle, Simon

Design and evaluation of a trackable patient model to train ergonomic patient transfers in virtual reality (2023).

Injuries in the field of care are not uncommon. One area where these injuries occur is in the field of patient transfers. Physically demanding tasks, especially when under time constraints, can quickly result in injuries for both the caregiver and the cared-for if performed incorrectly. The kinaesthetics care conception is a movement system that supports the ergonomic transfer of patients and therefore minimizes the physical strain on both the patient and the nurse. Programs in which trainee nurses learn how to transfer patients based on the kinaesthetics care concept are already being offered at many government-supported schools in Germany. However, these programs are very limited and usually only consist of three lectures. As part of this thesis, the Virtual Reality training application VRPatient was developed to support the training of ergonomic patient transfers. With this application, it is possible to practice a patient transfer without the need of an instructor or training partner. First, related work is presented and explained to what extent it differs from the content of this thesis. Then, the requirements of the system were discussed and drawn up, based on which a tracking system was selected for the prototype. Afterwards the implementation of a prototype and its functions will be shown. To evaluate the implemented prototypes, a usability study was carried out with twelve participants. This study was guided by three research questions concerning user experience, immersiveness, and the possibility of the trackable patient model replacing a human as an exercise partner. While the feedback on the user experience and immersiveness was good, the study also showed that the trackable patient model still has some limitations compared to a human. The results of the study were discussed, and suggestions for improvement were made. Finally, potential future work for the extension of VRPatient was presented.

Conceptual Design and Development of a Car Configurator focusing on Joy of Use (2004)

The subject of this study is Joy of Use, with the focus on the conceptual design and development of a prototype car configurator for the DaimlerChrysler Smart Car. The first section provides a general overview of the field of Joy of Use, including various models, methods and criteria. This is followed by a concrete catalogue of criteria and a consideration of a procedure for the development of a Joy of Use application. The third section describes the actual development of the prototype Smart Car configurator, applying the concrete catalogue of criteria and a particular procedure. The study concludes with a synopsis and a consideration of possible future Joy of Use applications.

Runge, Oliver

Design and implementation of a zoom and facet based visualization (2010).

The enormous increase of information leads users to be quickly overwhelmed by the ever-growing mass of Data. The overall challenge is to facilitate the workflow by processing these data collections efficiently. The present Bachelor thesis argues with this topic and implements the zoom and facet based visualization FacetBrowsing. After an introduction of the current problems, a range of orientation and overview concepts help to present ideas for a better user bearing within huge data volume. Furthermore several navigation and interaction techniques are presented to facilitate the movement within the information space. The developed concepts are then examined to determine whether the pre-defined research questions are answered and they thus contribute to a solution of the problem.

Schmidt, Toni

Interaction concepts for multi-touch user interfaces: design and implementation (2008).

Interactive tables operated by direct touch (tabletops) are getting more and more common. Such tables offer great opportunities for novel user interfaces that base on direct touch interaction. As part of this thesis we illuminate the particular advantages of direct touch interaction as well as we discuss possible constraints. User interfaces attempting to exploit most benefit from direct touch interaction have to be designed specifically for touch interaction`s needs. In contrast, legacy user interfaces are designed for mouse interaction and lack conformance to touch interaction`s requirements. Yet, such legacy user interfaces take the largest part of today`s user software, being essential in a great number of tasks. Nevertheless, little research has been done in making legacy applications usable on tabletops. For this reason, we designed and implemented interaction techniques empowering users to benefit from direct touch interaction when using legacy (WIMP) user interfaces. We identified three dimensions of interaction tasks in WIMP user interfaces as being essential. Dimension 1 is focused on the tradeoff between selection efficiency and effectiveness for differently sized targets. We introduce ZoomTap, a technique enabling users to rapidly select large targets as well as to select small targets with high precision. Entering text by touch input is another task being essential for using WIMP user interfaces. When using physical keyboards, users benefit from tactile feedback. Virtual keyboards cannot offer such feedback. In dimension 2 we address this issue with the design and the implementation of two alternative text input techniques. Our Qwerty virtual keyboard lets users benefit from its familiarity to a physical keyboard. The second design, Column Typing, supports users by providing an easily recognizable letter history. An informal user study with six participants showed that users benefit from Qwerty’s layout and utilize Column Typing’s feedback component. For effectively operating WIMP user interfaces, users have to be supplied with techniques for dragging and scrolling as well as for invoking contextual menus. In the third dimension we introduce interaction techniques allowing users to perform these tasks in a natural and ergonomic way. We implemented the designs of all three dimensions in a prototype program, making our techniques actually usable on tabletops. In combination, all interaction techniques form a coherent interaction concept, enabling users to perform all vital parts of WIMP user interfaces while gaining benefit from direct touch interaction.

Schreiner, Mario

A zoomable topic-based browsing approach to support search and sense-making in on-line book repositories (2013).

Nowadays, the internet, growing document spaces and digital libraries lead to an increased complexity of search tasks. Modern researchers can not hope to read every available bit of information anymore. Instead, knowledge seekers need digital help to distinguish relevant from irrelevant search results. Subject of this work is the design of a v isual information seeking system that finds new ways to increase the efficiency of search workflows. The resulting system integrates query formulation, browsing and sense-making into a uni fied application context and combines a topic-based approach with advanced multi-touch interaction and a visual representation of results.

Schweitzer, Daniel

Exploration digitaler bilderarchive mithilfe von augmented reality information browsern - konzeption und evaluation (2016).

Big digital picture archives can quickly become cumbersome to handle. Without special software, there isn’t much support for creative dynamic processes. One way to explore big amounts of data is by using an augmented reality information browser. It is an augmented reality-enabled handheld, which allows to view the information space in an egocentric manner. Thus, virtual images can be positioned in real three-dimensional space, as if they were physically present. As an attempt to improve the handling of digital picture archives, an augmented reality information browser was developed, which will be presented and evaluated here by means of a usability study.Furthermore, potential reasonable enhancements will be discussed.

Schweizer, Jonas

Gestaltung und implementierung eines multi-fokus und multi-display management-systems (2009).

Die enorme Zunahme an gespeicherter Information führt dazu, dass heutige Informationskonsumenten mit der Bewältigung dieser Informationsmengen überfordert sind. Diese Bachelorarbeit setzt sich mit dem Problem auseinander, wie Benutzer bei der Interaktion in großen Informationsräumen unterstützt werden können. Es geht dabei um die Frage, wie die kognitive Überlastung des Benutzers mit Hilfe neuer Sichten auf die Informationen gesenkt werden kann. Im Rahmen dieser Arbeit wird eine Taxonomie vorgestellt, die Benutzerinteraktionen und verschiedene Umgebunssituationen in Relation stellt. Die Taxonomie unterscheidet zwischen der Manipulation, der Anzeige und dem Verschieben von Objekten in Single und Multi-Display Kontexten. Die Taxonomie wird anschließend auf das bestehende ZOIL-Konzept angewendet, um daraus Lösungen für multifokales Arbeiten zu entwickeln. Mit Hilfe von Split Screen, mehrfachem ClickZoom, Drag and Drop, einer interaktiven Übersicht, synchronisierten Ansichten, dem Remote Click Zoom und einem Shared Clipboard-Konzept wird ZOIL mit Funktionen erweitert, die das Arbeiten in multifokalen Arbeitsumgebungen erleichtert. Um eine möglichst einfache Verwendung und Weiterentwicklung der Konzepte zu ermöglichen, wurden die vorgestellten Konzepte in das ZOIL Framework integriert. Die Arbeit formuliert Verbesserungsvorschläge für die Frameworkarchitektur und schließt mit einem Ausblick auf mögliche Anknüpfungspunkte für weitere Forschungsprojekte.

Skowronski, Moritz

Argus vision: design und evaluation eines tracking tools für ausstellungsgestaltende (2016).

Contemporary exhibitions are increasingly staged using complex and often interactive media. In order to create such exhibitions exhibition design firms employ professionals from a wide range of different design and engineering disciplines. The support of transdisciplinary exhibition designers in their design process is one goal in recent human-computer interaction research. This includes the deployment of Do It Yourself Tools that enable all disciplines involved to design and create interactive media themselves. In this work the design and evaluation of Argus Vision is presented. Argus Vision is a Do It Yourself Tool which allows exhibition designers the use of camera-tracking using multiple depth cameras. All functions of Argus Vision are bundled in a user interface therefore eliminating the need for writing code. Additionally, the user can test and create simple interaction concepts by creating virtual areas, so called Triggerzones, which get activated when visitors come in contact with them. To prove that Argus Vision can be used in interactive media, the Tracking Tool was both used in an installation at an exhibition and to control another Do It Yourself Tool for exhibitions. Furthermore, interviews with exhibition designers from various disciplines were conducted. Especially the user interface, its comprehensibility and the Triggerzone-concept were rated positively by the interviewees. The interviews are a source from which it was possible to deduce a large amount of ideas for future work on Argus Vision.

Tennie, Oke

Directed meeting – entwicklung eines interaktiven präsentation und meeting systems (2014).

This bachelor thesis presents a software solution to support meeting sessions with tabletop systems and interactive displays. For that reason the renowned meeting and process models by Christopher Plaue et al. [7] and Jay F. Nunamaker et al. [6] are used as a basis. Based on these concepts and other observations of meeting sessions, processes for its implementation are developed in this work.As a foundation for the successful holding of meetings, a room concept has been developed that is designed specially for a tabletop system, a wall display and various mobile devices. This concept offers the meeting participants the opportunity to share content easily and quickly and to synchronize it. The main focus of this work is on a multitouch table and its software, which is based on the framework smartPerform [23] and which was developed specifically for that table. This developed software is called Directed Meeting. Directed meeting includes several tools to support meetings, including the so-called OmniClipboard tool, which allows the user to reorder content and to share them between multiple devices. For the seamless transition between tools, a special interface has been developed, which is supported by the skin SmartAccelerator. In addition, the planner of the meeting is provided with a tool for the creation of templates, the so-called Snapping editor, which can be used to control the consistency of the meeting processes.Based on the concept of templates, a Scrum meeting was created exemplarily, which was then evaluated by experts. The resulting rating of 4.4 out of maximum five points, which was given by the experts, showed that the developed meeting software supports the meeting process very well.

Traise, Erik

Indoor navigation and proximity interaction for museums (2019).

Im Rahmen dieser Arbeit werden, basierend auf den aktuellen technischen Möglichkeiten, neue Konzepte entwickelt, die dann in einer Prototyp-App umgesetzt und evaluiert werden. Das grundlegende Ziel hierbei ist es, über einen neuen Weg, das heißt über die bloße Annäherung an einem Exponat, Informationen über Kulturgüter zubekommen. Der Fokus liegt dabei auf den mobilen Endgeräten, die über eine Bluetooth Low Energy (BLE)-Schnittstelle verfügen, über die dann mit Beacons kommuniziert werden kann. Die neuen Interaktionskonzepte werden mittels einer Prototyp-Applikation realisiert. Hierfür kann der Fokus nochmals auf iOS-basierte Endgeräte wie das iPhone oder iPad von Apple gelegt werden. Eine Lösung für die Android-Welt ist im selben Umfang möglich. Für eine nachhaltige Nutzung und Verwaltung wird ein Content-Management-System (CMS) in Betrieb genommen, worüber es möglich ist das Kulturgut einzupflegen und zu verwalten, um es anschließend dem Nutzer so über den Prototyp darzustellen. Die Umsetzung der Konzepte erfolgt in der Programmiersprache Swift. Die Realisierung der Interaktionen wird mit der Abstandsabmessung bewerkstelligt, während die Indoor-Navigation über das Machine-Learning erfolgt. Hierbei wurden die Räumlichkeiten zuvor mit Hilfe eines Fingerprint-Verfahrens erfasst. Ebenfalls werden die in der Machbarkeitsstudie erlangten Erkenntnisse und der Ablauf wiedergegeben. Abschließend wird die Arbeit zusammengefasst und das Gesamtergebnis im letzten Kapitel noch einmal resümiert.  PDF Project

Trueb, Franziska

Design and evaluation of off-screen visualization techniques for mixed reality head-mounted displays (2022).

Currently, augmented reality head-mounted displays provide only a small field of view. Therefore, objects that are out of view are not perceived by the user, which makes spatial cognition tasks harder to accomplish. Off-screen visualization techniques provide a solution. Many different off-screen visualization techniques were developed and each technique has individual strengths and weaknesses. Additionally, most of the current off-screen techniques are continuously visible and occupy much space in the field of view. Therefore in this thesis, the three off-screen visualization techniques 1) Map, 2) Halo, and 3) Combination of Map and Halo were developed to investigate off-screen visualization techniques for augmented reality. This thesis presents the development and evaluation of the three approaches. First, the foundations and related work are presented. Next, the study prototype, including the requirements and the design concept for the visualization techniques are shown. Thereby, Map includes an on-demand 3D overview map, Halo is based on the original Halo technique but adapted for augmented reality, and Combination of Map and Halo combines both individual techniques. The evaluation of the techniques was guided by the question of how the visualization techniques influence the Performance (RQ1), Spatial Cognition (RQ2), Cognitive Load (RQ3), and User Experience (RQ4). Furthermore, the conducted user study is discussed in detail in this thesis. Objectively, the user study data showed no statistically significant differences between the conditions, except for a learning effect in condition Halo. Additionally, Map was subjectively preferred. Moreover, it was shown that adding an additional technique might be beneficial to compensate for disadvantages or supplement with additional strengths. However, the current implementation of Combination of Map and Halo does not outperform the individual techniques.

Uecker, Selina

Design and evaluation of a hybrid user interface for individual sensemaking activities (2022).

Working with large data sets, extracting important information, and making sense of multiple data sources has long been a part of our daily lives. These activities and processes are referred to as sensemaking. Humans tend to arrange content spatially and attribute meaning to different locations in their work space while working on such sensemaking tasks. Because of the device’s limited screen size, organizing content spatially has become more difficult as digital devices such as laptops have become more prevalent. Augmented Reality creates a space in which users can freely arrange and place virtual content while remaining aware of their surroundings. While Augmented Reality offers a promising setting for sensemaking, it is still in its early stages and faces some limitations. These limitations could be compensated for by combining it with a hand-held device such as a tablet. Therefore this paper will describe the design and evaluation of a hybrid user interface designed for individual sensemaking activities in order to perform a usability study to gain insight into virtual content placement and user’s sensemaking workflow with a hybrid user interface using Augmented Reality.

Weber, David

Egocentric audio browsing: neue möglichkeit der exploration von audiobeständen (2015).

Books can be visually browsed easily and without any additional tools. But because of their auditive nature, audio data storages such as CDs need an additional way of playback which is mostly, if the possibility exists, not connected with the actual process of browsing in stores and libraries. In response to this problem a system was created to facilitate users in public locations to fluently browse audio collections and discover new music through egocentric interaction. With the use of body position, elements of the physical exploration of CDs are preserved but not the involvement of the CD itself. The application is simultaniously enhanced through the possibilities of digital music discovery in respect to functionality and visualization. The prototype of this system was then evaluated to measure the concept's functionality and usability in order to find out to what extent it's providing its usage.

Weber, Rebecca

Mixed reality mirror box: design und evaluation eines mixed reality-ansatzes für spiegeltherapie (2016).

In the section of neurorehabilitation, there is a therapy called mirror therapy which is used for the treatment of phantom limp pain after an amputation, CRPS and hemiparesis following stroke. Conducting mirror therapy requires a so-called mirror box, which is used to view the reflected image of the unimpaired limb. This thesis is about the design and evaluation of a mixed reality-approach for mirror therapy. The resulting “Mixed Reality Mirror Box” replaces the mirror with a head- mounted display and an infrared camera. With this approach the conventional mirror box can be improved and enhanced. Two expert interviews provide a first evaluation of the system, from which new requirements for further development can be derived. After implementing these, a user study with stroke patients who are paralyzed on one side is conducted in order to be able to assess the usability and the user experience of the system. Given the results of the study, in summary, it can be stated that the presented mixed reality-approach shows a great potential for the application of the system in mirror therapy. However, the system is in its early stages and leaves room for improvements and further development.

Weipert, Simone

Coco: design and evaluation of a collaborative application for detecting and coding critical incidents (2021).

The detection and coding of critical incidents is a vital part of many usability studies performed to evaluate a wide range of products and systems. Current methods still rely on time-consuming and ineffective techniques or methods (i.e. pen and paper) to collect critical incidents. Existing digital systems, which offer potential solutions for an improved collection of critical incidents, often lack key features like collaboration and communication aspects or supportive user features. The application presented in this thesis supports researchers of the HCI group to detect and code critical incidents by incorporating collaboration and communication aspects, and other key features. This thesis focuses on the design and evaluation of the prototype “CoCo - Collaborative Coding of Critical Incidents”. Beginning with the examination of the theoretical background about the detection of critical incidents, the thesis presents the following focus group about critical incident detection with Ph.D. students of the HCI group. It leads to a set of requirements to guide the design process of CoCo. Furthermore, related systems are analyzed regarding the derived requirements. Afterward, the prototype CoCo is described and illustrated. It is a collaborative web application for the remote detection and coding of critical incidents during studies. It offers researchers to observe live streams of studies to detect critical incidents collaboratively. Each researcher can observe the live streams remotely from any device with an internet connection. Team members can communicate throughout the observation. Moreover, CoCo offers the tagging and illustration of detected critical incidents in a timeline that is synced to the live streams. This allows for a logical connection between the video footage and the information collected by the observer. Additionally, CoCo offers researchers to re-watch the live stream after they ended. This enables them to refine the collected data. Finally, a usability study with four participants within the HCI group was conducted. The goal of the study was to evaluate the overall usability and user experience, as well as the possible improvement from the ineffective methods for critical incident collection. Although users needed some help to get used to the system, they welcomed the collaboration aspect together with the web-based implementation approach. Based on the results of the usability study, potential design improvements and further research directions for the remote detection of critical incidents are described.

Wendler, Juliane

Eat your colors - konzeption, implementierung und evaluation eines mobilen ernährungstagebuchs für das farbbasierte erfassen der ernährung.

  

The consumption of food is an important element of daily life with great impact on quality of life and health. In order to maintain a healthy and balanced diet, it is important to eat appropriate food items such as vegetables and to reduce the intake of sweets. Here, mobile food diaries in the form of smartphone applications can have a supporting effect. Those however mostly document the calories of meals which is not necessarily helpful, as the user thereby does not know healthy the meals is. Since the healthiness of meals can also be estimated on the basis of colorfulness, the smartphone application EatYourColors was developed with this in mind. This food diary documents the colors of meals and shows the users a color-based feedback. In a 14-day in the wild study EatYourColors was tested by twelve participants for the user experience and the color fidelity of the feedback among others, whereby two different versions of feedback were implemented. The results are discussed in this thesis, whereby technical and design-specific improvements are also described in more detail. 

Wieland, Jonathan

Memo palace: design and evaluation of a mobile learning application based on the method of loci (2016).

The Method of Loci is a learning technique that was already known in ancient times. It is used for memorizing extensive learning contents by associating the items to be learned with places (loci) in the imagination. The formation of the method is already well investigated and also its effectiveness has been demonstrated more than once. However, applying the method can be a demanding task, especially at the beginning of its usage. With the aim to reduce the initial mental effort, the mobile application Memo Palace was developed in three different Versions, which provide different degrees of support during the usage of the method: 1) The version Spatial Loci offers a visual representation of the loci using a photosphere. Additionally, interaction and navigation are realized using spatial input. 2) Panning Loci has no visual differences to Spatial Loci. Spatial input, however, is replaced with panning. 3) No Loci serves as baseline and therefore no photosphere is used and the user has to rely on his imagination. In an in-the-wild study with 24 participants the three versions were analyzed concerning effectiveness, behavior patterns and perceived system support. Based on the results and their discussion conclusions are drawn and a set of design recommendations for future applications is provided.

Winkler, Dominic

Visualisierungs- und interaktionskonzept zur integration hierarchischer daten in die hypergrid (2007).

Hierarchies are not only used to structure information but also to deliver information. Therefore effective methods to display the information presented by hierarchies are necessary. Furthermore, to handle such a huge amount of information visual seeking systems have to be used. Innovative seeking systems support both an exploring and analytical approach. MedioVis, a research project of the Human- Computer Interaction workgroup of the University of Konstanz, is such a system. The main visualization of MedioVis is a zoomable table called HyperGrid. As of yet the HyperGrid cannot visualize hierarchical relations. Since hierarchies are a really important part of complex information spaces, they need to be displayed inside the HyperGrid. Therefore within this thesis the HyperGridXGL, a new visualization and interaction concept to integrate hierarchical data into the HyperGrid, was developed. In order to demonstrate its conceptual and technological feasibilty the concept is applied and implemented as a prototype. In the following evaluation the developed prototype was tested. In the context of this thesis, the concept, implementation and the results of the evaluation are observed and discussed in detail. The thesis is summed up with a resumé which includes an outlook towards the possible further development of the HyperGridXGL.

Zimmermann, Tobias

Tiefenrausch - design und evaluation eines begreifbaren suchsystems für öffentliche bibliotheken (2016).

This thesis introduces Tiefenrausch, a system design for purposeful searching in public libraries. One of the big advantages of this system is the transparency and comprehensibility of the search process. By employing big touchscreen displays and tangibles as input methods, it proves a new way of searching in public libraries compared to the standard OPAC systems. The first section of this thesis illustrates the motivation behind creating such a system und establishes requirements that have to be met. Afterwards, a State-of- the-Art analysis summarizes guidelines for the design of a search system, which are then used to evaluate selected search systems with interesing approaches. Based on that, one of them is chosen as a initial system, it’s latest version is presented in detail and needed changes for its use in a public library are identified. The implementation of those changes as Tiefenrausch is then presented. To evaluate this system, three studies have been conducted in the wild. After the presentation of their results, their implications are discussed and further improvements and enhancements for Tiefenrausch are identifed.

Zöllner, Michael

A persistent object-oriented data model for personal information management in zoil (2009).

People in the information age are confronted daily with an ever-expanding mass of some sense of personal information. Current operating systems and tools are incapable of efficiently managing this information. The discipline of personal information management tries to find solutions to this problem that allow every single one to manage efficiently its personal space of information. The ZOIL paradigm can be thought of as such a solution. In ZOIL the personal space of information is represented in a zoomable information landscape. This bachelor thesis introduces a data model for ZOIL, which enables the management of heterogeneous information objects. The focus of the data model is on the flexible modelling of the personal space of information and the persistence of the information objects. Using ZOIL in collaborative scenarios it is possible for multiple devices to access a shared information space, whose changes are synchronized in real time between these devices. Through the visual persistence of information objects in the information landscape of ZOIL the user gets a consistent user interface, which he can change at will. After requirements of the data model have been collected and the implementation has been discussed, the data model is evaluated from a performance perspective. The thesis finishes with an outlook on future work n the data model.

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Read my mind! Student's innovation uses brainwaves for VR interaction

Rajshekar Guda Subhash, a computer science master's thesis student, is using brain signals to interact with augmented and virtual reality, potentially eliminating the need for physical actions. His work has been accepted to the flagship conference in computer human interaction, CHI 2024. 

Let's learn from him how this all works, his research experience and his advice to those considering the master's thesis option in computer science.   

What is your research? 

When eye tracking alone is used to select buttons in augmented or virtual reality, it becomes challenging for a computer to know whether we want to select something or are just passively observing it. 

Our research looked at whether eye gaze can be paired with a mental switch driven by brain signals. 

When the brain anticipates a future stimulus, it quiets down current neural activity to process the incoming change. This anticipatory process is called Stimulus Preceding Negativity (SPN).  

Let's consider a user navigating a music interface. As the user gazes at the play button, they anticipate a change that will happen when the button is pressed. Their brain then reduces neural activity in preparation, resulting in an SPN wave.

The system, sensing the SPN’s presence, can automatically activate the play button. The user no longer has to make a deliberate action; their SPN brainwaves become the primary mode of interaction.

This research is still in its early stages, we have only just proven that the SPN has the potential to be used as an indicator of user intent. The next step is to build a real-time prototype that the user can use to seamlessly select things. 

How could it impact the world? 

The real-world application is in developing more intuitive interaction methods for AR/VR. It’s essentially a hands-free mouse for the spatial computing realm.

Some potential uses include:

Accessibility: it would allow people with motor impairments to navigate immersive environments effortlessly. 

Seamless, intuitive, and quicker control in VR games and applications, thereby also improving immersion. 

Efficient hands-free interactions in medical applications where both hands may be occupied. 

Novel user interfaces that can adapt to the user's intentions and other mental states.

What was your research experience like? 

It was a unique and challenging experience that required a lot of hard work, but it was equally rewarding as I learned a lot from it. 

I was a bit worried about whether we would be able to detect the SPN or not because it was not a highly replicated finding, but if we did, it would be a game-changer for Brain-Computer Interfaces, and the results were better than we expected. 

Being a master's student presented its own set of challenges. The study was not funded by any grants, so I had to invest a lot of my savings and time into this project. I handled all elements of the studies and data collection myself. 

We collected enough data and had just the right amount of time to analyze it and write up a paper for the 2024 Computer Human Interaction (CHI) conference. 

What was your experience working with your advisors like?

I was co-advised by Leanne Hirshfield (Computer Science & Institute of Cognitive Science, CU Boulder) and Anthony Ries (Research Scientist, DEVCOM Army Research Laboratory & U.S. Air Force Academy). This research would not have been possible if it weren't for their guidance. 

Early in the project, Leanne suggested reaching out to industry folks who might be interested in serving on my thesis committee. That's how I came across Michael Proulx from Meta Reality Labs, who also saw the research's potential and actively participated in it and provided useful direction. 

I enjoyed Anthony's hands-on approach and I could tell that he found the work very exciting. Sometimes, I would screenshot the graphs and text them to him at 6 am, and he would reply instantly with his thoughts, and we would bounce ideas back and forth.

What would you recommend to someone potentially considering a master's thesis?

It's intimidating at first because you have to work on a specific problem on the frontier of science and produce something novel in a limited timeframe. 

If not, you end up having to delay your graduation and nobody wants that. But, if it works out, it's a transformative experience.

I would suggest working with your advisor on coming up with a research question that you can tackle in a limited time. Or if you have an idea, pitch it to your advisor and ask them what they think about it. It could even be a slight spin-off of what they are currently working on. 

Time management is another key factor. Break down your project into manageable milestones and set realistic deadlines for each phase. I used the conference submission deadline for CHI. Having an external immovable deadline creates a sense of urgency, helps maintain focus and pushes you to stay on track.

An opportunity to contribute novel findings to a field you are passionate about and develop valuable research skills along the way is a truly rewarding experience, particularly when no one expects this of you because you are a master's student. Don't listen to naysayers. The greater the risks, the greater the reward. Go all in

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Rajshekar Guda Subhash

Rajshekar Guda Subhash (MCompSci'24)

A schematic of someone wearing a VR headset with floating numbered orbs and measurements

Caption: An illustration of the approach to address the Midas touch issue in gaze selections for immersive environments. When the user merely observes target 7, no Stimulus-Preceding Negativity (SPN) is evident from the occipital region’s electroencephalogram activity. When intending to select target 12 and expecting a selection feedback, an SPN is evoked, serving as an implicit selection trigger.

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Dissertations / Theses on the topic 'Computer-human interaction'

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Jackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.

Fleury, Rosanne. "Gender and human-computer interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ50310.pdf.

Sayago, Barrantes Sergio. "Human-computer interaction with older people." Doctoral thesis, Universitat Pompeu Fabra, 2009. http://hdl.handle.net/10803/7560.

Laberge, Dominic. "Visual tracking for human-computer interaction." Thesis, University of Ottawa (Canada), 2003. http://hdl.handle.net/10393/26504.

Abowd, Gregory Dominic. "Formal aspects of human-computer interaction." Thesis, University of Oxford, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.232812.

Ramsay, Judith Easton. "Measuring and facilitating human-computer interaction." Thesis, University of Glasgow, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.281957.

Roast, Christopher Richard. "Executing models in human computer interaction." Thesis, University of York, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.335778.

Westerman, Stephen J. "Individual differences in human-computer interaction." Thesis, Aston University, 1993. http://publications.aston.ac.uk/10853/.

Frisk, Henrik. "Improvisation, computers and interaction : rethinking human-computer interaction through music /." Malmö : Malmö Academy of Music, Lund University, 2008. http://www.lu.se/o.o.i.s?id=12588&postid=1239899.

Drewes, Heiko. "Eye Gaze Tracking for Human Computer Interaction." Diss., lmu, 2010. http://nbn-resolving.de/urn:nbn:de:bvb:19-115914.

Bao, Leiming, and Chunyan Sun. "Human-Computer Interaction in a Smart House." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9475.

Bourges-Waldegg, Paula. "Handling cultural factors in human-computer interaction." Thesis, University of Derby, 1998. http://hdl.handle.net/10545/310928.

Bär, Nina. "Human-Computer Interaction And Online Users’ Trust." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-149685.

Tzanavari, Aimilia. "User modeling for intelligent human-computer interaction." Thesis, University of Bristol, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364961.

Sparrell, Carlton James. "Coverbal iconic gesture in human-computer interaction." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/62327.

Oliveira, Victor Adriel de Jesus. "Designing tactile vocabularies for human-computer interaction." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/99335.

Farbiak, Peter. "Správa projektů z oblasti Human-Computer Interaction." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236579.

Leiva, Torres Luis Alberto. "Diverse Contributions to Implicit Human-Computer Interaction." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/17803.

Nápravníková, Hana. "Human-Computer Interaction - spolupráce člověka a počítače." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-359070.

Watkinson, Neil Stephen. "The evaluation of dynamic human-computer interaction." Thesis, Loughborough University, 1991. https://dspace.lboro.ac.uk/2134/7031.

Mohamedally, Dean. "Constructionism through Mobile Interactive Knowledge Elicitation (MIKE) in human-computer interaction." Thesis, City University London, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433674.

TRUYENQUE, MICHEL ALAIN QUINTANA. "A COMPUTER VISION APPLICATION FOR HAND-GESTURES HUMAN COMPUTER INTERACTION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=6585@1.

Drugge, Mikael. "Wearable computer interaction issues in mediated human to human communication." Licentiate thesis, Luleå : Luleå Univ. of Technology, 2004. http://epubl.luth.se/1402-1757/2004/42.

Erdem, Ibrahim Aykut. "Vision-based Human-computer Interaction Using Laser Pointer." Master's thesis, METU, 2003. http://etd.lib.metu.edu.tr/upload/1128776/index.pdf.

Pallotta, Vincenzo. "Cognitive language engineering towards robust human-computer interaction /." Lausanne, 2002. http://library.epfl.ch/theses/?display=detail&nr=2630.

Van, den Bergh Michael. "Visual body pose analysis for human-computer interaction." Konstanz Hartung-Gorre, 2010. http://d-nb.info/1000839370/04.

Gerken, Jens [Verfasser]. "Longitudinal Research in Human-Computer Interaction / Jens Gerken." Konstanz : Bibliothek der Universität Konstanz, 2011. http://d-nb.info/1017933847/34.

Azad, Minoo. "A proto-pattern language for human-computer interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0025/MQ52376.pdf.

Costanza, Enrico. "Subtle, intimate interfaces for mobile human computer interaction." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37387.

Britton, Brent Cabot James. "Enhancing computer-human interaction with animated facial expressions." Thesis, Massachusetts Institute of Technology, 1991. http://hdl.handle.net/1721.1/64856.

Radüntz, Thea. "Biophysiological Mental-State Monitoring during Human-Computer Interaction." Doctoral thesis, Humboldt-Universität zu Berlin, 2021. http://dx.doi.org/10.18452/23026.

Trendafilov, Dari. "An information-theoretic account of human-computer interaction." Thesis, University of Glasgow, 2017. http://theses.gla.ac.uk/8614/.

Alshaali, Saif. "Human-computer interaction : lessons from theory and practice." Thesis, University of Southampton, 2011. https://eprints.soton.ac.uk/210545/.

Martín-Albo, Simón Daniel. "Contributions to Pen & Touch Human-Computer Interaction." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/68482.

Obrist, Marianna. "DIY HCI do-it-yourself human computer interaction." Saarbrücken VDM Verlag Dr. Müller, 2007. http://d-nb.info/991461355/04.

Garrido, Piedad, Jesús Tramullas, Manuel Coll, Francisco Martínez, and Inmaculada Plaza. "XTM-DITA structure at Human-Computer Interaction Service." Universidad de Castilla-La Mancha, 2008. http://hdl.handle.net/10150/106152.

Wheeldon, Alan. "Improving human computer interaction in intelligent tutoring systems." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16587/1/Alan_Wheeldon_Thesis.pdf.

Wheeldon, Alan. "Improving human computer interaction in intelligent tutoring systems." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16587/.

King, William Joseph. "Toward the human-computer dyad /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/10325.

Herrera, Acuna Raul. "Advanced computer vision-based human computer interaction for entertainment and software development." Thesis, Kingston University, 2014. http://eprints.kingston.ac.uk/29884/.

Hamette, Patrick de la. "Embedded stereo vision systems for mobile human-computer interaction /." Zürich : ETH, 2008. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=18075.

Genc, Serkan. "Vision-based Hand Interface Systems In Human Computer Interaction." Phd thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12611700/index.pdf.

Cermak-Sassenrath, Daniel. "The logic of play in everyday human-computer interaction." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4272/.

Schels, Martin [Verfasser]. "Multiple classifier systems in human-computer interaction / Martin Schels." Ulm : Universität Ulm. Fakultät für Ingenieurwissenschaften und Informatik, 2015. http://d-nb.info/1076828493/34.

Limerick, Hannah. "Investigating the sense of agency in human-computer interaction." Thesis, University of Bristol, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.715757.

Surie, Dipak. "An agent-centric approach to implicit human-computer interaction." Thesis, Umeå universitet, Institutionen för datavetenskap, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-52476.

Raisamo, Roope. "Multimodal human-computer interaction a constructive and empirical study /." Tampere, [Finland] : University of Tampere, 1999. http://acta.uta.fi/pdf/951-44-4702-6.pdf.

Kauppi, Arvid. "A human-computer interaction approach to train traffic control." Licentiate thesis, Uppsala : Department of Information Technology, Uppsala University, 2006. http://www.it.uu.se/research/publications/lic/2006-005/.

Fischer, Joel. "Understanding receptivity to interruptions in mobile human-computer interaction." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12499/.

Ji, Ze. "Development of tangible acoustic interfaces for human computer interaction." Thesis, Cardiff University, 2007. http://orca.cf.ac.uk/54576/.

IMAGES

  1. Disciplines Contributing To Human Computer Interaction (HCI)

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  2. Human Computer Interaction Dissertation Example

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  3. Human Computer Interaction Essay Example (300 Words)

    human computer interaction dissertation topics

  4. (PDF) Human-Computer Interaction: Introduction and Overview

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  5. Human Computer Interaction Book Report/Review Example

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  6. The Three Types of Formal Methods of Human Computer Interaction

    human computer interaction dissertation topics

VIDEO

  1. Introduction to HCI

  2. HUMAN COMPUTER INTERACTION

  3. HCI Lecture7

  4. Meet Keira, Human Computer Interaction and Design (HCID) Master Student

  5. HCI lecture2

  6. Human Computer Interaction

COMMENTS

  1. HCI thesis topics

    We offer thesis topics for bachelor and master level of the study programmes media informatics, computer science, software engineering, and cognitive systems. ... This thesis aims to investigate the unique interplay of human-computer interaction (HCI) and space exploration. A prototype of a computer interface in space should be implemented in ...

  2. CS376: Research Topics in Human-Computer Interaction

    This course is a broad graduate-level introduction to HCI research. The course begins with seminal work on interactive systems, and moves through current and future research areas in interaction techniques and the design, prototyping, and evaluation of user interfaces. Topics include computer-supported cooperative work; audio, speech, and ...

  3. Research Topic: Human-Computer Interaction

    Screenertia: Understanding "Stickiness" of Media Through Temporal Changes in Screen Use. Descriptions of moment-by-moment changes in attention contribute critical elements to theory and practice about how people process media. We introduce…. Human-Computer Interaction. February 11, 2022.

  4. Research Area: HCI

    The Human-Computer Interaction Group in EECS studies interaction in current and future computing environments, spanning workplaces, homes, public spaces, and beyond. The HCI group engages in collaborations with scholars and designers across campus, driving research presented at venues such as CHI, UIST, DIS, VIS, and CSCW, and creates novel ...

  5. Human-Computer Interaction

    Human-Computer Interaction (HCI) is a rapidly expanding area of research and development that has transformed the way we use computers in the last 30 years. Northwestern hosts a vibrant HCI community across schools with faculty and students involved in a wide range of projects. Research topics and areas include augmented-reality, collective action, computer-mediated communication, computer ...

  6. Human Computer Interaction

    Human-Computer Interaction. J. May, in International Encyclopedia of the Social & Behavioral Sciences, 2001 Human-computer interaction (HCI) is the study of how people use technological artifacts, and their design. Unified cognitive architectures such as GOMS and Soar, derived from artificial intelligence, have proven useful theoretically, but too detailed for general application in design.

  7. Dissertations / Theses: 'Human-computer interaction'

    Consult the top 50 dissertations / theses for your research on the topic 'Human-computer interaction.'. Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard ...

  8. Overview

    This master thesis discusses the topic of social interaction and collaboration in digital information-seeking systems. As context of the thesis the "Blended Library", a vision of the library of the future is introduced. ... In the Human-Computer Interaction (HCI) domain, gestural interfaces have been largely developed and investigated using ...

  9. What is Human-Computer Interaction (HCI)?

    Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design. Show video transcript ...

  10. human computer interaction Latest Research Papers

    Computer Interaction. Purpose This study aims to propose a service-dominant logic (S-DL)-informed framework for teaching innovation in the context of human-computer interaction (HCI) education involving large industrial projects. Design/methodology/approach This study combines S-DL from the field of marketing with experiential and ...

  11. Thesis : Human-Computer Interaction : Universität Hamburg

    You can find a template at the bottom of this page. The thesis can be written either in english or in german. Typical thesis includes introduction, related work, implementation, user study (including hypotheses, methods, results and discussion), limitations and conclusion sections. However, this might be subject to your thesis topic.

  12. Thesis project and colloquium

    Examples of thesis topics: Ephemerality: cognitive effects of the "burn after read" paradigm in non-persistent media (e.g. Snapchat) Augmented Reality in safety training: Issues with usability and user experience. Human-Robot Interaction: Designing explanations of robot behaviour.

  13. CS376

    CS 376 — Human-Computer Interaction Research. This course is a broad graduate-level introduction to HCI research. We cover seminal work on interactive systems, moving through recent contributions in interaction, social computing, and design. This is a 4-unit course. For undergraduates or masters students in CS or SymSys, earning an A- or ...

  14. Potential Topics : Human-Computer Interaction : Universität Hamburg

    Topic. In this thesis, the candidates should develop a simple Apple Vision Pro Demo with Unity and evaluate the development process. Hence, the candidate should have some experiences in Xcode development and ideally in Unity as well as libraries such as SwiftUI, RealityKit, and ARKit. The exact topic has to be defined yet.

  15. HCI WHS Theses

    Topics. If you are interested in finishing your Bachelor or Master studies with a thesis in Human-Computer Interaction, you are welcome to contact us. Our research projects are a rich source for ideas. In general, writing a thesis with a focus on HCI will require you to take a user-centred perspective and asks you to apply adequate methods ...

  16. Research Projects

    This interdisciplinary project offers numerous opportunities to embed undergraduate research experiences related to advances in AI to enable learning interventions, design of interventions motivated by learning sciences principles, or development of extensions to an AI-augmented learning platform. The project will tackle five research questions ...

  17. Computer Science Research Topics (+ Free Webinar)

    Finding and choosing a strong research topic is the critical first step when it comes to crafting a high-quality dissertation, thesis or research project. If you've landed on this post, ... Topics & Ideas: Human-Computer Interaction. An analysis of the impact of mobile technology on human-computer interaction prevalence in adolescent men;

  18. Research Topics ideas of HCI Human-Computer Interaction for MS PhD

    Research Topic ideas of HCI Human-Computer Interaction for MS, or Ph.D. Degree. 1. Semantic Parsing with Less Prior and More Monolingual Data. 2. Un Grano de Arena: Infrastructural Care, Social Media Platforms, and the Venezuelan Humanitarian Crisis. 3.

  19. Human Computer Interaction Dissertation Topics

    Human Computer Interaction Dissertation Topics - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Scribd is the world's largest social reading and publishing site.

  20. Overview

    In this regard the domain of Human-Computer- Interaction is interested in improving the utilization of such technical systems for its users. One extent that indicates whether such a system could be improved is cognitive load. ... The present Bachelor thesis argues with this topic and implements the zoom and facet based visualization ...

  21. PDF HUMAN COMPUTER INTERACTION IN GAME DESIGN

    1.2 The structure of the Thesis work 7 2 HUMAN COMPUTER INTERACTION 10 2.1 The field of HCI 12 2.2 Foundation of Human Computer Interaction 14 2.2.1 The Human 14 2.2.2 The Computer 19 ... On the other hand, the Human Computer Interaction (or HCI) has been a focusing topic for the past few years. HCI is the combination of Computer Science ...

  22. Read my mind! Student's innovation uses brainwaves for VR interaction

    Rajshekar Guda Subhash, a computer science master's thesis student, is using brain signals to interact with augmented and virtual reality, potentially eliminating the need for physical actions. His work has been accepted to the flagship conference in computer human interaction, CHI 2024.

  23. Dissertations / Theses: 'Computer-human interaction'

    Abstract: This thesis initially presents an 'assay' of the literature pertaining to individual differences in human-computer interaction. A series of experiments is then reported, designed to investigate the association between a variety of individual characteristics and various computer task and interface factors.