Human Computer Interaction

Finished Thesis Topics

If you are interested in writing a thesis (in German or English) in the scope of one of our research topics, just come talk to us.

List of already finished thesis topics

12.03.2021

Towards avatar interaction and teleportation in virtual environments

This work focuses on the design and implementation of a virtual environment. This environment is intended to investigate avatar interaction as well as teleportation in virtual reality. Two teleportation methods are thereby implemented: gaze teleportation and automatic teleportation. In the gaze teleportation, the environment can further serve to explore gaze-based interaction. A gallery serves as a setting in which a virtual guide provides information about paintings. The interaction with the guide consists of giving speech or controller commands regarding the information about paintings. Furthermore, the environment can be customized in terms of its paintings and the possible positions to be teleported to. Overall, the environment serves as an extensible platform for research projects to study different topics in virtual reality. Using the environment as a template can save time in the required software development.

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23.10.2020

Towards understanding attention in virtual reality - Analysing visual attention in a VR-Classroom experiment

Attention can be seen as a key aspect of learning. Most of children’s everyday learning takes place in a classroom. But investigating children’s attention and learning in a real-world classroom can be difficult. Therefore, we used an Immersive Virtual Reality classroom to investigate children’s attention in a 14 minute virtual lesson. We collected information about the objects children had looked at. With the gazed object information, we analysed the total time spent on specific objects of interest (peer learners, teacher, screen) or investigated children’s visual attention behaviour with scanpath analysis (ScanMatch, SubsMatch). The study was conducted as a between design with three different classroom manipulations regarding participants sitting position, the avatar style of the peer learners and their hand raising behaviour. We found significant differences regarding children’s visual attention for the position they are seated in the classroom and regarding the visual appearance of the peer learners. Additionally, we found indications that children also process social information in the virtual classroom due to effects of the hand raising condition on children’s visual attention. These findings can be seen as a first step towards understanding children’s visual attention in an Immersive Virtual Reality classroom.

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01.09.2020

A Deep Learning Approach for Expertise Classification using Saccade Behavior

  • Eye movements reflect the cognitive advantage of experts over novices in a domain specific task. Current literature focuses on fixations but leaves out saccades. This research investigates the gaze behavior of dentistry students and expert dentists viewing orthopantomograms (OPTs). All proposed Long Short-Term Memory (LSTM) models were able to distinguish expert and novice gaze behavior by saccade features above guess chance, with the best performing feature having an accuracy of 77.1%. The results provide further evidence for the holistic model of image perception, which proposes that experts initially analyze an image globally, and then proceed with a focal analysis. Further, our results show that saccade features are important to understand expert gaze behavior, and therefore should get integrated into current theories on expertise.

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01.01.2020

Manipulating Yarbus. Online adaptive feedback for scanpath redirection

  • Alfred L. Yarbus investigated eye movement patterns in the 1960s and discovered that top-down contextual clues affect our gaze behavior. With further development of Bailey’s subtle gaze direction method, we investigated whether gaze behavior can be manipulated using adaptive gaze guidance. Trough manipulating salient, visual features in an image, gaze can be guided. Although we did not succeed in significantly manipulating gaze behavior, we developed a stable software for manipulating gaze online. Considering our suggested improvements, it may be possible to manipulate the gaze behavior with adaptive gaze guidance to a certain extent.

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01.01.2020

Differences in attention in near vs. far hand conditions during propaganda viewing

  • The propaganda images used during the active time of the Nationalsozialistische Deutsche Arbeiterpartei (NSDAP), were one of the most influential images used to promote a certain ideology. In modern times these images seem outdated. However, do these propaganda images still influence our perception of Adolf Hitler and his ideology? Using eye tracking, we analyzed the attention distribution of people touching these pictures to find influences of the “near-hand phenomenon”, which explains a more sympathetic affect towards people we touch. It was found that the near-hand viewing condition leads to lower viewing duration and higher number of fixations, indicating a tendency to devote more attention to the images when touching them than compared to the control group.

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10.07.2019

Vein extraction and eye rotation determination

The first step is setting up an recording environment with fixed subject position. This environment is used for data acquisition with predefined head rotations of the subjects. Based on this data an algorithm has to be developed measuring the eyeball rotation of the subject. The resulting angle is then compared and validated based on the head rotation.

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10.07.2019

EyeTrace CUDA extesion

EyeTrace is a software for gaze data visualization and analysis. Due to the increasing amount of data these visualizations need more computation time. In this thesis existing visualizations should be implemented using CUDA for GPU computations. Additionally this includes a data storage model making it possible to shift the data between the GPU and the host computer. Due to the fact that nowadays not all computers have a CUDA capable card the modul should also allow CPU computations. This should be determined automatically by the module.

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10.07.2019

Ein Dashboard für Eyetrace

Die Eyetrace Software bietet eine Vielzahl an Visualisierungsmöglchkeiten für Eye-Tracking Daten. In diesem Projekt soll eine grafisch ansprechende Übersicht über die momentan ins Programm geladenen Daten erzeugt werden.

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10.07.2019

3D Eyeball generation based on vein motion

The first step is robust feature extraction. This can be done using SURF, SIFT, BRISK or MSER features if sufficient. Those features have to be mapped on features found in consecutive images. Based on the displacement a 3D model has to be computed. This model is used afterwards for gaze position estimation.

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21.06.2019

Effectiveness of augmented reality for human performance in assembly

Augmented Reality (AR) has evolved recently and has emerged as one of the most promising technologies for assisting human operators with assembly, which is highly in demand in today’s manufacturing environments. However, there is still a lack of empirical studies investigating the effectiveness of AR for human performance in assembly tasks. An empirical study with 20 participants was conducted to counter this lack by comparing the use of printed instructions to the use of AR as instructional medium. Three models of a fischertechnik kit were assembled using the same instructional medium for each assembly. Times of assembly, error rates, cognitive load and usability aspects were measured to compare both media. Even though time of task completion could not be significantly improved under the use of AR, especially reading the instructions and finding required storage boxes benefited from using AR. Moreover, error rates for multiple types of error were significantly decreased using AR instructions. Major limitations in this application for AR-aided human assembly arose from a lack of alignment between virtual and physical objects, along with the limited field of view. Transferring similar applications to the industrial environment can be considered in the near future.

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