Abschlussarbeiten

Generell gibt es Themen in den folgenden Bereichen:

Details finden Sie unten. Bei Interesse melden Sie sich bitte bei den entsprechenden Verantwortlichen.

Weiterhin gibt es Themenbereiche für Abschlussarbeiten in der Psychologie.

 

Themenbereich: Player Assessment in Games

[BA/MA, mehrere Arbeiten sind möglich]
Player State Recognition for Adaptive Games:

Adaptivity is seen as a means to deliver great experiences for players with different preferences and types. In order to adapt to the player a game must be able to detect the player’s current state such as their current emotion or play style.

There are various questions regarding what player state variables are important for a game to be adaptable and how these variables are best measured. In this thesis you would examine different player state recognition techniques, e.g. emotion recognition in HCI, and evaluate their usefulness for adaptive games.


Contact:    Julian Frommel

[BA/MA, mehrere Arbeiten sind möglich]
Integrating Self-Reports in Dialogs for Player State Recognition in Adaptive Games:

A possible solution to detect the players’ current state are self-reports. Previous research has shown the suitability of integrating self-reports as a means for emotion detection during game play by incorporating questionnaire elements as game play elements.

In a further step, this approach can be generalized to incorporate the players’ self-reports by integrating them into dialogs with non-player characters. In this thesis you would design and develop a game and conduct a user study examining the suitability of this approach for players state recognition.


Contact:    Julian Frommel

[BA/MA, mehrere Arbeiten sind möglich]
Adaptivity for Specific Game Types:

Special game genres such as mobile games, VR games, pervasive games, exergames usually feature game design that is quite different compared to games on more traditional gaming platforms. There are challenges and opportunities that are unique for a specific platform. In roomscale VR, for example, the player can move around freely in a predefined play space. This makes several recognition techniques diffcult but offers another source of information, e.g. static behavior vs moving around a lot.

Theses in this topic explore these challenges and opportunities with regard to adaptivity of games in a specific genre.


Contact:    Julian Frommel

[BA/MA, mehrere Arbeiten sind möglich]
Game Design for VR Games:

Virtual reality (VR) games are getting increasingly popular due to the release of several consumer grade VR headmounted-displays (HMDs).

In a thesis you would examine how current and future VR games are different or could be different from regular non-VR games. Possible topics could be interaction methods, game design, or visualization. Further social aspects such as social interaction through play configuration (e.g. multiplayer or singleplayer) have to be considered as well.


Contact:    Julian Frommel

 

 

Themenbereich: Adaptivity in Games

[BA/MA, mehrere Arbeiten sind möglich]
Adaptivity Triggers in Games:


This topic area investigates the fusion and weighing of adaptivity triggers in games. The choice of adaptivity triggers lies with the student, but includes game events and biophysical signals, such as the player’s heart rate.

A thesis in this area consists of the implementation of a prototype game that analyses how incoming triggers can be merged and weighed in regard to player experience modeling. Finally, the interpretation of the player state can be integrated into the game's adaptive mechanisms.


Contact:    Katja Rogers

[BA/MA, mehrere Arbeiten sind möglich]
Rule-Based Game Adaptivity:


The focus of this area lies in the implementation of game adaptivity. In particular, a thesis in this area will investigate the design and implementation of goal-based rule engine architectures.

The thesis focuses on the implementation of a goal-based rule engine underlying a prototype game. The game uses the rules to react to incoming triggers in order to progress towards a specific goal (e.g. a particular sequence of game events, or player states). For this purpose, the game requires a simple unit-testing system to simulate triggers. The thesis can be concluded by a technical evaluation or user study.

Contact:    Katja Rogers

[BA/MA, mehrere Arbeiten sind möglich]
Evolutionary Adaptation of Game Elements:


Evolutionary algorithms are well-suited to the generation and adaptation of game content, by evolving digital representations of the game elements and applying fitness functions to choose among the potential offspring elements.

For a thesis in this area, the student can choose a specific game element and then use evolutionary algorithms for adaptation towards a specific goal (e.g. high player satisfaction or immersion).

Contact:    Katja Rogers

[BA/MA, mehrere Arbeiten sind möglich]
Specific (Serious) Games:


Many games (both serious and not-so-serious) use adaptive mechanisms, for example to provide a high degree of customisation to the player.

We offer several thesis topics involving the design and implementation of (serious) games, such as an extension of the UniRallye scavenger hunt game, a game to teach MIPS assembler programming, or a game to investigate the effects of cutscenes on immersion. If you have a game concept in mind, feel free to come by and discuss it.

Contact:    Katja Rogers

 


 

Offene Themen:

 

[MA/BA] Event Logging and Analysis in Serious Games:

Serious games are designed to train and educate players, rather than focusing only on entertainment. While there are many ways to explicitly detect a learner‘s affective state and learning progress, serious games also offer the possibility of gaining implicit information about the state of the player, via the real-time logging and analysis of game events.
This thesis begins with an investigation of implicit interactions and game events relevant to serious games. Based on the analysis of real-time game events, it should then provide a classification of possible predictions regarding the player‘s affective state (e.g. „satisfied“, or „frustrated“). This is to be implemented with a simple puzzle game. Finally, a user study will be conducted
to evaluate the efficacy of implicit game event logging for serious games.

Poster:       Download PDF
Contact:    Julian Frommel

 

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Aktuell zu vergebende Abschlussarbeiten in der Psychologie:

Die einzelnen ausgeschriebenen Themen können nach Rücksprache von mehreren Personen bearbeitet werden, wobei sich der Umfang der Einzelarbeiten entsprechend verringert. Zudem können einige der ausgeschriebenen Themen auch untereinander kombiniert werden, sodass es möglich – und auch ratsam – ist, Arbeiten gemeinschaftlich durchzuführen um den Aufwand und die Zahl der benötigten VersuchsteilnehmerInnen so gering wie möglich zu halten.


Themenkomplex: Emotionen im Kontext digitaler Lernumgebungen

Dem Instruktionsdesign von virtuellen Lernumgebungen kommt eine tragende Rolle in Bezug auf den Lernerfolg zu. Insbesondere die Frage, inwiefern virtuell dargestellte Lerninhalte von Lernenden emotional empfunden und fortlaufend rezipiert werden, sollte bei der Gestaltung einer Lernumgebung berücksichtigt werden. Aus theoretischer Perspektive besteht Grund zur Annahme, dass Lernumgebungen, die negative Emotionen wie z.B. Ärger, Frustration oder Langeweile auslösen, den Lernenden dazu veranlassen können, eine Auseinandersetzung mit dem Lerninhalt zu vermeiden. Diese Arbeit soll sich mit der Berücksichtigung von Emotionen, verstärkt mit Langeweile und Frustration, bei der Gestaltung und der Aufbereitung von virtuell präsentierten Lerninhalten befassen. Basierend auf theoretischen Ansätzen aus Instruktions- und der Emotionsforschung sollen langfristig Instruktionsdesignempfehlungen entwickelt werden, die es ermöglichen, negativen Emotionen in virtuellen Lernumgebungen entgegenzuwirken. Ferner sollen verschiedene Formen der Feedbackgestaltung konzipiert und deren Wirkung hinsichtlich der Reduzierung negativer Emotionen und der Erhöhung der Lerndauer in einer virtuellen Lernumgebung untersucht werden. Derzeit sind zwei Arbeiten zu dem beschriebenen Thema zu vergeben. Eine Arbeit wird sich vorrangig mit der Messung von Emotionen während eines Lernprozesses in unterschiedlichen Modalitäten beschäftigen, eine zweite Arbeit soll untersuchen, wie sich der Schwierigkeitsgrad auf das emotionale Erleben während des Lernprozesses auswirkt.

Ansprechpartner: Die zu vergebenden Arbeiten sind eine Kooperation zwischen Claudia Schrader (Jun.-Prof. Serious Games) und Ulrike Nett (Jun.-Prof. Lehr-Lernforschung in den MINT-Fächern und der Medizin).