Projects, Theses and Practical Semesters
Students can complete project work, practical phases, or practical projects in the Mixality Lab, as well as a bachelor’s or master’s thesis in the areas of human-computer interaction, mixed reality, digital assistance systems, and immersive learning technologies. These formats are designed to connect academic study with research-oriented and application-oriented work and to support students in developing, implementing, empirically evaluating, and presenting their own solutions.
Typical topics we are happy to supervise can be linked to current lab efforts, such as, for example, the research projects ASTRA on adaptive tutoring and mixed reality authoring, TwinMaP on digital twins and adaptive worker guidance, SIDEKICK on modular assistance systems and accessible authoring, or HyperBRIDGE on immersive digital twins and training environments. This allows students to work on practical and research-related real-world questions in close connection with ongoing research activities of the lab. For a comprehensive list, see our projects or software overview pages.
At Hochschule Emden/Leer, students in Computer Science, Computer Science in Cooperative Practice, Media Technology, Media Informatics (online), and Industrial Informatics can take part in these opportunities, depending on the respective module format. If you’re interested in any of these formats, reach out to one of the lab members.
Curricular Courses
In addition to project-based opportunities, Prof. Dr. Thies Pfeiffer teaches the following curricular courses at Hochschule Emden/Leer:Â
Human-Computer Interaction
This course covers the foundations of perception, Gestalt principles, and the corresponding models of usability and user experience, as well as methods for the process-oriented design and evaluation of interfaces.
Students understand the foundations of perception, Gestalt principles, and the corresponding models of usability and user experience. They are able to design software interfaces in a process-oriented manner. To do so, they use established methods of human-centered design and are familiar with relevant guidelines and standards. They know the most common forms of interaction and the rules of interaction design. Within the context of usability engineering, they are able to apply selected usability methods exemplarily.
Theory
Foundations of cognition with regard to perception, decision-making, and action (e.g. mental models, Gestalt principles, action processes)
Foundations of design for graphical user interfaces (e.g. UI patterns, design principles, style guides, standards)
Application areas and types of human-machine interfaces (e.g. graphical user interfaces, speech dialogue systems, mixed reality systems)
Methods and process models for the conception of human-machine interfaces (e.g. human-centered design, Google Design Sprint)
Evaluation techniques (e.g. questionnaires, A/B tests, interaction studies)
Practical Part
Work on projects for the design of human-machine interfaces by applying the concepts and methods taught in the lecture. The core course content is taught in lecture format, and practical tasks are implemented as project-based work during the practical sessions.
Computer Science, B.A. – Human-Computer Interaction (MCIM-I24)
Computer Science in Cooperative Practice (online), B.A. – Human-Computer Interaction
Media Informatics (online), B.A. – Human-Computer Interaction (MCI)
Business Informatics (online), B.A. – Human-Computer Interaction
Mixed Reality
This course enables students to use mixed reality technologies, especially virtual reality and augmented reality, in order to develop interactive experiences.
Students are able to use mixed reality technologies (virtual reality and augmented reality) to develop interactive experiences. In doing so, they take into account the foundations of the different mixed reality technologies and design content according to the respective technical challenges. In the implementation, they orient themselves toward the basic principles of the respective genre depending on the direction of the interactive experience (e.g. instructional design and immersive storytelling for digital training).
More specifically, students are able to:
understand the foundations of augmented reality and virtual reality,
conceive and implement content for mixed reality technologies,
develop interactive experiences prototypically.
Theory
Foundations of augmented reality and virtual reality
Methods for the development of real-time mixed reality applications
Design principles for immersive media, using storytelling and instructional design as examples
Structure of VR/AR applications (scene graph, data graph, render loop)
Practical Part
Conception of an immersive experience for augmented reality or virtual reality
Production of real-time media (360° film, 3D models, animations, etc.)
Development of a prototype of a mixed reality application
The core course content is taught in lecture format and implemented within the practical sessions.
Computer Science, B.A. – Mixed Reality (VIEF-I24)
Computer Science in Cooperative Practice, B.A.
Media Technology, B.A. – Mixed Reality (VIEF-M24)
Augmented and Virtual Reality
This course deals with current mixed reality technologies and their suitability for different application contexts, as well as the conception and implementation of spatial user interfaces and interactive 3D applications.
Students are able to:
classify current mixed reality technologies (augmented reality and virtual reality) and evaluate their suitability for different applications,
assess usage contexts with regard to the challenges for sensing and interaction technologies and identify appropriate technologies,
conceive spatial user interfaces and implement them using a scene-graph-based development environment,
conceive interactive 3D applications and implement them using the Unity3D game engine.
Theory – Fundamentals
Definition of augmented reality and virtual reality
Application examples
Output devices
Interaction devices
Structure/components of an AR/VR system
Computer graphics and scene graphs
Computer vision and tracking
Frameworks for AR/VR applications
Training with VR/AR
Assistance with VR/AR
Changing Advanced Topics Depending on the State of Research
Examples include spatial computing, spatial anchoring, cloud AR, eye tracking in VR, motion capturing, and photogrammetry
The core course content is taught in lecture format and implemented within the framework of a practical project.
- Media Informatics (online), M.A. – Augmented and Virtual Reality (AVR)
Foundations of Virtual Worlds
This course enables students to conceive and technically implement their own applications of virtual worlds and to understand the differences and application potential of VR, AR, and MR.
Students are able to conceive and technically implement their own applications of virtual worlds. They know the differences between VR, AR, and MR and understand their respective application potential. They are able to design virtual environments with current 3D graphics software and optimize them for use in immersive worlds. They understand the specific requirements of real-time applications. Students are able to integrate the elements of virtual worlds by means of a current game engine. They can program interactive functions. They can compile a functional application for different platforms.
Theory
Foundations of augmented reality and virtual reality
Methods for the development of real-time mixed reality applications
Structure of VR/AR applications (scene graph, data graph, render loop)
Practical Part
Conception of an immersive experience for augmented reality or virtual reality
Development of a prototype of a mixed reality application
The core course content is taught in lecture format and implemented within the framework of a practical project.
- Media Informatics (online), B.A. – Foundations of Virtual Worlds (GVW)
Human Factors and Augmented Reality
This course enables students to evaluate and design modern user interfaces for industrial systems while taking into account the foundations of modern user interfaces and augmented reality technologies in the context of operating and working with industrial installations.
Students are able to evaluate and design modern user interfaces for industrial systems. To do so, they take into account the foundations of modern user interfaces and augmented reality technologies in the context of operating and working with industrial installations. This enables them to consider the perspective of users in the development of technical solutions and to ensure ease of use.
More specifically, students are able to:
understand the foundations of human factors, usability, and augmented reality,
apply modern user interfaces,
analyze the usability of user interfaces,
create augmented reality applications based on frameworks.
Theory
Foundations of human factors
Foundations of modern human-machine interfaces for worker training and worker guidance
Application areas of human-machine interfaces
Criteria for the user-oriented design of human-machine interfaces
Methods for the evaluation of human-machine interfaces
Process models for the conception and implementation of human-machine interfaces
Practical Part
Testing different modern user interfaces from industry
Conducting usability evaluations of user interfaces
Developing prototypes of augmented reality applications
The core course content is taught in lecture format, special topics are developed together with the students in seminar-style sessions, and practical tasks are implemented in the lab.
Industrial Informatics, M.A. – Peer Project (HFAR-J24)