Vergangene Lehrveranstaltungen 2020 - 2022

Summer Term 2022

Physical Computing

Directed Studies, 6 ETCS

Details in ZEUS

Short Description

This course will cover the fundamental concepts of the Physical Computing paradigm. Students will learn the properties and use of microcontrollers, sensors, and actuators, as well as standard electronic components (e.g., resistors, diodes, transistors and capacitors) to create standalone interactive circuits that can be integrated into everyday objects. They will also learn how to create and print 3D models to build full physical mockups of interactive artifacts. Students will apply this knowledge to build stand-alone interactive devices and sensor circuits that can “talk” and “listen” to a PC, thereby completing a design process from concept to hardware prototype.

Goals

In this course you will

  • learn about techniques and aims of physical computing in interaction design
  • apply these techniques in practical examples within a design project
  • develop skills in electronic prototyping with microcontrollers (e.g., Arduino)
  • learn to utilize 3D printers to create physical parts
  • evaluate and reflect on design choices with scientifically grounded arguments from a technological, user experience and multimodal interaction perspective referencing related work in HCI, Psychology, and Physical Computing

After successful completion of the course, you should have an understanding of how hardware, software and other materials can be combined in the design of computational objects for human-computer interaction.

Literature

The seminar is based on these three books that complement each other:

  • Dan O'Sullivan, Tom Igoe (2004) Physical Computing: Sensing and Controlling the Physical World with Computers, Thomson 
  • Jan Barth, Roman Stefan Grasy, Martin Lukas, Jochen Leinberger, Markus Lorenz Schilling (2013) Prototyping Interfaces: Interaktives Skizzieren Mit VVVV, Schmidt Hermann Verlag 
  • Hartmut Bohnacker, Benedikt Groß, Julia Laub, Claudius Lazzeroni, (2009) Generative Gestaltung: entwerfen, programmieren, visualisieren, Schmidt Hermann Verlag 

Interaction in Mixed Reality Spaces

Lecture, 9 ETCS

Details in ZEUS

Short Description

“Interaction in Mixed Reality Spaces” is a course designed for students in the domain of Human-Computer Interaction or Interactive Systems. This course consists of a theoretical and a practical part. The theoretical part consists of a series of  lectures and tutorials, through which students will gain a deeper understanding of Mixed Reality (MR), existing display and tracking technologies, their characteristics, the process of MR interaction design, and possible use cases. For example, students will learn about 3D Object Manipulation and Navigation in 3D Spaces. In the practical part students will apply the theoretical concepts  to complete a number of assignments and develop a group project. Students will have the opportunity to work with state-of-the-art devices like the Oculus Quest 2, the Microsoft Hololens 2, tablets, smartphones, etc.. The implementation will be done in the Unity game engine (https://unity.com/).

Goals

In this course you will

  • gain a deeper understanding of Mixed Reality Spaces as an Interaction Paradigm
  • learn about the underlying display and tracking technologies that enable Mixed Reality
  • get to know application domains that can benefit from Mixed Reality interactions
  • learn how to design Mixed Reality Experiences
  • gain practical experience in designing and developing mixed reality applications in Unity

Literature

The following four textbooks and publications form the main basis for the course content.

  • 3D User Interfaces: Theory and Practice (Doug A. Bowman; Ernst Kruijff; Joseph J. LaViola Jr.; Ivan Poupyrev), 2nd Edition
  • A Survey of Augmented Reality (Gun Lee, Adrian Clark, Mark Billinghurst)
  • Augmented Reality: Principles and Practice (Dieter Schmalstieg, Tobias Höllerer)
  • Sketching User Experiences: The Workbook (Saul Greenberg, Sheelagh Carpendale, Nicolai Marquardt, Bill Buxton)

Software-Projekt

Project, 6 ETCS

Details in ZEUS

Short Description

Die Studierenden entwickeln in Projektgruppen ein Softwaresystem mittlerer Komplexität. Dazu erstellen sie strukturiert und kollaborativ eine Analyse, einen Entwurf und schließlich die Implementierung des Systems.

Bitte beachten Sie: Das Software-Projekt findet ausschließlich in der Vorlesungszeit statt. Dadurch ist der wöchentliche Durchschnittsaufwand mit ca. 13 Arbeitsstunden im Vergleich zu anderen Veranstaltungen hoch. Desweiteren ist eine kontinuierliche wöchentliche Arbeit für die Veranstaltung unerlässlich. Beachten Sie dies bei Ihrer Semesterplanung.

Goals

Die Studierenden sind in der Lage, ein Softwaresystem in einer Gruppe zu planen, zu verwalten und umzusetzen. Sie beherrschen den Umgang mit modernen Entwicklungswerkzeugen zur Softwareentwicklung, Versionskontrolle, Aufgabenplanung und Kommunikation.

Projektmanagement

Seminar, 3 ETCS

Details in ZEUS

Short Description

  • Projekt strukturieren
  • Projekt planen
  • Projekt bewerten
  • Projektstatus berichten
  • Projektänderungen managen
  • Projekt abschließen
  • Rollen anhand eines konkreten, durchgängigen Fallbeispieles durchspielen
  • Feedback vom Trainer sowie von den Teilnehmern inkl. zu Soft Skills erhalten

Goals

  • Gute Projektabgrenzung mit Schwerpunkt auf die Projektstrukturierung und –planung durchführen
  • Projekt bewerten, -status effizient berichten
  • Projektänderungen managen
  • Projekt abschließen
  • Zusammenarbeit im Team und mit dem Auftraggeber mittels Rollenspielen (Auftraggeber-, Projektteam-, Projektleiter-, Beobachterrollen) verstehen.
  • Hinweise zur Verbesserung der individuellen Soft Skills erhalten

Literature

  • A Guide to the Project Management Body of Knowledge (PMBOK® Guide) - Fourth Edition, 2008
  • Gerold Patzak (Autor), Günter Rattay (Autor): Projektmanagement: Leitfaden zum Management von Projekten, Projektportfolios und projektorientierten Unternehmen, 12.2008
  • Bruno Jenny: Projektmanagement: Das Wissen für den Profi, vdf, 12.2009
  • Pascal Mangold: IT- Projektmanagement kompakt, 129 Seiten - Spektrum Akademischer Verlag, 9.2009
  • Burkhard Klose: Projektabwicklung: Arbeitshilfen, Fallbeispiele und Checklisten im Projektmanagement, 11.2008
  • PMI - Project Management Institute (US),www.pmi.org
  • www.pmi.org/Resources/Pages/Library-of-PMI-Global-Standards.aspx
  • Association for Project Management (UK),www.apm.org.uk
  • GPM Deutsche Gesellschaft für Projektmanagement,www.gpm-ipma.de
  • Project Manager Today, www.pmtoday.co.uk/
  • Project World,www.projectworld.com
  • PM Forum, www.pmforum.org

Interactive Systems

Lecture and Exercice, 6 ETCS

Details in ZEUS

Short Description

Interactive Systems will provide you with a comprehensive overview of the goals and research questions of the area of Human-Computer Interaction. Students will learn how to design and develop interactive systems with user requirements in mind.
Topics include (but are not limited to):

  • Basics of human perception, cognition, and motor system
  • Design of usable products
  • Basic design principles
  • Established input and output styles
  • Basic ideas of user-centered design
  • Techniques to evaluate interactive systems

Goals

At the end of this semester, you will know:

  • the basics of human information processing (perception, cognition, motor system, mental modells, and errors)
  • the basic rules of user interface design and you are able to apply establish interaction styles (e.g., commands, dialogs, direct manipulation, searching and browsing, interactive visualizations)
  • the basic ideas of the user-centered design lifecycle and you will know fundamental methods and techniques to design interactive systems (e.g., requirements engineering, sketching and prototyping, and evaluation techniques)
  • how to analyze and validate existing interactive systems
  • how to realize basic interaction design on your own
  • different use cases for selected types of interaction in the areas of e.g., graphical user interfaces (GUI), multi-touch interfaces, and mobile interaction

Exhibition Design. Interactive Media for Museums

Directed Studies, 6 or 9 ETCS

Details in ZEUS

Short Description

Interaktive Medien im Kontext von Raum, Licht, Sound und Grafik.

Im SS 2022 liegt der Fokus des Kooperationsprojektes Mediale Ausstellungsgestaltung auf den verschiedenen Parametern einer medial inszenierten Ausstellung. Fachlichen Input gibt es durch Vorträge der beteiligten Professoren (Architekt, Historiker, Informatiker) sowie von Licht- und Musikdesignern zu den Themen Inhalt, Objekt,  Kontextualisierung, Storytelling, Inszenierung, Raum, Parcours, Lichtdesign, Sounddesign, Grafikdesign und Interaction Design.

Goals

Das Seminar "Interaktive Medien im Kontext von Raum, Licht, Sound und Grafik" ist Teil 2 des viersemestrigen Kooperationsprojektes Mediale Ausstellungsgestaltung (MAG). Die Lehrveranstaltung findet ihre Fortsetzung im Wintersemester 2022/23 und im Sommersemester 2023 im Rahmen des Master-Projektes Design und Raum von Prof. Schlag durch die Gestaltung, Planung und anschließende Realisierung eines realen Ausstellungsprojektes im Turm zur Katz Konstanz inklusive Medienproduktion und Marketing.

Seminar Human-Computer Interaction

Seminar, 3 ETCS

Details in ZEUS

Short Description

At the beginning of the semester, the current project topics for the semester are presented in the HCI Student Jour Fixe. After the selection of a topic in agreement with a supervising doctoral student, the work on the seminar can be started. The selected topic offers a question that should be addressed in the seminar. The work on the seminar paper is supposed to help students to familiarize themselves with the theoretical foundations and previous research results (state of the art) in regard to their topic. The seminar paper represents the preliminary theoretical work for the bachelor or master project (see also the lecture description of the bachelor or master project).

Goals

CORRECT SCIENTIFIC WORK
The participants are able to independently conduct a scientific literature research - including the independant search for relevant literature by themselves - and to scientifically document the gained knowledge. This includes the correct citation of scientific works. The participants practice giving scientific lectures and discussing them. This will prepare the participants methodically and contentwise for the bachelor or master project and their bachelor or master thesis.
 
ADVANCED KNOWLEDGE ABOUT LITERATURE RESEARCH
The topic to be worked on is only partially framed for the seminar on the bachelor or master project. The participants will receive initial literature at the beginning. This literature is to be seen as a starting point for a deeper analysis. It is expected that the students search for further literature on their own and include it in their seminar paper in addition to the literature that was initially assigned to them.

Bachelor's Project Human-Computer Interaction

Project, 9 ETCS

Details in ZEUS

Short Description

The student will be with working on a complex topic in the domain of Human-Computer Interaction, in most cases related to current research in the HCI group of Prof. Reiterer. They will start with elaborating a theoretical perspective on the topic, e.g. through intensive literature research (in combination with the project seminar). The second part of the project will focus on implementation and evaluation of prototypes.

In this weekly get-together, students are invited to present the current status of their seminar or project work. Informal discussions with all attendees will help to find thematic overlaps, possible technical solutions, and targeted guidance that help to proceed to the next step (e.g., from seminar to project). All students are asked to attend regularly and present their current status in a small presentation (ca. 10 min) three times per semester.

Goals

Scientific work (independent and in teamwork). The students will learn how to organize (Milestones, Meetings), conduct (implementation, evaluation, documentation) and communicate (presentation, thesis) an ambitious project.

Master's Project Human-Computer Interaction

Project, 8 or 9 ETCS

Details in ZEUS

Short Description

The master project builds on top of the work of the master seminar. The master project prepares for the writting of the master thesis and allows participants to practically solve a complex human-computer interaction problem. Two models exist:

  • The design-oriented project covers the conceptual design and the implementation of a novel interaction concept. The concepts (e.g. scenarios, personas, sketches, story boards) and their implementation are documented in the written project report.
  • The evaluation-oriented project consists in the conduction of a comprehensive evaluation study. The subject matter of the evaluation, the chosen evaluation setting, and the conduction (including a pilot study) are documented in the written project report.

Goals

Under guidance, the participants learn how to organize a challenging project (division, milestones, meetings), carry it out (implementation, evaluation, documentation) and communicate it (presentations, documentation). The technical and conceptual complexity of the implementation/evaluation study is supposed to be appropriate to the master programme.

Bachelor's Project Extended Reality (XR)

Project, 9 ETCS

Details in ZEUS

Short Description

Extended Reality (XR) describes the range of “realities” that can be experienced when applying various degrees of augmentation through modern technologies. On the one end of the continuum is the real (non-augmented) world that we perceive around us, while at the other extreme lies immersive virtual reality (VR) where everything we experience is artificial. The latter may be achieved with a VR head-mounted display (HMD) like the HTC Vive or Steam Index. In between these two extremes are mixed reality (MR) technologies, such as augmented reality (AR) and augmented virtuality (AV). Popular technology supporting such experiences is the Microsoft Hololens 2, or AR smartphone applications.
Technological advances have led to the introduction of XR technologies in a wide variety of domains, from medicine to construction and manufacturing, education and entertainment, research etc. Yet, we are still in the early stages of adoption and the variety of current and prospective application scenarios generates a plethora of research challenges that need to be addressed. On the flip side, the emerging technologies and resulting experiences provide new opportunities for research of human cognitive processing and behavior.

In this project students will address a complex challenge that is related to ongoing research in the HCI group involving XR technology. The project builds on the concurrent Seminar Extended Reality (XR) (see description of seminar) and serves as preparation for writing the Bachelor thesis.
The first part of the project involves literature research to explore the state-of-the-art and establish a theoretical foundation. For the remainder of the project, the students will focus on achieving a practical solution, by implementing and evaluating an interactive XR prototype. The focus of the project may lie on interaction techniques, supporting XR technologies (e.g., tracking approaches or display technologies), or a particular application domain.

Students are expected to participate in the weekly HCI Student Jour Fixe, where they will be invited to present their project status at regular intervals. This meeting also offers opportunity for informal discussion of research topics and potential solutions to technical problems, as well as targeted guidance by the project supervisor. At the end of the semester, a final project presentation and a written project report must be delivered.

Further details about the structure of the seminar can be found in the Guidelines for the bachelor in "Interactive Systems" on the website of the HCI work group.

Goals

  • Students obtain knowledge about XR technologies (tracking and display technologies, 3D interaction techniques, etc.) and skills in development of XR systems (3D user interfaces, virtual avatars, multimodal feedback, user experience and embodiment, etc.).
  • Students establish strategies for successful planning (identification of critical features, definition of milestones) and execution (implementation, evaluation, documentation) of an ambitious project and practice presentation of their work.

Master's Project Extended Reality (XR)

Project, 9 ETCS

Details in ZEUS

Short Description

Extended Reality (XR) describes the range of “realities” that can be experienced when applying various degrees of augmentation through modern technologies. On the one end of the continuum is the real (non-augmented) world that we perceive around us, while at the other extreme lies immersive virtual reality (VR) where everything we experience is artificial. The latter may be achieved with a VR head-mounted display (HMD) like the HTC Vive or Steam Index. In between these two extremes are mixed reality (MR) technologies, such as augmented reality (AR) and augmented virtuality (AV). Popular technology supporting such experiences is the Microsoft Hololens 2, or AR smartphone applications.
Technological advances have led to the introduction of XR technologies in a wide variety of domains, from medicine to construction and manufacturing, education and entertainment, research etc. Yet, we are still in the early stages of adoption and the variety of current and prospective application scenarios generates a plethora of research challenges that need to be addressed. On the flip side, the emerging technologies and resulting experiences provide new opportunities for research of human cognitive processing and behavior.

In this project students will address a complex challenge that is related to ongoing research in the HCI group involving XR technology. The project builds on the concurrent Seminar Extended Reality (XR) (see description of seminar) and serves as preparation for writing the Master’s thesis.
The first part of the project involves literature research to explore the state-of-the-art and establish a theoretical foundation. For the remainder of the project, the students will focus on achieving a practical solution, by implementing and evaluating an advanced interactive XR prototype.
The focus of the project may lie on interaction techniques, supporting XR technologies (e.g., tracking approaches or display technologies), or a particular application domain.

Students are expected to participate in the weekly HCI Student Jour Fixe, where they will be invited to present their project status at regular intervals. This meeting also offers opportunity for informal discussion of research topics and potential solutions to technical problems, as well as targeted guidance by the project supervisor. At the end of the semester, a final project presentation and a written project report must be delivered.

Further details about the structure of the seminar can be found in the Guidelines for the Master in "Interactive Systems" on the website of the HCI work group.

Goals

  • Students obtain in-depth knowledge about XR technologies (tracking and display technologies, 3D interaction techniques, etc.) and advanced skills in the development of XR systems (3D user interfaces, virtual avatars, multimodal feedback, user experience and embodiment, etc.).
  • Students refine strategies for successful planning (identification of critical features, definition of milestones) and execution (implementation, evaluation, documentation) of an ambitious project and practice presentation of their work.

Winter Term 2021/2022

Agile UX Design

Lecture and Exercice, 6 ECTS

Details in ZEUS

Short Description

This course is about an agile process for UX design, where UX is short for user experience, which includes usability, usefulness, emotional impact, and meaningfulness.
We present a process, method, and technique approach to overall UX design based on the UX lifecycle. The basic UX lifecycle activities we will cover include Understand Needs, Design Solutions, Prototype Candidates, and Evaluate UX.
It is a goal of this course to help students realize that UX design is an ongoing process throughout the full product or system life cycle, and that developing the UX design is not something to be done at the last minute, when the "rest of the system" is finished.

Goal

IN-CLASS EXERCISES
All in-class exercises are team activities. The in-class exercises go with the class lectures, and the description of each exercise is at the end of the lecture slides for the corresponding topic. Please be aware of the next in-class exercise coming up and be prepared for it, including preparing necessary materials.
If the use of physical materials is possible, we will provide part of the materials (e.g., whiteboards) and will tell you what else you may need to prepare in advance. We will also offer recommendations for digital tools that you can use to facilitate the conduct of the exercises.
 
TEAM PROJECT
The major work (and major credit) component for the course is the semester team-oriented UX design project. It involves defining, analyzing, specifying, designing, prototyping, and evaluating a UX design for a client that you select. The purpose of the project is to give you real-world exposure to all lifecycle activities involved in creating a significant UX design. The project assignments are described separately; see links in the course calendar.
The instructor will assign students to project teams, trying to balance knowledge, skills, and backgrounds, based on a demographic survey given the first day/week of class. All project activities, including writing the deliverables, are team activities. While some division of labor makes sense, you will learn the most by involving everyone in each activity.

Literature

TEXTBOOK
The textbook for this course is The UX Book: Agile UX Design for a Quality User Experience, 2nd ed. by Hartson and Pyla, Morgan Kauffman, 2019. This book is tailored specifically for this course.
 
CLASS LECTURE SLIDES
For your reference, we will provide a pdf version of the class lecture slides. This is the major source of content and discussion for the course. You have our permission to print a copy of your personal use. We recommend printing a copy when taking part in the class to take notes.

Future Challenges and Trends in HCI

Directed Studies, 6 ETCS

Details in ZEUS

Short Description

The Historical CHI Video Project provides insights into early prototypes of e.g., virtual reality applications, tablets, or smartwatches as part of the technical video programs of the CHI conferences from 1983 to 2002. From today's perspective, it is interesting to see how early these technologies have been conceptualized. Watching the videos is a bit like traveling back in time: Bulky computers, VHS-quality, and funny hair cuts. "If you want to know the future, look at the past" (Albert Einstein) - let's take that quote as a foundation of this directed study course: Based on selected videos and papers, you will understand the roots of current and future interaction techniques, interactive visualizations, or different input and output devices. As part of your duties, you will engage yourself with your topic, see how this early research inspired later and future interactive systems, prepare and present its core concepts, and either summarize your results in a term paper or implement a prototype using current hardware.

Goals

The basic learning objective is to address, prepare, and present a research area of HCI. All provided topics are based on the treasure chamber of the Historical CHI Video Project. In addition to one or more videos, you will be given basic literature (e.g., papers) for your individual topic. This is your foundation to an abundance of possibilities - to name but a few: You can shed light on historical trends, investigate early research that found its way into today's consumer products, or re-implement interaction techniques using our latest head-mounted augmented reality devices.

Research Methods in HCI

Lecture, 6 ETCS

Details in ZEUS

Short Description

Evaluation serves the purpose to recognize usability problems early in the development phase of interactive products and develop ideas for improvement. There is a broad spectrum of techniques and methods available (e.g. observation, usability tests, surveys, etc.), which differ in many terms, such as when to apply during the development process or whether to include end-users or experts and thereby provide results for different purposes.

During the theoretical part of the lecture, students will learn about the different basic methods and techniques. This includes the design and conduction of interviews, focus groups, usability tests, and inspection methods.

Another goal of the lecture is to guide students in conducting experimental user studies as advanced research methods. The lecture covers the whys and hows of conducting good experiments in Human-Computer Interaction (HCI) covering both quantitative and qualitative practices. Students will learn how to build on existing work in formulating their research questions and devising hypotheses. In addition, the lecture addresses how to perform the data collection and select analysis methods that provide evidence for conclusions. Also, students learn how to narrate findings and deal with alternative explanations for results.

During the practical part of the lecture, students will work on a small project in groups. They will have to conduct a study and apply the learned methods to evaluate an interactive product. This allows them to gain first hands-on experiences and also use our usability lab.

Goals

At the end of this lecture, students will know
...basic evaluation methods and techniques of interactive products with regards to usability and user experience
...how to deduce change requirements and re-design recommendations
...how to develop and define research questions and hypotheses in HCI 
...the crucial components of successful study designs
...how to run experiments
...the advantages and disadvantages of qualitative and quantitative data acquisition
...how to analyze quantitative and qualitative data
...pitfalls and tips for successful report writing

Seminar Human-Computer Interaction

Seminar, 3 ETCS

Details in ZEUS

Short Description

At the beginning of the semester, the current project topics for the semester are presented in the HCI Student Jour Fixe. After the selection of a topic in agreement with a supervising doctoral student, the work on the seminar can be started. The selected topic offers a question that should be addressed in the seminar. The work on the seminar paper is supposed to help students to familiarize themselves with the theoretical foundations and previous research results (state of the art) in regard to their topic. The seminar paper represents the preliminary theoretical work for the bachelor or master project (see also the lecture description of the bachelor or master project).

Goals

CORRECT SCIENTIFIC WORK
The participants are able to independently conduct a scientific literature research - including the independant search for relevant literature by themselves - and to scientifically document the gained knowledge. This includes the correct citation of scientific works. The participants practice giving scientific lectures and discussing them. This will prepare the participants methodically and contentwise for the bachelor or master project and their bachelor or master thesis.
 
ADVANCED KNOWLEDGE ABOUT LITERATURE RESEARCH
The topic to be worked on is only partially framed for the seminar on the bachelor or master project. The participants will receive initial literature at the beginning. This literature is to be seen as a starting point for a deeper analysis. It is expected that the students search for further literature on their own and include it in their seminar paper in addition to the literature that was initially assigned to them.

Bachelor's Project Human-Computer Interaction

Project, 9 ETCS

Details in ZEUS

Short Description

The student will be with working on a complex topic in the domain of Human-Computer Interaction, in most cases related to current research in the HCI group of Prof. Reiterer. They will start with elaborating a theoretical perspective on the topic, e.g. through intensive literature research (in combination with the project seminar). The second part of the project will focus on implementation and evaluation of prototypes.

In this weekly get-together, students are invited to present the current status of their seminar or project work. Informal discussions with all attendees will help to find thematic overlaps, possible technical solutions, and targeted guidance that help to proceed to the next step (e.g., from seminar to project). All students are asked to attend regularly and present their current status in a small presentation (ca. 10 min) three times per semester.

Goals

Scientific work (independent and in teamwork). The students will learn how to organize (Milestones, Meetings), conduct (implementation, evaluation, documentation) and communicate (presentation, thesis) an ambitious project.

Master's Project Human-Computer Interaction

Project, 8 or 9 ETCS

Details in ZEUS

Short Description

The master project builds on top of the work of the master seminar. The master project prepares for the writting of the master thesis and allows participants to practically solve a complex human-computer interaction problem. Two models exist:

  • The design-oriented project covers the conceptual design and the implementation of a novel interaction concept. The concepts (e.g. scenarios, personas, sketches, story boards) and their implementation are documented in the written project report.
  • The evaluation-oriented project consists in the conduction of a comprehensive evaluation study. The subject matter of the evaluation, the chosen evaluation setting, and the conduction (including a pilot study) are documented in the written project report.

Goals

Under guidance, the participants learn how to organize a challenging project (division, milestones, meetings), carry it out (implementation, evaluation, documentation) and communicate it (presentations, documentation). The technical and conceptual complexity of the implementation/evaluation study is supposed to be appropriate to the master programme.

Seminar Extended Reality (XR)

Seminar, 3 ETCS

Details in ZEUS

Short Description

Extended Reality (XR) describes the range of “realities” that can be experienced when applying various degrees of augmentation through modern technologies. On the one end of the continuum is the real (non-augmented) world that we perceive around us, while at the other extreme lies immersive virtual reality (VR) where everything we experience is artificial. The latter may be achieved with a VR head-mounted display (HMD) like the HTC Vive or Steam Index. In between these two extremes are mixed reality (MR) technologies, such as augmented reality (AR) and augmented virtuality (AV). Popular technology supporting such experiences is the Microsoft Hololens 2, or AR smartphone applications. Technological advances have led to the introduction of XR technologies in a wide variety of domains, from medicine to construction and manufacturing, education and entertainment, research etc. Yet, we are still in the early stages of adoption and the variety of current and prospective application scenarios generates a plethora of research challenges that need to be addressed. On the flip side, the emerging technologies and resulting experiences provide new opportunities for research of human cognitive processing and behavior.

This seminar for both bachelor and master students covers topics along the entire continuum of this reality-virtuality continuum and the respective enabling technologies. All students in this seminar are invited to join the HCI Student Jour Fixe, where available topics are presented at the beginning of the semester. Each student will select one topic, which they will explore through literature research. Within this topic a particular question should be addressed throughout the seminar that will lead the student to gain knowledge about current research challenges, state-of-the-art solutions, and underlying theoretical foundations. Each student with present their work through a written seminar paper, which should form the theoretical basis for their bachelor or master project.

Further details about the structure of the seminar can be found in the Guidelines for the bachelor/master in "Interactive Systems" on the website of the HCI work group.

Goals

  • Students develop strategies for independently conducting a successful literature research. They practice to identify critical search terms and refinement criteria, methodologically analyze scientific papers and concisely summarize and present gained knowledge.
  • Students expand their skills in scientific writing, including the concise formulation of key challenges and central contributions, accurate description and comparison of results, and correct citation of related work.
  • Students gain (in-depth) theoretical domain knowledge relating to XR technologies, with focus on their particular topic.
  • Exercises in scientific writing and discussion allows students to establish a theoretical foundation and methodology for the bachelor and master project and thesis.

Bachelor's Project Extended Reality (XR)

Project, 9 ETCS

Details in ZEUS

Short Description

Extended Reality (XR) describes the range of “realities” that can be experienced when applying various degrees of augmentation through modern technologies. On the one end of the continuum is the real (non-augmented) world that we perceive around us, while at the other extreme lies immersive virtual reality (VR) where everything we experience is artificial. The latter may be achieved with a VR head-mounted display (HMD) like the HTC Vive or Steam Index. In between these two extremes are mixed reality (MR) technologies, such as augmented reality (AR) and augmented virtuality (AV). Popular technology supporting such experiences is the Microsoft Hololens 2, or AR smartphone applications.
Technological advances have led to the introduction of XR technologies in a wide variety of domains, from medicine to construction and manufacturing, education and entertainment, research etc. Yet, we are still in the early stages of adoption and the variety of current and prospective application scenarios generates a plethora of research challenges that need to be addressed. On the flip side, the emerging technologies and resulting experiences provide new opportunities for research of human cognitive processing and behavior.

In this project students will address a complex challenge that is related to ongoing research in the HCI group involving XR technology. The project builds on the concurrent Seminar Extended Reality (XR) (see description of seminar) and serves as preparation for writing the Bachelor thesis.
The first part of the project involves literature research to explore the state-of-the-art and establish a theoretical foundation. For the remainder of the project, the students will focus on achieving a practical solution, by implementing and evaluating an interactive XR prototype. The focus of the project may lie on interaction techniques, supporting XR technologies (e.g., tracking approaches or display technologies), or a particular application domain.

Students are expected to participate in the weekly HCI Student Jour Fixe, where they will be invited to present their project status at regular intervals. This meeting also offers opportunity for informal discussion of research topics and potential solutions to technical problems, as well as targeted guidance by the project supervisor. At the end of the semester, a final project presentation and a written project report must be delivered.

Further details about the structure of the seminar can be found in the Guidelines for the bachelor in "Interactive Systems" on the website of the HCI work group.

Goals

  • Students obtain knowledge about XR technologies (tracking and display technologies, 3D interaction techniques, etc.) and skills in development of XR systems (3D user interfaces, virtual avatars, multimodal feedback, user experience and embodiment, etc.).
  • Students establish strategies for successful planning (identification of critical features, definition of milestones) and execution (implementation, evaluation, documentation) of an ambitious project and practice presentation of their work.

Master's Project Extended Reality (XR)

Project, 9 ETCS

Details in ZEUS

Short Description

Extended Reality (XR) describes the range of “realities” that can be experienced when applying various degrees of augmentation through modern technologies. On the one end of the continuum is the real (non-augmented) world that we perceive around us, while at the other extreme lies immersive virtual reality (VR) where everything we experience is artificial. The latter may be achieved with a VR head-mounted display (HMD) like the HTC Vive or Steam Index. In between these two extremes are mixed reality (MR) technologies, such as augmented reality (AR) and augmented virtuality (AV). Popular technology supporting such experiences is the Microsoft Hololens 2, or AR smartphone applications.
Technological advances have led to the introduction of XR technologies in a wide variety of domains, from medicine to construction and manufacturing, education and entertainment, research etc. Yet, we are still in the early stages of adoption and the variety of current and prospective application scenarios generates a plethora of research challenges that need to be addressed. On the flip side, the emerging technologies and resulting experiences provide new opportunities for research of human cognitive processing and behavior.

In this project students will address a complex challenge that is related to ongoing research in the HCI group involving XR technology. The project builds on the concurrent Seminar Extended Reality (XR) (see description of seminar) and serves as preparation for writing the Master’s thesis.
The first part of the project involves literature research to explore the state-of-the-art and establish a theoretical foundation. For the remainder of the project, the students will focus on achieving a practical solution, by implementing and evaluating an advanced interactive XR prototype.
The focus of the project may lie on interaction techniques, supporting XR technologies (e.g., tracking approaches or display technologies), or a particular application domain.

Students are expected to participate in the weekly HCI Student Jour Fixe, where they will be invited to present their project status at regular intervals. This meeting also offers opportunity for informal discussion of research topics and potential solutions to technical problems, as well as targeted guidance by the project supervisor. At the end of the semester, a final project presentation and a written project report must be delivered.

Further details about the structure of the seminar can be found in the Guidelines for the Master in "Interactive Systems" on the website of the HCI work group.

Goals

  • Students obtain in-depth knowledge about XR technologies (tracking and display technologies, 3D interaction techniques, etc.) and advanced skills in the development of XR systems (3D user interfaces, virtual avatars, multimodal feedback, user experience and embodiment, etc.).
  • Students refine strategies for successful planning (identification of critical features, definition of milestones) and execution (implementation, evaluation, documentation) of an ambitious project and practice presentation of their work.

Summer Term 2021

Wintersemester 2020/2021

Technikerin

E-mail: beatrix.rosenberg@uni-konstanz.de

Tel.: +49-7531-88-2974 oder 49-7531-88-3333

Raum: U 217


Summer Term 2020