Abschluss- und Projektarbeiten
Sollten Sie auf der Suche nach einer Abschlussarbeit oder einer (WING) Projektarbeit in unserem Forschungsbereich sein, können Sie sich gerne an uns wenden.
Im Folgenden finden Sie eine Übersicht von Ideen für Themen für Bachelor- und Masterarbeiten und Masterprojekte. Sollte kein passendes Thema dabei sein, können Sie sich auch gerne mit einem kurzen Lebenslauf, Notenauszug und einer Zusammenfassung Ihrer Interessen initiativ bewerben.
Gerne betreuen wir bei Themenbezug zu unserer Forschung auch Abschlussarbeiten aus der Industrie.
|Bachelor / Master||Creators of the Metaverse: Why people build virtual worlds in their spare time
Please write an email for more details.
|Bachelor / Master||Gamification of team sports: Design and investigation of gamful solution for performance training in football teams
A thesis opportunity in cooperation with adidas AG
Abgeschlossene Arbeiten und Themen in Bearbeitung
|Master||How to onboard the user? A study on designing fun on the first click
Game-Designer haben es perfektioniert Nutzer digitaler Spiele bereits ab dem ersten Klick zu begeistern. Dieses Wissen kann auch außerhalb von Spielen die Annahme digitaler Services unterstützen und optimieren. Im Rahmen des Serious-Game „INFLAMMANIA“ möchten wir verschiedene Onboarding-Ansätze erproben und Design-Wissen für die Gestaltung von effektiveren Lern-Spielen erarbeiten. Inflammania ist ein Lernspiel, in dem Entzündungen bei chronischen Erkrankungen bekämpft werden.
Ziel dieser Arbeit
|L. Liu||Benedikt Morschheuser||2.12.2022|
|Bachelor||Designing Experiments in Roblox||D. Lam||Benedikt Morschheuser||28.09.2022|
|Bachelor||Gaming meets Mobility: Gamification in proprietary innovation of the automotive industry
This bachelor thesis presents an overview on the use of gamification in proprietary innovation of the automotive industry based on a structured literature review in the database Espacenet of the European patent
|M. te Lake||Benedikt Morschheuser||06.08.2021|
|Bachelor||Creators of the Metaverse – Who are they and what drives them to build virtual worlds?
Using qualitative interviews with N=14 participants, this thesis examines who creates content in the metaverse and what reasons and motives drive content creators.
|M. Bitz||Benedikt Morschheuser||25.04.2022|
|Master WING Projektarbeit||Does adaptive gamification increase motivation and participation in gamified crowdsourcing? An experiment in a text-based adventure game for collecting handwriting data
In collaboration with the STABILO International GmbH, we developed a text-based adventure for the STABILO DigiPen and empirically evaluated whether personalized gamification experience produce better outcomes in gamified crowdsourcing compared to one-size-fits-all approaches.
|M. Weber||Benedikt Morschheuser||31.3.2022|
|Bachelor||The intrinsic drivers of content creators in the Metaverse – a quantitative study
This thesis examines the intrinsic motivations of content creators related to word of mouth (WOM) and the intention to continue creating content on and for the Metaverse platform Roblox. The results are compared to the findings of previous studies of content creators of Web 2.0 platforms. Data for this study was collected using an online survey of 50 content creators of Roblox and was analyzed using structural equation modeling in SmartPLS. Based on the uses and gratifications theory (U&G), the study provides first insights of a quantitative approach exploring the intrinsic motivations of people creating for the Metaverse Roblox, trying to build the most renowned virtual 3D worlds and games, meet people or to hang out.
|F. Feldmeier||Benedikt Morschheuser||30.3.2022|
|Bachelor||Gamified Cycling: A literature review and future agenda||F. Gast||Benedikt Morschheuser||29.9.2022|
|Master||Perspective Switching in Human-AI Teaming – An Empirical Investigation of the Effects of Perspective Switching on AI Technology Acceptance
Recently there is an increasing importance of AI and Robotics in organizations and everyday life, but existing barriers prevent the widespread adoption of AI. Human-Robot-Interaction is widely used in industrial applications, e.g., picking and placing in production lines. So far, the market for personal domestic and service robots, or social robots, is comparably small. Still, mainly domestic and social robots will likely become increasingly prevalent and penetrate our everyday lives. During the Covid-19 pandemic, quarantine measures, contact restrictions, and home office have led to increased social isolation. Social isolation is a risk factor for loneliness and impairing mental health. The use of social robots can potentially prevent or at least minimize these negative consequences. In this master thesis, we investigate the impact of an audio-visual perspective switching exercise on the technology acceptance of a social robot measured by the Technology Acceptance Model by Davis. We also incorporate other related constructs, such as anxiety, perceived enjoyment, and perceived sociability. As a social robot for the experiment, we chose the so-called Gatebox, which is developed and manufactured by the Japanese tech company Vinclu. Gatebox is a virtual home robot that accompanies its owner in everyday life. Azuma Hikari represents an AI assistant; she not only communicates with her voice but is a holographically depicted anime girl who inhabits the Gatebox. In times of a global pandemic and increasing social isolation, the Gatebox is not only a home assistant that is supposed to make everyday life easier but also a social robot companion with which the user lives together. By measuring the constructs before and after the exercise, we would like to determine what impact Perspective Switching has on technology acceptance. The results can inspire the design and implementation of future HRI/HAI systems.
|L. Köhler||Maximilian Wittmann||4.10.2022|
|Master||Gamification in Inbound Logistics – master thesis in cooperation with Lidl Stiftung & Co. KG||J. Steif||Benedikt Morschheuser||13.2.2023|
|Master WING Projektarbeit||Creators of the Metaverse: Why people build virtual worlds in their spare time – a quantitative study regarding internal and external motivations for Roblox||G. Sußner||Benedikt Morschheuser|
|Bachelor||Creators of the Metaverse: Why people build virtual worlds in their spare time – a quantitative study||T. Müller||Benedikt Morschheuser||28.3.2023|
|Master||Perspective Switching in Human-AI Teaming
Artificial Intelligence (AI) is considered as one of the most important enablers of industry 4.0. Thanks to increasing computing power and the availability of large amounts of valuable data, AI can be used on a large scale in the manufacturing industry. AI can be perceived in different forms. It can have a physical representation. One example are AI-powered robots on the shop floor that are responsible for assembly tasks. But it can also be invisible and embedded in software, such as predictive maintenance software. However, there is still a long way to go before AI is implemented from pilot projects into practice, because there are several obstacles to the introduction of AI-based systems. One main obstacle is people’s lack of trust in AI. This may be due to cognitive barriers. Powerful AI uses complex algorithms. Ordinary users, however, often perceive AI as a “black box” because it is difficult to comprehend an AI’s decision making. In addition, emotional barriers exist. These barriers include, for instance, the fear of being replaced by a robot. To overcome this impediment, a concept from recent research in game design seems very promising, namely perspective switching. Game developers implement elements of perspective switching between human players and Non-Player-Characters (NPC) to improve cooperation and trust. In this way, the NPC can be viewed as a team member rather than a mere tool. Implementing perspective switching as a design pattern is also powerful to elicit feelings towards NPCs as it can help human players to identify and sympathize more easily with the NPC. We will apply this concept to human-AI-interaction in the manufacturing industry to assess if it is possible to achieve the same effect as in the game industry. To carry out this study, a game prototype will first be developed in Roblox, in which the player and a cooperative robot work together to complete tasks on the shopfloor of a manufacturing facility. The unique feature of the game is the player’s ability to switch perspective with the robot. Our research model is based on the Technology Acceptance Model by Davis. To test our hypotheses and investigate the impact of perspective switching on employees’ attitudes toward AI, experiments will be conducted with a few voluntary participants. Pre- and post-game survey data will be collected and analyzed using statistical software. The insights of this work can inspire the design of future human-AI-cooperation scenarios in a manufacturing environment.
|R. Xie||Maximilian Wittmann|
|Master||Designing and understanding the effects of gamified VR training on human-robot teaming||M. Weber||Benedikt Morschheuser||4.10.2022|
|Master||Women in game design: How does game design target actual cross-pressure topics in religion and how would we design and counter such issues?||H. Qarani||Benedikt Morschheuser||2.03.2023|
|Master||Gamification of team sports: A qualitative stakeholder analysis and derivation of design patterns||L. Steinkamp||Benedikt Morschheuser|
|Master||Gamifying sustainable behavior at work.
A thesis opportunity in cooperation with EnBW Energie Baden-Württemberg AG
Please write an email for more details.
|S. Fang Chen||Benedikt Morschheuser|
|Master||Gameful crisis preparedness
In recent years, it has been established that video games can be used for more than entertainment: As spaces of meaning-making and make-belief, they allow people to explore who they want to be, engage in deep introspection and learn new skills.
We are looking for a motivated master student to conduct a scoping review that explores how games can support people to prepare themselves for disasters—physically, mentally, and emotionally.This work will be undertaken in collaboration with the Gamification Group, at Tampere University, Finland and (co-)supervised by Dr Velvet Spors and can be combined with studying in Finland for a semester.
|C. Wüllner||Benedikt Morschheuser|
|Master||Gamification of team sports: impacts of the usage of gamification elements on team cohesion and team identity in football||R. Rehm||Sandra Birnstiel|
|Master||Gamification of team sports: Design and investigation of gamful solutions for performance training in football teams||S. Reiß||Sandra Birnstiel|