The list below provides some open Topics for a Bachelor's Thesis. However, you can also bring your own ideas to evaluate if they fit the research interests of the Chair of Software Engineering.
Objective:
Develop and deploy a web-based decision-support platform for the early detection of language disorders in children aged 0 to 5 years, ensuring it is ready for use in a real clinical environment.
Key Components:
Develop the FrontEnd of the web platform using modern technologies such as React.js.
Design the user interface following UX principles.
Use appropriate frontend frameworks while considering the already deployed backend technology.
Basic knowledge of graph-based databases.
Challenges:
Integrating previous development into a fully functional and production-ready system.
Ensuring compatibility with the existing backend infrastructure.
Designing an accessible interface for different types of users.
Objective:
Develop an AI-powered sign language translation system that converts sign language gestures into real-time subtitles or spoken words.
Key Components:
Use Vision Pro’s/meta Quest hand tracking and AI-based gesture recognition to interpret sign language.
Develop a real-time text and voice translation overlay for mixed-reality conversations.
Integrate with speech-to-text AI models for two-way communication between signers and non-signers.
Enable customization for different sign languages (ASL, BSL, etc.).
Challenges:
Achieving high accuracy in gesture recognition across different signing speeds.
Addressing regional sign language variations.
Minimizing latency for real-time conversation flow.
Document the outcomes in a scientific manuscript.
Objective:
Design a spatial mind-mapping application that allows users to visualize, organize, and interact with their thoughts, tasks, and ideas in an immersive mixed-reality space.
Key Components:
Develop a spatial UI allowing users to place and arrange concepts freely.
Use gesture and gaze tracking to create, link, and categorize ideas.
Implement AI-assisted organization, suggesting connections and clustering related concepts.
Challenges:
Ensuring intuitive navigation in a three-dimensional space.
Preventing information overload by optimizing visual organization.
Balancing AI assistance with user control for mind mapping.
Document the outcomes in an academic manuscript.
Objective:
Create an AI-powered personalized learning environment, enabling adaptive, interactive, and immersive educational experiences.
Key Components:
Implement AI-driven learning models that analyze user engagement, progress, and preferences.
Develop spatial learning environments where lessons adapt based on user interaction.
Integrate 3D interactive elements (e.g., virtual chemistry labs, historical reconstructions).
Challenges:
Creating engaging educational content optimized for mixed reality.
Ensuring personalization without overwhelming the user with excessive data.
Managing AI biases and accuracy in content recommendations.
Propose the evaluation of long-term effectiveness compared to traditional learning methods.
Document the outcomes in a research manuscript.
Objective:
Investigate the effectiveness of gaze-based navigation in mixed reality applications, optimizing UI/UX for seamless hands-free interaction.
Key Components:
Develop a gaze-based interface, enabling users to interact with elements using eye tracking.
Compare gaze-based vs. traditional (gesture/touch) interactions in different contexts (e.g., gaming, productivity, social apps).
Conduct usability testing to measure precision, fatigue, and user preference.
Optimize dwell-time settings for natural interaction without excessive eye strain.
Challenges:
Preventing accidental interactions due to involuntary eye movement.
Balancing gaze responsiveness without causing discomfort or fatigue.
Addressing accessibility concerns for users with vision impairments or eye-tracking difficulties.
Ensuring smooth multi-modal integration with gestures and voice commands.
Document the outcomes in an academic manuscript
Objective:
Develop a real-time object recognition system for Apple Vision Pro that allows users to interact with real-world objects in mixed reality using AI-powered detection and gesture-based controls.
Key Components:
Implement AI-based computer vision for object detection using Apple Vision Pro’s LiDAR and cameras.
Develop gesture-based interactions, allowing users to manipulate digital overlays on recognized objects.
Integrate object classification and contextual information, providing real-time insights (e.g., scanning books for summaries, identifying tools for usage tips).
Challenges:
Ensuring low-latency processing for real-time object recognition.
Optimizing AI models for efficient on-device performance.
Handling varied lighting conditions and occlusions in real-world environments.
Designing an intuitive gesture-based interaction system.
Document the results in an academic manuscript
Objective:
The goal of this thesis is to explore the application of Learning Agents in Unreal Engine 5.5, leveraging reinforcement learning techniques to create adaptive and intelligent non-player characters (NPCs). The study will focus on designing agents that dynamically adjust their behavior based on real-time interactions, improving game AI realism and decision-making.
Key Components:
Understanding Learning Agents in Unreal Engine:
Review Unreal Engine’s Learning Agents framework.
Analyze reinforcement learning (RL) models and their implementation in UE5.5.
Developing AI-Driven NPCs:
Create an environment within Unreal Engine where NPCs learn from player actions.
Implement decision-making algorithms using behavior trees and machine learning models.
Training AI with Reinforcement Learning:
Apply reward-based learning for AI agents to improve navigation, combat, and interaction.
Test and evaluate different training methodologies (e.g., Q-learning, PPO, DDPG).
Performance Evaluation and Optimization:
Compare the efficiency of trained agents versus traditional scripted AI.
Optimize training cycles to balance realism and computational efficiency.
Challenges:
Computational Costs: Training complex AI agents in a real-time environment may require significant processing power.
Balancing AI Behavior: Ensuring the NPCs learn efficiently while maintaining an engaging user experience.
Integration with Game Mechanics: Aligning learning agents with existing UE5 mechanics like physics, animations, and interactions.
Data Collection and Training Time: Reinforcement learning requires extensive training data, which can be time-consuming.
Objective:
This thesis aims to create a comprehensive manual for collaborative VR development in Unreal Engine 5. The manual will provide best practices for content structuring, asset organization, coding standards, and version control, ensuring seamless teamwork in VR projects.
Key Components:
Understanding Collaborative VR Development Needs:
Analyze common challenges faced by teams working on VR projects in UE5.
Identify bottlenecks in asset management, level design, and scripting.
Implementation of UE5 Style Guide Principles:
Content Directory Structure: Organize assets efficiently for large-scale VR projects.
Naming Conventions: Ensure clarity and consistency across files, blueprints, and scripts.
Blueprint Best Practices: Standardize event-driven logic for modular and reusable VR interactions.
Collaborative Workflow Optimization:
Establish version control strategies (Git) for team-based VR development.
Develop guidelines for merging assets, blueprints, and level design to prevent conflicts.
Create a pipeline for integrating VR assets, physics interactions, and animations smoothly.
Manual Development and Case Study:
Compile findings into a structured manual for teams developing VR experiences in UE5.
Validate the guide by implementing it in a small-scale collaborative VR project.
Gather feedback from developers and refine the manual based on practical usability.
Challenges:
Standardizing VR-Specific Development Practices: Unreal Engine’s general guidelines may need adaptation for VR projects.
Managing Large-Scale Collaboration: Ensuring seamless workflow among designers, programmers, and artists.
Avoiding File Conflicts in Version Control: Strategies to prevent merge issues in blueprints, assets, and VR-specific shaders.
Ensuring Scalability: Creating a guide applicable to both small indie teams and larger VR production studios.
Objective:
Investigate best practices for designing user interfaces specifically for VR applications and implement a UI framework.
Key Components:
Research existing UI design principles for VR.
Develop a VR UI framework that includes common elements like menus, buttons, and interaction methods.
Create a sample VR application to demonstrate the framework and conduct usability testing.
Challenges:
Ensuring the UI is intuitive and easy to use in a 3D space.
Addressing potential issues like motion sickness and interaction accuracy.
Objective:
Investigate and implement advanced rendering techniques to improve the performance and visual quality of VR applications.
Key Components:
Explore techniques like foveated rendering, dynamic resolution scaling, and level of detail (LOD) management.
Develop a VR prototype demonstrating these techniques.
Conduct performance and visual quality evaluations to assess the improvements.
Challenges:
Balancing performance gains with visual fidelity.
Ensuring the techniques are compatible with various VR hardware.
Objective:
Develop AI algorithms that dynamically adapt VR environments based on user interactions and preferences.
Key Components:
Create AI models that learn from user behavior and adjust the VR environment in real-time.
Develop a VR application that incorporates these adaptive environments.
Evaluate the impact of adaptive environments on user engagement and experience.
Challenges:
Designing AI models that can operate in real-time with minimal latency.
Ensuring the adaptive changes enhance the user experience without causing discomfort.
Ongoing Bachelor/Master Thesis Supervision 📝
Bachelor thesis
Abstract
This project aims to develop a graphical user interface (GUI) to configure a bot and process its collected data efficiently. The GUI will provide access to configuration settings, and data processing menus and allow customization of processing methods. The bot's features will also be updated to modern standards and integrated with the new configuration system. Key challenges include designing a user-friendly, feature-rich, and customizable interface, ensuring seamless connectivity between the bot and GUI, and enabling comprehensive data analysis. The result will enhance the bot’s usability and functionality, optimizing its performance and adaptability.
Student
Atanasov, Mihail
Bachelor thesis
Abstract
This thesis presents the development of a virtual reality (VR)-based occupational therapy platform designed to enhance daily living skills in children with Attention Deficit Hyperactivity Disorder (ADHD). Traditional occupational therapy methods often struggle to maintain long-term engagement and provide consistent practice opportunities. The proposed platform uses immersive VR technology to integrate evidence-based therapeutic principles with realistic task simulations, focusing on activities such as morning routines, homework organization, and time management. Developed using the Unity game engine with OpenXR for cross-platform compatibility, the platform aims to improve engagement, task completion accuracy, and skills transfer to real-world scenarios. The research combines user-centered design and iterative development, offering a novel approach to addressing the challenges faced by children with ADHD. Expected outcomes include enhanced independence in daily living activities and significant advancements in therapy effectiveness.
Student
Kumar, Ayush
Master thesis
Abstract
This bachelor thesis explores enhancing education and daily life skills training for individuals with intellectual disabilities (ID) through technology. Traditional electronic devices and games, often used in their care routines, are susceptible to disruptions and typically phased out after preliminary research. Virtual Reality (VR) offers a promising alternative by providing a more personalized, flexible, and stable environment. However, most current VR applications are designed for neurotypical individuals, failing to meet the unique needs of those with ID. This thesis proposes developing and evaluating a VR game specifically tailored to the educational and training needs of individuals with ID, aiming to fill the existing gap in suitable VR resources for this group.
Student
Gu, Lingfeng
Supervised Thesis ✅
Abstract
This bachelor thesis explores enhancing education and daily life skills training for individuals with intellectual disabilities (ID) through technology. Traditional electronic devices and games, often used in their care routines, are susceptible to disruptions and typically phased out after preliminary research. Virtual Reality (VR) offers a promising alternative by providing a more personalized, flexible, and stable environment. However, most current VR applications are designed for neurotypical individuals, failing to meet the unique needs of those with ID. This thesis proposes the development and evaluation of a VR game specifically tailored to the educational and training needs of individuals with ID, aiming to fill the existing gap in suitable VR resources for this group.
Berrezueta-Guzman, Santiago; Dolón-Poza, María: Enhancing Preschool Language Acquisition Through Robotic Assistants: An Evaluation of Effectiveness, Engagement, and Acceptance. IEEE Access 13, 2025, 25520-25531 mehr…
Berrezueta-Guzman, Santiago; Parmacli, Ivan; Habib, Mohammad Kasra; Krusche, Stephan; Wagner, Stefan: Assessing Teamwork Dynamics in Software Development Projects. , 2025 mehr…
2024
Berrezueta-Guzman, Santiago; Bassner, Patrick; Wagner, Stefan; Krusche, Stephan: Code Collaborate: Dissecting Team Dynamics in First-Semester Programming Students. , 2024 mehr…
Berrezueta-Guzman, Santiago; Kandil, Mohanad; Martín-Ruiz, María-Luisa; Pau de la Cruz, Iván; Krusche, Stephan: Future of ADHD Care: Evaluating the Efficacy of ChatGPT in Therapy Enhancement. Healthcare 12 (6), 2024, 683 mehr…
Berrezueta-Guzman, Santiago; Kandil, Mohanad; Martín-Ruiz, María-Luisa; Pau-de-la-Cruz, Iván; Krusche, Stephan: Exploring the Efficacy of Robotic Assistants with ChatGPT and Claude in Enhancing ADHD Therapy: Innovating Treatment Paradigms. , 2024 mehr…
Berrezueta-Guzman, Santiago; Parmacli, Ivan; Krusche, Stephan; Wagner, Stefan: Interactive Learning in Computer Science Education Supported by a Discord Chatbot. , 2024 mehr…
Chen, Wen-Chun; Berrezueta-Guzman, Santiago; Wagner, Stefan: Task-Based Role-Playing VR Game for Supporting Intellectual Disability Therapies. , 2024 mehr…
2023
Berrezueta-Guzman, Jonnathan; Krusche, Stephan: Recommendations to Create Programming Exercises to Overcome ChatGPT. 2023 IEEE 35th International Conference on Software Engineering Education and Training (CSEE&T), IEEE, 2023 mehr…
Berrezueta-Guzman, Jonnathan; Malache-Silva, Laura; Krusche, Stephan: ChatGPT-4 as a Tool for Reviewing Academic Books in Spanish. , 2023 mehr…
Berrezueta-Guzman, Jonnathan; Montalvo, Melissa; Krusche, Stephan: Ubiquitous Mobile Application for Conducting Occupational Therapy in Children with ADHD. In: Advances in Mobile Computing and Multimedia Intelligence. Springer Nature Switzerland, 2023 mehr…
Berrezueta-Guzman, Jonnathan; Paulsen, Markus; Krusche, Stephan: Plagiarism Detection and its Effect on the Learning Outcomes. 2023 IEEE 35th International Conference on Software Engineering Education and Training (CSEE&T), IEEE, 2023 mehr…
Krusche, Stephan; Berrezueta-Guzman, Jonnathan: Introduction to Programming using Interactive Learning. 2023 IEEE 35th International Conference on Software Engineering Education and Training (CSEE&T), IEEE, 2023 mehr…
2022
Berrezueta-Guzman, Jonnathan; Krusche, Stephan; Serpa-Andrade, Luis; Martín-Ruiz, María-Luisa: Artificial Vision Algorithm for Behavior Recognition in Children with ADHD in a Smart Home Environment. In: Lecture Notes in Networks and Systems. Springer International Publishing, 2022 mehr…
Berrezueta-Guzman, Jonnathan; Martin-Ruiz, Maria-Luisa; Pau, Ivan; Krusche, Stephan: A user-centered methodology approach for the development of robotic assistants for pervasive unsupervised occupational therapy. Proceedings of the 8th International Conference on Robotics and Artificial Intelligence, ACM, 2022 mehr…
Berrezueta-Guzman, Jonnathan; Robles-Bykbaev, Vladimir Espartaco; Pau, Ivan; Pesantez-Aviles, Fernando; Martin-Ruiz, Maria-Luisa: Robotic Technologies in ADHD Care: Literature Review. IEEE Access 10, 2022, 608-625 mehr…
Santiago Berrezueta-Guzman, Jonnathan; Krusche, Stephan; Serpa-Andrade, Luis: Design, Development and Assessment of a Multipurpose Robotic Assistant in the Field of Cognitive Therapy. Human Factors in Robots, Drones and Unmanned Systems, AHFE International, 2022 mehr…
2021
Berrezueta-Guzman, Jonnathan; Pau, Ivan; Martin-Ruiz, Maria-Luisa; Maximo-Bocanegra, Nuria: Assessment of a Robotic Assistant for Supporting Homework Activities of Children With ADHD. IEEE Access 9, 2021, 93450-93465 mehr…
2020
Berrezueta-Guzman, J.; Serpa-Andrade, L.; Robles-Bykbaev, V.; Montalvo, M.: Robotic Assistant for the Teaching in Trauma Accidents Prevention in Children of Initial Age. 2020 IEEE International Conference on Consumer Electronics (ICCE), IEEE, 2020 mehr…
Berrezueta-Guzman, Jonnathan; Pau, Ivan; Martin-Ruiz, Maria-Luisa; Maximo-Bocanegra, Nuria: Smart-Home Environment to Support Homework Activities for Children. IEEE Access 8, 2020, 160251-160267 mehr…
Dolón-Poza, María; Berrezueta-Guzman, Jonnathan; Martín-Ruiz, María-Luisa: Creation of an Intelligent System to Support the Therapy Process in Children with ADHD. In: Information and Communication Technologies. Springer International Publishing, 2020 mehr…
López-Pérez, Laura; Berrezueta-Guzman, Jonnathan; Martín-Ruiz, María-Luisa: Development of a Home Accompaniment System Providing Homework Assistance for Children with ADHD. In: Information and Communication Technologies. Springer International Publishing, 2020 mehr…
Pozo-Guzman, Leslie; Berrezueta-Guzman, Jonnathan: IoT as an Alternative Way to Improve the Telemedicine Methods Against COVID-19 in Vulnerable Zones. In: Information and Communication Technologies. Springer International Publishing, 2020 mehr…
2018
Berrezueta-Guzman, Jonnathan; Serpa-Andrade, Luis: Embedded system as a third version of a didactic transmitter of needs that provides a way of communication to children with cerebral palsy of the spastic type. 2018 IEEE International Systems Engineering Symposium (ISSE), IEEE, 2018 mehr…
2017
Berrezueta-Guzman, Jonnathan; Robles-Bykbaev, Vladimir; Serpa-Andrade, Luis: How Is the Quality of Life of Patients with Cerebral Palsy Improved? Qualitative and Quantitative Evaluation of a Communication and Learning Assistance System Based on ICTs. In: Advances in Intelligent Systems and Computing. Springer International Publishing, 2017 mehr…
Awards
Best Presentation Award 20th International Conference in Intelligent Environments (IE 2024) Ljubljana, Slovenia - June 17 - 20, 2024
Best Full Paper 8th International Conference on Information and Communication Technologies (TICEC 2020) Guayaquil, Ecuador - November 25–27, 2020
Second Esvi-Al Award The best work in Inclusive EducationSecond Esvi-Al Award for the best work in Inclusive Education Issued by Universidad de Alcalá · Nov 2016
Grants awarded
TUM Incentive Fund (125.000 EUR) Project: TUMSphere Dec 1, 2024 - Nov 30, 2025
12th Ecuadorian Conference on Information and Communication Technologies, TICEC 2024, Loja, Ecuador, October 16-28, 2024
18th Latin American Conference on Learning Technologies, LACLO 2023, Cuenca, Ecuador, October 18-20, 2023
11th Ecuadorian Conference on Information and Communication Technologies, TICEC 2023, Cuenca, Ecuador, October 18-20, 2023
2nd Doctoral Symposium on Information and Communication Technologies, DSICT 2022, Manta, Ecuador, October 12-14, 2022
10th Ecuadorian Conference on Information and Communication Technologies, TICEC 2022, Manta, Ecuador, October 12-14, 2022
1st Doctoral Symposium on Information and Communication Technologies, DSICT 2021, November 24–26, 2021
9th Ecuadorian Conference on Information and Communication Technologies, TICEC 2021, Guayaquil, Ecuador, November 24–26, 2021
8th Ecuadorian Conference on Information and Communication Technologies, TICEC 2020, Guayaquil, Ecuador, November 25–27, 2020
Conference Book Proceedings
2024
TICEC 2024 12th Ecuadorian Conference on Information and Communication Technologies, Loja, Ecuador, October 16-28, 2024, Proceedings Scientific Track
TICEC 2024 12th Ecuadorian Conference on Information and Communication Technologies, Loja, Ecuador, October 16-28, 2024, Proceedings Technical Track
2020 - 2023
LACLO 2023: 18th Latin American Conference on Learning Technologies, Cuenca, Ecuador, October 18-20, 2023, Proceedings
TICEC 2023: 11th Ecuadorian Conference on Information and Communication Technologies, Cuenca, Ecuador, October 18-20, 2023, Proceedings Scientific Track
TICEC 2023: 11th Ecuadorian Conference on Information and Communication Technologies, Cuenca, Ecuador, October 18-20, 2023, Proceedings Technical Track
DSICT 2022: 2nd Doctoral Symposium on Information and Communication Technologies, Manta, Ecuador, October 12-14, 2022, Proceedings
TICEC 2022: 10th Ecuadorian Conference on Information and Communication Technologies, Manta, Ecuador, October 12-14, 2022, Proceedings Scientific Track
TICEC 2022: 10th Ecuadorian Conference on Information and Communication Technologies, Manta, Ecuador, October 12-14, 2022, Proceedings Technical Track
DSICT 2021: 1st Doctoral Symposium on Information and Communication Technologies, Guayaquil, Ecuador, November 24–26, 2021, Proceedings
TICEC 2021: 9th Ecuadorian Conference on Information and Communication Technologies, Guayaquil, Ecuador, November 24–26, 2021, Proceedings
TICEC 2020: 8th Ecuadorian Conference on Information and Communication Technologies, Guayaquil, Ecuador, November 25–27, 2020, Proceedings