Projects

MA (HCI) and MA (HCI) PSM Track

Students

MA HCI Research Projects

Students completing the masters in HCI are experted to undertake two sequential HCI research projects. During these projects, students learn to design, evaluate, and implement new information technologies that are understandable, usable, and appealing to a wide variety of people. Our students develop a fundamental understanding of the technology design process, tool-building technologies, evaluation techniques, application areas for users, and the social impact of technology on the individual and community.

Past Research Project Examples

Individualised project work which is of interest to the student is always encouraged. Often students will collaborate with industrial and academic partners on their projects. All students are expected to manage their own schedules and workloads throughout the project periods and produce a range of professional deliverables.

  • Cross Cultural Analysis of Fast Food Websites
  • Cyber Thespians: The Use of Robots in Theatre
  • The Use of Augmented Reality to View Heritage Sites
  • A Review of Corporate UX Guidelines
  • An Analysis of Video Game Player Motivations
  • Using Augmented Reality to Enhance Sporting Events
  • Analysis of Smartphone Usage Related to eHealth
  • The Use of 3D Modelling for Crime Scene Reconstruction
  • Investigating Usability Barriers due to Accessibility
  • Investing New Applications of Drones
  • Measuring Engagement in Virtual Art Galleries
  • Use of Implanted Chips to Control Smartphone Functions
  • Audience Reactions to Robots and Cyborg in Cinema
  • Emotional Impact of Drone Interaction
  • Working on Medical Virtual Reality Systems in Vietnam
  • Evaluation of CHIsel, a Cultural Heritage Restoration and Annotation System
  • Using Augmenting Reality as an Educational Technology
  • Evaluation of Video Game Controller Interactions
  • Using Social Media with Study Abroad Programs
  • Using Gamification to Measure Engagement
  • The Use of Virtual Reality in Industrial Training
  • Locative Media : The Impact of Geolocated Media
  • Music Education Using Computer Game Technology
  • Designing and Evaluating Medical Device Interfaces
  • Kindle eReader: User Interface Evaluation Experiences
  • Understanding how Students interpret a Collegiate Involvement Platform
  • Using Robots to Give Health Information to Children
  • Improving Lighting Conditions in the Workplace
  • Multimedia Exhibitions : Chromesthetic Painting Interactions
  • Handing Digital Collections in Art Galleries
  • Fitts’ Law Predictions for Tablet Technology
  • And a Range of Projects in the VR Lab
  • Evaluation of Computer Art Applications

VR Lab Project Examples

Many students undertake projects in this exciting new area. Many of the student projects focus on the usability of the VR equipment and interfaces. The projects cover a wide range of application areas and disciplines.

  • Virtual Reality Head-Mounted Displays and Pass-Through Systems
  • Meta-Analysis of Virtual Reality Applications for Rehabilitation of Drug Addiction
  • Testing Navigation Skills in Virtual Reality Racing Games
  • Assessing Motion Sickness Affecting Virtual Reality
  • Evaluation of Fountain of the Lions, a Cultural Heritage Virtual Reality Application
  • Virtual Reality Applications for Treatment of Bodydysmorphia Disorders
  • Response of Elderly Users to Virtual Reality Experiences
  • Evaluation of Analgesia, a Virtual Reality Application for Pain Management during Medical Treatments
  • Evaluation of User Experience and User Interaction Guidelines for Virtual Reality
  • Correlating Visual Acuity with Virtual Reality Motion Sickness
  • Using Artificial Intelligence Chatbots in Virtual Reality Worlds
  • Investigation Empathy in Virtual Reality Applications
  • Virtual Reality and Studying Efficacy of Meditation in Virtual Reality
  • Examining a Body Dysmorphia Virtual Reality Application
  • 360 Imaging in Google Cardboard 3D for Real-Estate Marketing
  • Learning through Virtual Reality: Medical Training using Samsung Gear VR
  • User Experience of Virtual Reality Applications and Devices
  • Examining Virtual Reality User Interfaces
  • Envisioning Robotic Telepresence for the Terraformation of Mars
  • Improving the Design Process for a Virtual Reality Job-Interview Skills Training Application

  • Learn More about Oswego's Virtual Reality Lab

Student Publication

All students are encouraged to submit their research work for publication in peer reviewed journals and conferences. HCI faculty provide guidance and assistance to students who want to publish their work.
Recent examples of student publications.