iPraktikum Summer Semester 2024

Course description

In this onsite course, you develop mobile applications in the context of a larger system architecture. Depending on the project, you work with application servers, machine learning algorithms, smart sensors, intelligent clothing, wearables like the Apple Watch or micro-controllers.

You get to know workflows, activities and tools of state-of-the-art agile software engineering, in particular agile hardware/software co-development, from requirements engineering to system delivery. You learn Apple’s programming language Swift, UI frameworks such as SwiftUI, and modern paradigms for asynchronous programming. You gain hands-on knowledge in the fields of system modeling, usability engineering and continuous integration and delivery.

Industry partners provide real problem statements. You get real team and project experience while working tightly together with a real client towards a real deadline.

Organization

The chart shows the project-based organization of the course. All projects are shown as columns, including information about the customer, project management, and student team. A team of twelve student coaches dealt with the project management of the teams.

Furthermore, cross-project teams with one member of each team (horizontal bars) dealt with different aspects during the project.

  • The release management team was in charge of the right usage of version control, continuous integration, continuous delivery, and feedback management.
  • The usability engineering team kept an eye on usability aspects and metrics of the mobile applications.
  • The modeling team was responsible for the modeling activities, including the creation of informal models, i.e., trailer, mockups, and UML diagrams, to improve the communication of difficult aspects within the team.

Projects

Draeger

Coming soon

Team members: Stephan Lukasewitz (Project Leader), Stephan Krusche (Mentor), Lena Wawer (Coach), Alina Kmit, Ebru Kadı, Endrit Jashari, Marlon Nienaber, Matteo Luppi, Philip Rehker, Wanqiu Shao.

Customers: Silja Dennier, Nora Weber

IABG

Field Grid is an all-in platform for farm management, designed to be used in remote areas; it is an offline-first application. Features include operations for sharing of equipment, device unlocking and operation, sensor data readout, and integration with IoT devices. Using Field Grid, farmers can centrally manage their equipment, sensors, and tasks.

Team members: Felix Dietrich (Project Leader), Jakob Körber (Coach), Deniz Öztürk, Derin Amal, Maximilian Märkl, Nadir Alcalde Echegaray, Ons Bahrouni, Simon Karan.

Customers: Martin Glas, Mark Meinczinger.

MaibornWolff

The rapid growth in cities and the vast amount of information that is available to urban planners makes decision-making increasingly complex. To tackle this problem, DigiPad, the first-ever 3D map rendered in the Apple Vision Pro, helps urban planners visualize complex data on cities. Every building can be interactively analyzed for energy consumption, carbon emissions, and other metrics, allowing planners to develop cities in a sustainable way.

Team members: Ramona Beinstingel (Project Leader), Sébastien Letzelter (Coach), Anton Wyrowski, Damian Groß, Marvin Rautenberg, Nessim Laroussi Ben Ftita, Nino Richter, Pia Raudaschl.

Customers: Patrick Gaißert, Yannick Vornehm.

Quartett

MetropoList is an app that helps users plan their trips to new cities through an AI-based mobile application. Trip planning is often hard and time-consuming, a problem that MetropoList solves by determining an itinerary and suggesting points of interest based on the user’s profile and preferences. Additionally, MetropoList integrates into the car’s navigation system, making it easy to follow the suggested itinerary.

Team members: Maximilian Anzinger (Project Leader), Annika Hecking-Veltman (Coach), Arda Karaman, Benjamin Schmitz, Bofan Zhu, David Kindermann, Erkin Sahin, Yassine Sfar.

Customers: Leon von Tippelskirch, Ixhen Hasani.

Serapion

AURA is a social deduction game based on “Werewolf”, including real-time voice chat, friends, and AI-players. The AI players are designed to behave like real players, which is a challenge considering the complexity of social interactions and the need for deception. Withing the game, the AI players end up behaving in a way that is consistent with a human player; being able to deceive, behave passively or more actively, and making decisions based on the information they have.

Team members: Maximilian Sölch (Project Leader), Alara Özdenler (Coach), Alexander Freitag, Belemir Kürün, Brendan McGlinchey, Laura Corssac, Raphael Travnicek, Umay Bozkurt.

Customers: Dominic Henze, Palle Klewitz.

Siemens

In a factory, the environment is dynamic and complex, which makes hard-coding a robot to assist with tasks difficult. iFactoryPilot is a software that enables the user to command a robot using voice or natural language. The commands are translated so that the robot understands them and can execute them, adapting its tasks to the environmental state using machine learning.

Team members: Stefan Heun (Project Leader), Matthias Linhuber (Mentor), Andreas Binder (Coach), Alexander Steinhauer, Jasmina Stratorska, Marwan Elsayed, Mathilde Hagl, Maximilian Rapp, Mingrun Ma.

Customers: Jochen Nickles, Jan Philip Bernius.

Sixt

Sixt Vision Pro is an augmented reality application that allows users to scan a rental car and get an overview of its features. Choosing a rental car can be overwhelming and clients might not make informed decisions, as they are often not familiar with the different options. The application automatically detects the car’s license plate using ML, and provides information about the car through an augmented reality interface.

Team members: Patrick Bassner (Project Leader), Nils Justus Rehtanz (Coach), Abinaya Anita Sivaguru, Dennis Rörig, Emil Adler, Hannes Richtscheid, Ishani Budhwar, Simon Huang, Youssef El Toukhi.

Customers: Werner Huber, Florian Fittschen.

UPF

Oblivion is a mobile 3d puzzle game set in the muslim middle ages. The player takes the role of a scientist who has to regain lost knowledge by solving riddles, which are interactive scenarios filled with artifacts. In order to achieve educational value, the game’s content is historically accurate and the riddles are designed to be demanding and rewarding; every riddle is set in a different location and prompts the player to use different artifacts.

Team members: Maurice Lichtenberg (Project Leader), Patrick Bassner (Mentor), Nejla Zenuni (Coach), Lorena Kneipp Vitale, Danil Starikov, Defne Matur, Hannah Böhmann, Andrea Solanas De Vicente Nils Luca Römer.

Customers: Ariella Gayotto Hohl, Zeki Gobelez.