• The Smartkuber Case Study: Lessons Learned from the Development of an Augmented Reality Serious Game for Cognitive Screening 

      Boletsis, Costas; McCallum, Simon (Chapter, 2017)
      In this work, we present a case study, examining the design, development, and evaluation of an Augmented Reality serious game for cognitive screening (namely Smartkuber), which aims to provide reliable and motivating ...
    • Towards a driving license in VR: Assisting young drivers learning safe driving in Norway using VR technology 

      Sørli, Stian (Master thesis, 2020)
      Veien til førerkortet er lang, og krever mye trening. I en verden der det virtuelle tar over mer og mer, sammen med økt interesse for spillopplevelser, kan vi kombinere disse til et læringsverktøy? Denne rapporten ...
    • Towards a driving license in VR: assisting young drivers learning safe driving in Norway using VR technology 

      Skaaheim, Thomas Andrè (Master thesis, 2021)
      Forskningsprosjektet var gjennomført i samarbeid med Way AS trafikkskole i Trondheim, Norge. Dette prosjektet var motivert av nylig interesse for virtuell virkelighet (VR) teknologi, lovligjøring av simulatorer til å bestå ...
    • Training neurosurgeons in Augmented Reality 

      Anderson, Henrik Bjelke; Børresen, Thomas (Master thesis, 2019)
      Målet med denne studien er å se hvordan Augmented Reality kan bli brukt til å trene og lære opp neurologer og neurokirurger i en nylig utviklet prosedyre kalt SPGblock. Prosedyren er utviklet på St. Olavs Universitetssykehus ...
    • Training neurosurgeons in Augmented Reality 

      Anderson, Henrik Bjelke; Børresen, Thomas (Master thesis, 2019)
      Målet med denne studien er å se hvordan Augmented Reality kan bli brukt til å trene og lære opp neurologer og neurokirurger i en nylig utviklet prosedyre kalt SPGblock. Prosedyren er utviklet på St. Olavs Universitetssykehus ...
    • Virtual Reality Collaboration - Using current virtual reality technology for long distance collaboration and meetings 

      Nilsen, Nicklas (Master thesis, 2017)
      During the course of this project is a prototype for a collaborative VR environment for the Vive was created, tentatively named IVR-Connection. Qualitative tests using this prototype was concluded in order to ascertain ...
    • Virtual Reality Spectating 

      Hemb, Jan Greger (Master thesis, 2017)
      The goal of this master was to assess and evaluate Virtual Reality (VR) spectating. VR spectating refers to spectating someone playing a game in VR. A series of spectating modes (mirroring, 3D and VR) was assessed in a ...
    • Visualizing climate change in Virtual Reality to provoke behavior change 

      Warvik, Magnus Winther (Master thesis, 2019)
      Klimaendringer er et viktig samfunnsproblem, både globalt og lokalt. Målet med denne undersøkelsen er å diskutere bruk av en Virtual Reality-applikasjon (VR) som et verktøy for å lage empati og endre miljøadferd blant ...
    • Volumetric terrain rendering with WebGL 

      van Rüschen, Raoul; McCallum, Simon; Kim, Stefan; Creutzburg, Reiner (Journal article; Peer reviewed, 2018)
      Since the introduction of WebGL in 2011, the web browser evolved into a new and promising platform for high-performance 3D games. One of the most common game elements is heightmapbased terrain, but due to the limited ...
    • VRChemist: Virtual Reality for High School Chemistry 

      Stenshagen, Per-Arne Waaler (Master thesis, 2018)
      As Virtual Reality becomes evermore popular, research is needed to find areas this new technology can be used for. As regular computer games have already been tested for educational purposes, some successfully, it is natural ...
    • VRterra 

      Nordheim, Mårten; Severinsen, Nichlas (Bachelor thesis, 2016-09-14)
      VRterra is a collection of programs and tools for reading from and projecting onto a sandbox, plus a Virtual Reality (VR) game where said terrain is used in some way. This way one person can control the terrain and environment ...