• A serious game to motivate children to do homework 

      Lundbø, Marius (Master thesis, 2018)
      In this master thesis the concept Mænage School was created based upon theories about serious games, gamification, and game-based learning as well as the experiences and opinions of 17 pupils and 8 teachers. Some applications ...
    • Activity Based Computing: Health workers and the principles of ABC 

      Ormberg, Hans Kristian Jasmin (Master thesis, 2009)
      This thesis takes a closer look at Activiy Based Computing (ABC), at health workers and how they use computers, at what aspects of ABC they find useful for their everyday work and at what should be taken into consideration ...
    • Bilderedigering i mobilapplikasjon 

      Holm, Peder (Master thesis, 2019)
      I denne oppgaven skulle det lages bilderedigering som et tillegg i Telenor sin allerede eksisterende skylagringsapplikasjon. Denne oppgaven gikk ut på å prosjektere hva dette kunne være. Det ble funnet at den beste ...
    • Designing for Wellbeing with Health Data Tracking – Maintaining the User Perspective in Objective Data 

      Togstad, Thea Marcelie Andersen; Alsos, Ole Andreas (Chapter, 2018)
      With integrated sensors that become smaller, cheaper and more accurate every year, our personal devices can help predict disease and give health care professionals valuable data about each individual’s health. However, ...
    • Exploring interface metaphors for using handhelds and PCs together 

      Alsos, Ole Andreas (Master thesis, 2005)
      By distributing the user interface between devices like a PDA and a PC, one can utilize the best characteristic from each device. This thesis has investigated what conceptual models and interface metaphors one should use ...
    • Forebyggingsverktøy for barn med skolevegring - Veien mot en tryggere skolehverdag 

      Skogsfjord, Ingeborg Bakke (Master thesis, 2018)
      Denne masteroppgaven skal presentere et forebyggingsverktøy for barn som lider av skolevegring. Skolevegring representerer en alvorlig trussel for både læring og sosial utvikling, og det er derfor viktig å ta tak i problemet ...
    • Fremtidens akvarium 

      Knudsen, Maren Sjåholm; Elboth, Elisabeth Ancher (Master thesis, 2019)
      Denne masteroppgaven er et mulighetsstudie, gjort i samarbeid med Akvariet i Bergen. I en tid hvor havets helse er under økende press, kan akvarier spille en sentral rolle i å bidra til kunnskap og engasjement for havrommet. ...
    • Fremtidens akvarium 

      Elboth, Elisabeth Ancher; Knudsen, Maren Sjåholm (Master thesis, 2019)
      Denne masteroppgaven er et mulighetsstudie, gjort i samarbeid med Akvariet i Bergen. I en tid hvor havets helse er under økende press, kan akvarier spille en sentral rolle i å bidra til kunnskap og engasjement for havrommet. ...
    • Gamifying an Oil-Gas-Water Separation Process in a Process Control System to Improve Operators' Motivation, Skills, and Process Understanding 

      Ludvigsen, Marius; Wallervand, Christian (Master thesis, 2012)
      Serious games and its related fields have lately received a lot of interest due to their potential for training and education. Serious games can be defined as (digital) games that are used for reasons other than entertainment. ...
    • Gesture-Based Ιnteraction: Visual Gesture Mapping 

      Rise, Kasper; Alsos, Ole Andreas (Chapter, 2020)
      Gesture-based interaction allows for interacting with computers, machines and robots in an intuitive way without direct physical contact. The challenge is that there are no agreed-upon interaction patterns for gesture-based ...
    • Holistic design approach to playful installation experiences 

      Bjørnå, Sofie Margrethe (Master thesis, 2020)
      I denne oppgaven undersøker jeg motiverende og demotiverende faktorer som påvirker brukere av offentlige, lekne installasjoner, for å skape en bedre forståelse av brukerreisen. Dette ble gjort ved å ha en holistisk tilnærming ...
    • Human-Centered Explainable Artificial Intelligence for Marine Autonomous Surface Vehicles 

      Veitch, Erik Aleksander; Alsos, Ole Andreas (Peer reviewed; Journal article, 2021)
      Explainable Artificial Intelligence (XAI) for Autonomous Surface Vehicles (ASVs) addresses developers’ needs for model interpretation, understandability, and trust. As ASVs approach wide-scale deployment, these needs are ...
    • Improving User Experience with Gamification and Reward Systems 

      Kartevoll, Morten (Master thesis, 2017)
      The use of mobile technology is steadily increasing in the modern society. Smartphones and tablets have already surpassed desktops on internet usage in 2016. As the possibilities to use these technologies as tools are ...
    • Legebriller - En pasientsentrert løsning for innsyn i journal 

      Bjelkarøy, Kjersti Torheim (Master thesis, 2018)
      BAKGRUNN Norges helse-IKT befinner seg i et digitalt skifte når det kommer til tilgang og deling av informasjon i pasientjournalen. Stortingsmelding 9 Én innbygger - én journal fra 2012 legger frem et nasjonalt mål om å ...
    • Mobile Point-of-Care Systemsin Hospitals: Designing for the Doctor-Patient Dialogue 

      Alsos, Ole Andreas (Doktoravhandlinger ved NTNU, 1503-8181; 2011:273, Doctoral thesis, 2011)
    • The Potential of Gesture-Based Interaction 

      Rise, Kasper; Alsos, Ole Andreas (Chapter, 2020)
      Gesture control has been a topic of research and development since the 1970s. As hands are humans’ native tool for interaction, it is natural to look at gesture control when talking about next-generation human-computer ...
    • Robots as co-worker: Designing for trust 

      Hjemly, Elise Christin Lind Hjemly (Master thesis, 2021)
      Robotene kommer - men er vi klare? Mens roboter lenge virket som en fjern sci-fi-drøm, kan vi i dag møte selvkjørende roboter som klipper plenen, støvsuger hjemmene våre eller kjører nedover gaten med en pakke. Denne ...
    • Teen Evaluations of a Game Targeting School Refusal 

      Høiseth, Marikken; Holme, Sindre; Ek, Sondre; Gabrielsen, Charlotte Tendenes; Alsos, Ole Andreas (Chapter, 2020)
      Serious games can be a supplement to early intervention and treatment of school refusal. In this work-in-progress, we report on findings from an evaluation session in which teenagers gave detailed feedback on Gnist (English: ...
    • The role of storytelling in art museum experiences 

      Sirnes, Maia Elisabeth; Molaug, Jørgen; Keitsch, Martina; Alsos, Ole Andreas (Journal article; Peer reviewed, 2019)
      Art, design and media have a common dimension on which this article aims to shed light: Experience. Within this topic, the article suggests storytelling as a possibility for art museum experiences and present a study on ...
    • TRUSTING AUTONOMOUS SYSTEMS – DESIGNING FOR BYSTANDERS AND SECONDARY USERS 

      Hjemly, Elise Christin Lind; Alsos, Ole Andreas (Chapter, 2021)
      Knowledge and awareness of the relationship and trust between man and technology are important for the users to accept artificial intelligence (AI) and autonomous systems. While research has been conducted on the interaction ...