• Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing 

      Boletsis, Costas; McCallum, Simon (Journal article; Peer reviewed, 2016)
      Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early ...
    • Augmented Reality Serious Gaming for Cognitive Health 

      Boletsis, Konstantinos (Doctoral thesis, 2016-08-11)
      Cognitive impairment in the elderly can be associated with the normal ageing processes or be a symptom of early onset dementia. Even though, early detection of dementia has many benefits, cognitive impairment is still ...
    • Collaboration And Education With The MagicLeap One 

      Friedemann, Carl Erik (Master thesis, 2020)
      Virtuell, Utvidet og Blandet Virkelighet (VR/AR/MR) er sammenhengende teknologier som tillater mennesker å koble med digitale omgivelser og med hverandre. Enorme investeringer i VR/AR/MR fra Google, Facebook, Microsoft og ...
    • Development of Gaze Tracking Platform 

      Aune, Bjørn Kaare; Baardseth, Kristoffer; Wendling, Benjamin Gordon (Bachelor thesis, 2018)
      This bachelor presents our work with a prototype for a software platform based on gaze tracking input. It will discuss our development, and use of gaze tracking and how to facilitate games and software for gaze tracking input.
    • Dockit League: Creating a twin stick MOBA using Unity 

      Wang, Andreas; Lilleslåtten, Martin Langslet; Svarverud, Sondre (Bachelor thesis, 2017)
      Dockit League is a project focused around creating a multiplayer online battle arena(MOBA) game using the Unity game engine. The game revolves around playing against other players in a competitive environment, using Docking ...
    • Enhancing Software Engineering Education with Game Design and Development 

      McCallum, Simon; Mishra, Deepti; Nowostawski, Mariusz (Journal article; Peer reviewed, 2018)
      The benefits of integrating game development in software engineering education are multifold. It keeps the students interested, engaged and motivated during the courses and can potentially open a range of employment ...
    • Facilitating and Advancing Universal Design of ICT 

      Begnum, Miriam Eileen Nes (Doctoral theses at NTNU;2019:311, Doctoral thesis, 2019)
      Background: In modern societies, the consequences of digital exclusion are severe. Legislation on Universal Design (UD) reflects socio-economic, democratic and ethical reasons for ensuring all citizens are able to use ...
    • Gamifying research in software engineering 

      Nowostawski, Mariusz; McCallum, Simon; Mishra, Deepti (Journal article; Peer reviewed, 2018)
      It is a non‐trivial task for research‐centric courses in the software engineering curriculum to compete and engage students on the same level as the practical, software development courses. Practical software development ...
    • Gesture Recognition Using Template Matching in VR 

      Somby, Christer Peltoperæ (Master thesis, 2018)
      The goal of this master project was to implement and run experiments on gesturerecognition using template matching and particle filtering in virtual reality. Exper-iments were done using the gesture recognition software ...
    • Human-Joystick VR Locomotion technique: An empirical approach 

      Aguirre Mendoza, Aland Andres (Master thesis, 2018)
      Virtual Reality (VR) has been successfully applied with a broad range of locomotion techniques. Many of these locomotion techniques have different challenges and benefits. In the following thesis, the Human-Joystick (or ...
    • Information security as a countermeasure against cheating in video games 

      Mikkelsen, Kevin Kjelgren (Master thesis, 2017)
      Most cheating in video games is possible due to information being accessible outside the intended frames of the game developer. The issue of protecting sensitive information have been handled in many areas outside of video ...
    • Noticeability and Effectiveness of Distractors in Redirected Walking 

      Wang, Andreas (Master thesis, 2019)
      Redirected walking is an area of VR research that aims to optimise the usage of physical tracking space. This optimisation is handled by doing small manipulations to the camera of the user, so they effectively are redirected ...
    • Noxed - A NOX Engine World Editor 

      Aune, Gisle; Strømme, Tor (Bachelor thesis, 2016-08-23)
      Noxed is a 2D level editor built for – and with – the NOX Engine. It leverages the JSON file format of actors and world files to construct a world file that can be understood by the built-in means of world loading within ...
    • Oppdal VR – an Immersive Virtual Field Trip for Field Course in Physical Geography 

      Malmanger, Stian Bentsen (Master thesis, 2020)
      Feltkurs er en viktig del av mange universitetsfag, men de har også mange utfordringer. Virtuelle feltkurs kan lages for å imøtekomme dette ved å simulere opplevelsen. Men, å lage virtuelle feltkurs krever tid og forutsetter ...
    • Optimizing Gesture Recognition: A comparison of hidden Markov models and linear gesture recognition 

      Kindem, Håvard (Master thesis, 2013)
      This thesis aims to compare a simple linear recognition algorithm to that ofthe well proven and reliable Hidden Markov Model. It implements a gesturerecognition system able to recognize gestures using both algorithms and ...
    • Platformer Generation AI 

      Somby, Christer Peltoperä; Luick, Henning Einar; Reitan, Jonas Dalheim; Eidså, Kristoffer (Bachelor thesis, 2016-08-23)
      Kremengine is a game engine written from scratch in C++14. It supports both 3D and 2D. We made our own engine so we could have maximum control of the level generation algorithm and reduce time it take to test things as we ...
    • Readability in Virtual reality, an investigation into displaying text in a virtual environment 

      Solum, Henrik Haugom (Master thesis, 2019)
      This thesis investigates different factors that influence readability in virtual reality experienced through a head-mounted display. There are three main factor groups highlighted by the research questions: human, software ...
    • Redirected Walking, an Investigation into Noticeable, but Usable Gains and the Role of Hardware in Threshold Detection 

      Fuglestad, Bjørn Nødland (Master thesis, 2018)
      Redirected Walking uses rotation, translation and curvature gains to manipulate users of VR environments. This paper presents a new detection threshold for rotation, translation and curvature gain for the HTC Vive. The ...
    • Supporting Facilitators of Collaborative Learning using Mixed Reality - Helping Experts in Teamwork Facilitators observe groups collaborating in Virtual Reality 

      Husebø, Jonas; Torjussen, Stian (Master thesis, 2018)
      Experts in Team is a compulsory subject for all master students at NTNU. Here students collaborate in inter-professional groups with the goal of improving their own knowledge and skill of teamwork and cooperation through ...
    • Teaching Sorting Algorithms in an Interactive Virtual Reality Environment 

      Bang, Marius Meland (Master thesis, 2018)
      (Excerpt) Could the introduction of visualization and interactive elements in a fully immersive virtual environment make computer science theory more accessible to those without computer science backgrounds? This thesis ...