Blar i Fakultet for informasjonsteknologi og elektroteknikk (IE) på emneord "Informatikk, Interaksjonsdesign, spill- og læringsteknologi"
Viser treff 1-19 av 19
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A serious game to motivate children to do homework
(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 ... -
Augmented Reality for STEM - Enhancing Neurological Training using Augmented Reality
(Master thesis, 2018)Surgeons at St. Olavs have developed a new neurological procedure for treating patients suffering from cluster headaches named SphenoBlock. This procedure is due to undergo large scale clinical studies which, if successful, ... -
Co-creation as a Means to Align Conceptual and Mental Models in System Development: - An Exploratory Case Study of Older Adults as Users of Web-based Public Services
(Master thesis, 2018)In 2014, the Norwegian government introduced the strategy "Digital by Default" (Norwegian: "digitalt førstevalg"), which means all correspondence with the public sector should become digital. However, the web services ... -
Decentralized Item Sharing Powered by the Blockchain and the Internet of Things
(Master thesis, 2018)Technology is allowing more people to partake in the sharing economy. At the same time, the internet of things is coming closer to become a reality. The blockchain has shown that decentralized payment is possible without ... -
Design, creation, and evaluation of CyberSteamPunkHoverWar 2088. - A multiplayer racing exercise bicycle game.
(Master thesis, 2018)This project is a study into exergames (exercise games) and how to design and implement an exergame that is both enjoyable and capable of replacing traditional exercise methods. Topics examined during the project included, ... -
Digitale løsninger for reduksjon av matsvinn: systemkrav og rammebetingelser
(Master thesis, 2018)Det kastes 350 000 tonn mat årlig i Norge, hvilket tilsvarer ca. 20 milliarder norske kroner. Matvareindustrien er ansvarlig for ca. 40% av det totale matsvinnet. Innen år 2030 skal Norge, i følge FNs bærekraftsmål, ha ... -
Effektivisering av manuell oppfølging av sau på utmarksbeite
(Master thesis, 2018)I 2010 var det i underkant av 2 millioner sauer på utmarksbeite i Norge. Hvert år dør rundt 125 000 sauer i løpet av beitesesongen. Tapene skyldes normalt enten sykdom, parasitter, ulykker og angrep fra rovdyr. For å unngå ... -
Evaluating performance impact of performing computations on storage nodes - Batch on Eos Extra Resources (BEER)
(Master thesis, 2018)The Batch on EOS Extra Resources (BEER) project is a response to observations of available computing resources on EOS storage system. BEER introduces sharing computing resources between storage and compute nodes. The project ... -
Factors affecting teens' academic engagement in computational thinking activities
(Master thesis, 2018)In our increasingly technological society, computational thinking is considered vital despite future career choices. Computational thinking can develop and enhance unique thinking skills, and educators all over the world ... -
Full Body Computer Games for Physical Rehabilitation in Elderly People's Homes: Physical and Social Challenges and Opportunities
(Master thesis, 2018)The use of exercise games has proven beneficial and engaging for elderly people. Studies also suggest that rehabilitation programs using exercise games have higher adherence than traditional rehabilitation. With the aging ... -
Gamifying TDT4100
(Master thesis, 2018)There have been major advancements in information technology lately, and therefore an ever growing need for good programmers. This leads to more programming students, and an increasing pressure on the educators. The course ... -
Location Invaders - Creation and Evaluation of an Endurance Focused Exergame
(Master thesis, 2018)A sedentary and inactive lifestyle is quickly becoming the norm and in combination with the ever growing obesity epidemic is causing a wide range of detrimental effects on the human body. Exergames has risen from the gaming ... -
Prototyping Material Programming Using Internet of Things
(Master thesis, 2018)This thesis explore material programming as a proposed design practice for computational composites. A computational composite is an envisioned future material as dynamic, interactive and capable of computation. Computational ... -
Software Architecture for Aggregating and Visualizing Vital Sign Feeds from Medical Devices
(Master thesis, 2018)The large medical devices companies are highly motivated to build a locked-down ecosystem around their devices. This means that there are no easy ways to extract data from these devices in real-time, or after the fact. ... -
Student-based Career Guidance
(Master thesis, 2018)Many students make inappropriate decisions regarding higher education often due to lack of information. Today, the youth often use the Internet to seek answers regarding how it is to study a certain study program or at ... -
Supporting Facilitators of Collaborative Learning using Mixed Reality - Helping Experts in Teamwork Facilitators observe groups collaborating in Virtual Reality
(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 ... -
Tappetina's Empathy - A Study of Serious Games Facilitating Empathy with Storytelling
(Master thesis, 2018)Background: Empathy is the ability for people to understand other people s motivations, positions, and emotions. This is an important way for people to relate to each other and much research has been done to find out how ... -
Towards active patient involvement in hearing consultations - Exploring the potential of digital collaborative technology
(Master thesis, 2018)This thesis has investigated hearing consultations with the intention of informing design of technology that can support active patient involvement in such encounters and improve patient-practitioner collaboration. Patie ... -
Wireframing in Co-Design with and for Children
(Master thesis, 2018)This thesis investigates how digital wireframing tools can be included into co-design with children for creating high-tech/low-fidelity prototypes, and how the wireframing activity influences the design process as a whole. ...