Nutidens overvågning

This paper examines cookies and their presumably unseen presence on today’s computers. This report aims to comprehend and understand exactly which types of cookies there are and how many cookies a user can expect from the world’s most traffic heavy websites, with the intention of identifying cookies who sync data between other websites, hosting the same cookie. In addition this project explains the basic mechanics of web servers and their relations with the client computers, with the intention of giving fundamental understanding of the mechanics underlying the user interface.

Ansigt psykologi

The intention of this report is to document our studies about facial recognition and anxiety. We
investigated if it would be possible, with the help of facial recognition, to see some early signs
of anxiety. The methods we used in this study to gather information are Litteratur, interviews,
Participant observation, online surveys, Qualitative and Quantitative methods, trin-model, and
test of technology.
There are some topics we need to understand in order to see if facial recognition could be used
as a tool to discover early signs of anxiety. We need to understand how anxiety works.

Videospil med Kunstig intelligens

We looked at the effect microtransactions has on both the player but also the game industry

VR Eksponeringsterapi for Social Angst

Social anxiety has for a long time been a problem for many people because of its ability to stun people and make them scared of normal human to human interaction, but now we may have a new way to help people with this problem in the form of VR technology.
The purpose of this report is to explore how VR technology can help people with social anxiety problems and what can be done to implement and innovate VR technology as a means of exposure therapy.

AI Screening af psykiske lidelser

The purpose of this study is to research, discuss and understand stress as a mental health illness.

AI og spilleadfærd

This project is about how Danske Spil exploits artificial technology to identify and prevent problematic betting behaviour. We have been in direct contact with two employees from Danske Spil to collect the necessary data to answer the problem definition. One of them is the actual developer of the model, the other one is the person who is responsible for “Responsible Gaming”

In the theoretical part of this project, we examined in-depth how AI works, and found out that Danske Spil uses Supervised learning to optimise their model.

Aula

This study investigates and presents our project on how to provide better conditions, coordination
and communication for the users of Aula. Our main goal for the given project is to present solutions
to the missing elements in Aula. Therefore, we wish to accomplish a better and a rather simplified
environment for the teachers, that also has the ability to reach the pupils, and the overall user of
Aula.

Den gode rejse

In this assignment we seek to study and understand the topic of hygiene rules in trains and on train stations and why travelers may or may not follow them.
The assignment focuses on describing what we have found to be a problem in the current situation of Corona, what the problem entails, what causes there might be for the problem and to offer a possible solution.

StudyGuide

This paper seeks to study whether the online platforms used by the students at Roskilde University causes confusion or stress. It also seeks to shed light on the design choices behind an alternative interface for the online platforms at the university. There are different ways to create a good design and those methods are explored. Through feedback and interviews will this paper create a deeper understanding of the existing confusion due to the design of the university’s websites, and offers a design idea to help minimize the confusion. Supported by Schneiderman’s golden rules of design and co

Bideo – E-lærings IT-forundersøgelse

This report details the IT design process, that we conducted in partnership with the danish media company, Mediehuset. The concept of the product, Bideo, is an e-learning platform, that is to be used in Danish high schools. On the site, you will be able to write and publish articles. We have used “Concept of an Educational Design”, theories about affordances, web design and e-learning to develop our final design. Our process is inspired by the MUST model. We developed 3 prototypes and a design model for the development of e-learning “zones” and IT-Systems in that realm (DEEZNUTS).

Selvkørende biler

Through this project, artificial intelligence and the communication system Vehicle to Everything will be explained regarding the technology. Furthermore, the project analyses and shows, through the use of qualitative content analysis, how the United States Department of Transportation and the European commission envision the future for automated mobility in the US and in Europe. The project will further conclude how the US jeopardize safety regulations in order to enhance innovation, while the EU provoke careful planning and safety regulations, which slows the innovation process.

Thorium fuel and LFTR reactors

A project on the viability of thorium as a nuclear resource

Autonome køretøjer

Large parts of society and our jobs are on their way to be automated, so why don’t we fully automate vehicles? We have already seen the metro under Copenhagen become fully automated. In the US, there are already autonomous vehicles driving on roads with non-autonomous vehicles.
What will happen when autonomous technology takes over people’s jobs? This effect has already been felt in the automobile industry, were assembly is now shared between robots and people.

Disinformation in media

A report that describes the work during the project,

Aktiv dødshjælp

The general theme of this report is technological systems and artefacts. Besides method related to technological systems and artefacts, the report will also include method and theories from the humanistic faculty. The purpose of the report is to explore euthanasia in general, as well as the discussion of implementation and legalization of euthanasia in Denmark. The report uses the Netherlands and Schweiz as cases, for how euthanasia is practiced legally. To explore different views of euthanasia, we have conducted interviews and analyzed how each argument works.

Thirdroom – Arbejdspraksisser

This project investigates the students work practices regarding the platform Thirdroom at Roskilde University. In a study, developed by the group of this project, it is clear that the vast majority of the students are using other platforms than Thirdroom, although Thirdroom is mandatory for a specific segment of the students at “Den Humanistisk-Teknologiske Bacheloruddannelse”. The research question answered in this project is: how can the students work practices connected to Thirdroom be improved?

IT-sikkerhed i danske SMV’er

Projektet handler om hvordan it-sikkerheden i danske SMV’er kan undersøges, analysere og måske forbedres.

Implementeringen af CBS Canvas

The finished project

Programmering

The purpose of this project is to examine the technological and worldly understanding programming based studies brings to children in elementary school. Technology influences society more and more as it always has, however these days the influence of computer based technology is growing increasingly. It has an influence on our everyday life and the way we choose to live our lives.

Droneteknologi

Abstract

This report examines the different challenges that come forth in the pursuit of implementing Unmanned Aerial Vehicles for business use and logistics. The report addresses the role of drone regulations in relation to the expansion of drone technology in Denmark as well as the ethical aspect of the implementation of autonomous drones. It is widely recognized that drones have the potential to improve a number of existing practices, such as measuring land very accurately and for infrastructure surveying.

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