SDG Challenge Board

comming soon

elbilers begrænsninger og muligheder

As the world is becoming more and more aware of the environmental problems we are causing to the climate. Electric vehicles are a widely accepted potential solution or at least a big contributor to a less environmentally damaging society. We want to find out why the electric vehicle isn’t more widespread in danish society. This paper examines the difficulties in diffusing this solution to the general public both from a technical point of view and form a social science perspective and it tries to bring a solution to the table that employs every part of society, from the individual to corporatio

Virtual Reality som supplerende læring

This paper focuses on Virtual Reality, and the technology’s functionality as a tool that would be used to aid education in specifically the scientific subjects at Roskilde Universitet.

Labs og studios på RUC

Dette projekt prøver at samle og give et overblik over diverse labs og studios der findes på RUC. Kender du til et der ikke er her, så adder det gerne i “Comments”.

Kollaborations bogen

Bogen giver for første gang en samlet fremstilling over redskaber, praksisser og eksempler på kollaborativ problemløsning, ideudvikling og læring.

Bogen kan forudstilles nu og udkommer den 24 maj 2019:

BIBA course synopsis (AirBNB case)

This is a synopsis for the BIBA couse, the summarize by practical assignments and the use of theory the content of the course.

THIRDROOM @ RUC

This project explains more about what Thirdroom is and how it came to be, if your are interest in the development and its history!

Programmerings- interesseskabende spil

In this paper, we will try to answer the question: How can you, by using a videogame, increase the interest in programming amongst students at Roskilde University with no prior experience?

Betalingssystem

This paper aims to answer the question: How do you design and develop a safe point of sale system with a containing database, API and client?

VR-Oplevelsen

This paper aims to specify what puts a Virtual Reality (VR)-user in the psychological state of “Presence”.

Visualisering af det uhåndgribelige

This report aims to present a solution-oriented design proposal, in the shape of a device that is aimed to make the single electricity consumer more aware of their power usage, and the system behind.

Replayability i computerspil

This paper aims to specify what makes a videogame replayable. Using theory of flow, supported by Nick Yee’s Motivations of online Gaming and the theory of immersion, we have assessed the elements that contribute to a game’s replay value.

Gammel Køge Landevej Kollegiet

Our fieldwork has been made at Sundholm, Mændenes Hjem and GKLK with our main focus being on GKLK. We have chosen to focus on the residents at GKLK due to the fact that they are highly stable compared to our target group.