Prosjekt 2025

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Digital transformasjon


 
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Oppgaveforslag (160)

[BitPet] AI Integration in a Location-Based AR Game for Socialization and Physical Activity (2025/2026)

This project explores how Artificial Intelligence (AI) can enhance game mechanics, player engagement, and social interaction in BitPet, a location-based Augmented Reality (AR) game designed to promote physical activity. The game, inspired by Tamagotchi, Pokémon GO, Animal Crossing, and Pokémon Snap, has been in development since 2020 and is set for a soft launch in Summer 2025.

Faglærer: Alf Inge Wang     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

[BitPet] Empirical Study on the Physical and Social Health Effects of Playing BitPet (2025/2026)

This project aims to investigate the physical and social health effects of playing BitPet, a location-based AR game designed to promote fun, physical activity, and social interaction. Inspired by Tamagotchi, Pokémon GO, Animal Crossing, and Pokémon Snap, BitPet has been in development since 2020 and is scheduled for a soft launch in Summer 2025.

Faglærer: Alf Inge Wang     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

[BitPet] AR Game to Motivation Socialisation and Physical Activity 2024/2025

This project aims to develop game mechanics that will motivate users to socialize and be physically active using Augmented Reality. It is part of the BitPet project, which aims for commercialization. Developers in BitPet will provide technical support.

Faglærer: Alf Inge Wang     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

[ExerGames] Exercise Bike Game Development and User Evaluation 2025/2026

This project aims to design and develop innovative game concepts that integrate an exercise bike as a game controller, complementing traditional button inputs. In addition to button controls, players should use pedaling as a core mechanic to interact with the game. The goal is to create an engaging experience that remains enjoyable over time while promoting physical activity.

Faglærer: Alf Inge Wang     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

[ExerGames] Multi-player pedal-game 2024/2025

The goal of this project is to design and develop new game concepts for a game where an exercise bike is used as a game controller in addition to traditional game input through multiple buttons. In addition to input from buttons, the player should control the game by using her/his fit to move the pedals. The goal of the game is to have fun that can last over time and get physical exercise. The game should be implemented in Unity using an API provided for the exercise bike controller.

Faglærer: Alf Inge Wang     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

[ExerGames] Play to get fit 2024/2025

In this project, the goal is to develop new game concepts and technologies for exergames - games where the player performs physical exercise. There are several approaches to exergames, and the challenge is to find the balance between something that is fun to play and getting real physical exercise from playing the game.

Faglærer: Alf Inge Wang     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

[ExerGames] Play to get fit 2025/2026

This project aims to develop innovative game concepts and technologies for exergames—games that incorporate physical exercise as a core mechanic. A key challenge is balancing engaging gameplay with meaningful physical activity to create a fun and effective experience.

Faglærer: Alf Inge Wang     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

[Lecture Games] AI Multi-player Classroom Learning Games 2025/2026

This project aims to design, implement, and evaluate a multi-player learning game where students work together or compete to complete challenges while simultaneously acquiring knowledge. The game must strike a balance between engagement and education, ensuring it remains both enjoyable and effective as a learning tool. The students are encouraged to use AI a key component to improve the gameplay and the experience.

Faglærer: Alf Inge Wang     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

3D Reconstruction with Active Touch – "Next Best Touch" for Object Classification (with Sintef Ocean)

Background

Faglærer: Theoharis Theoharis     Status: Valgbart     Egnet for: En student     Lenke: plink

A computer game to teach EU AI Act for the healthcare domain users

More healthcare applications are using AI. Many of these applications are categorized as high-risk. Thus, it is essential to educate stakeholders in the healthcare domain to understand the EU AI Act. However, the EU AI Act is a complex regulation that is hard to follow. This project aims to study how to design and develop an educational game to teach the EU AI Act. The project will apply the design science research method and invite healthcare stakeholders to pilot and evaluate the game. The expected results are the prototype of the game and the methodology to design such a game.  

Faglærer: Jingyue Li     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

A Multimodal (Video and Audio) Approach to Developing a Recommender System using Content Narrative of Online Streamed Video Games (YouTube/Twitch)

The rise of video game streaming platforms like YouTube and Twitch has led to an explosion of gaming-related video content. However, categorising and analysing this vast content manually is impractical. This project proposes the development of an automated system that uses computer vision and NLP techniques to identify, classify, and categorize video game content in streaming videos.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

A shift from old-school to cutting-edge – redefined homecare services delivery platform

Introduction

Faglærer: Surya Bahadur Kathyat     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Advancing Identity Security through AI

In an era marked by increasing digital transactions and online interactions, ensuring the security and integrity of personal identities has become paramount. Traditional methods of identity verification, such as passwords and biometrics, are often susceptible to fraud and exploitation. However, the integration of Artificial Intelligence (AI) offers a promising avenue for strengthening identity security measures. By harnessing AI algorithms for identity verification, organizations can enhance accuracy, efficiency, and resilience against fraudulent activities. This proposal seeks to explore the implementation of AI-driven identity security systems to fortify the protection of individuals' personal information and prevent identity theft.

Faglærer: Surya Bahadur Kathyat     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Agentic AI for software security

Along with the development of Large Language Models (LLMs), many studies try to use LLMs to identify and fix the security issues in software code. The limitation of using one LLM for such a purpose is that it covers only limited aspects of software security.  Using Agentic AI (i.e., an integration of multiple LLM-based agents and related tools) can cover more aspects of software security in an integrated application or framework. This project aims to improve the research and practice of using Agentic AI for improving software security. The tasks will include:

Faglærer: Jingyue Li     Status: Valgbart     Egnet for: En student     Lenke: plink

Agile Question Generation in Student Response Systems

Response technology (response systems) allows teachers to ask questions to large groups of students and get aggregated and useful answers to guide the lecture.  Most of the existing systems require preparing the questions in advance and offer little to no flexibility in asking ad hoc questions or even using the results from a question as the basis for a follow-up question. 

Faglærer: George Adrian Stoica     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Agile transformation in organizations

Many organizations struggle with the right way to do digital transformation. "Big bang" methods are often costly and bear high risks of failure too late in the process. Ideas from agile are gradually entering into organizational digital transformation as an alternative to big bang approaches.

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

AI and Game based learning (multiple projects)

The focus of this thesis is to develop an Artificial Intelligence based system to help the students learn mathematical concepts while playing educational games. One of the ways to provide help is to find out the difficult moments during the interaction and then supporting the students when they are faced with such moments. The challenging aspect of such projects is the “cold start problem”. We need to know in advance how to detect the difficult moments for individual students. Solving this problem will be a key aspect of this thesis

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

AI Assisted Active Knowledge Modelling

The primary objective is developing and demonstrating an AI Assisted Modelling App, showing how AI could be used as an assistant for Modellers.

Faglærer: Sobah Abbas Petersen     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

AI competences for sustainable transitions

(AI-SECRETT) The need for sustainable transitions requires all sectors to enhance their competencies and skills to achieve the social, economic and environmental transition. This could be facilitated with competencies related to AI and creativity. This project will focus on identifying the competencies related to AI and creativity that would help towards sustainable transitions and designing a solution that could help people enhance their skills and competences. The tasks will include:

Faglærer: Sobah Abbas Petersen     Status: Valgbart     Egnet for: En student     Lenke: plink

AI for sustainable business models

The green shift is high on every executive’s agenda, and with good reason. The urgency of the climate crisis and associated transition to a sustainable society changes the way firms create, capture, and deliver value. Shifting the very fabric of today's business landscape. Firms must now deliver on a triple bottom line (environmental, social, and economic) and not only meet today's needs from customers and shareholders, but also future generations' needs and opportunities for value creation. A strategic response is required, and firms must make structural changes to accommodate a fully sustainable business model (SBM). Research suggests that firms that manage and mitigate their exposure to climate-change risks while seeking new opportunities for sustainable value creation will generate a competitive advantage over rivals in a carbon-constrained future. However, transitioning towards a SBM is challenging and companies often lack the necessary data and insight to make correct and effective business decision. Artificial Intelligence (AI) offers a possible solution by establishing a basis for data-driven and fact-based decision making. This makes it easier for firms to take a systems perspective, quantify impacts, and reduce the complexity of the sustainable transition. Although real and theorized examples of AI enabling SBMs exist, a comprehensive understanding of the relationship between AI and SBM is still missing, leaving a gap in our understanding of the underlying mechanisms and inhibiting firms’ ability to accelerate their sustainable transition. Thus, this project aims to take stock of current knowledge by studying the following research questions:

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

AI Hackathon as intervention for Empowering Women in AI

 

Faglærer: Maria Letizia Jaccheri     Status: Valgbart     Egnet for: En student     Lenke: plink

AI Powered Formative Assessment for Open-text Questions

Open text questions allow students to answer without being influenced by predefined options and thus eliminating some causes for bias and guessing.  

Faglærer: George Adrian Stoica     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

AI-Based gaze-aware feedback system for programming (multiple projects)

The focus of the thesis is to improve and test an existing intelligent feedback system that helps the students while they are programming. This help should be provided in real-time using the eye-tracking data from the student and the log data from the IDE that the student is using. The challenge is to develop a system that is both effective and efficient in helping the students when they are facing difficulties in programming medium-size software.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

AI-Driven Diagnostic Assistant for Medical Applications

The intersection of artificial intelligence (AI) and healthcare presents an opportunity to enhance medical diagnostics, improve patient outcomes, and streamline the work of healthcare professionals. This master project proposal invites students to contribute to this transformative field by developing an innovative web application. This application will leverage AI technologies to analyze medical data, offering insights ranging from data visualizations to complex diagnostics. The project integrates three key areas: scintigraphy image analysis, blood analysis data, and anamnesis analysis. However, students can choose the direction of their studies and focus on the area(s) of their interest.

Faglærer: Boban Vesin     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

AI-Driven Diagnostic Assistant for Medical Applications

The intersection of artificial intelligence (AI) and healthcare presents an opportunity to enhance medical diagnostics, improve patient outcomes, and streamline clinical workflows. In previous years, this project has focused on developing an AI-driven web application capable of analyzing medical data to support decision-making for doctors and medical students.

Faglærer: Boban Vesin     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

AI-lab pitched projects - Master-project Safari (2025)

RBK (fotball analytics):

Faglærer: Frank Lindseth     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

AI, Biometrics and Extreme programming

This thesis uses the combination of AI and biometrics (eye-tracking, EEG, Facial expression) to understand processes underlying successful extreme programming (pair programming, test-driven development, continuous integration, refactoring) scenarios. This understanding can help us develop innovative solutions for the 

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

AI, eye-tracking and Understanding teachers

Teachers make rapid and complex decisions while managing classrooms, responding to students, and delivering instruction. Understanding these cognitive processes is crucial for improving teacher training, classroom strategies, and AI-driven educational tools. Eye-tracking technology, combined with Artificial Intelligence (AI), offers a powerful approach to analyzing how teachers allocate visual attention and make instructional decisions in real time. This thesis aims to explore how AI-enhanced eye-tracking can be used to study teacher behavior, cognitive load, and decision-making patterns in educational settings. By leveraging AI to process and analyze eye-tracking data, the research seeks to uncover insights that can improve teacher training and optimize classroom dynamics. By integrating AI and eye-tracking, this study will provide valuable insights into teacher cognition and instructional decision-making. The findings could pave the way for more adaptive AI systems that support educators in real-time.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

An immune system approach to fake News Classification

An immune system approach to fake news classification is currently under development . It is an exciting new approach to Fake News classification, drawing inspiration from antibody and antigen concepts from nature. This project seeks to extend and refine the current approach in various ways. The student(s) may choose their own path. 

Faglærer: Pauline Haddow     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Architecture Validation of Hybrid Web2–Web3 Systems Using Simulink

Introduction

Faglærer: Surya Bahadur Kathyat     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Architecture-based reliability evaluation of machine learning pipelines

Reliability is defined as the ability of a system to provide continuous correct service. Faults and attacks may affect the reliability of a system, and may have a larger or smaller impact depending on the architecture of the system. Various methods exist for reliability evaluation of systems, for example Fault Trees. We want to investigate how those methods can be applied to machine learning pipelines. This would allow comparing different architectures based on their tolerance to faults. 

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: En student     Lenke: plink

Artificial Intelligence and Biometrics in Education (multiple projects)

In such a thesis, we will focus on one of the various AI solutions based on the biometric sensors (eye-tracking, heart rate, EEG) to enable better learing experiences for students. We will also focus on collecting data from students such as eye-tracking, EEG, heart rate, skin temperature, and facial expressions. These data sources provide information about the students from the different points of view and combining the provide better predictions of students' behaviour and their performance. 

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Artificial Intelligence and pair programming (multiple projects)

The focus of this thesis is to use multiple sensors and artificial intelligence to predict the various performance measurements of pair programmers. Pair programmers usually produce better programming results than the individual programming therefore it is important to understand the factors that contribute to their success. With multiple data sources providing us with information from a diverse points of view, recent works have shown their advantages over individual data sources. In this thesis, the students will use eye-tracking, EEG, heart rate and facial expressions as the data sources.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Artificial Intelligence in Business: Uncovering challenges and obstacles of adoption.

The last few years have seen an explosion in interest regarding the use of Artificial Intelligence and much talk about the potential business value. Nevertheless, there is significantly less talk about the challenge's organizations will face when implementing such solutions and how they should overcome these obstacles. Inhibiting factors are not only of a technological nature but also include organizational and human factors. This project will involve collecting and analyzing data in collaboration with the researchers from the Big Data Observatory (https://www.observatory.no).

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: En student     Lenke: plink

Artificial Intelligence in the Healthcare sector

Advanced forms of analytics and aritificlai intelligence are becoming increasingly deployed to support the work of healthcare workers. Medical doctors, nurses, and administrative staff either use, or are aided by sophisticated technologies which are posed to radically change the nature of their work. For example, radiologists now rely increasingly more on machine learning techniques to and other applications of AI to diagnose patients, while a lot of procedural and repeptive tasks are being done by machines. The objective of this project is to understand how the nature of work for health practitioners is changing, and what positive and negative consequences they experience.

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: En student     Lenke: plink

Automated call handling using STT, TTS and AI technologies

 

This is a project in cooperation with Gintel.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Biometrics and Neuro-conceptualization

This thesis uses Biometric data (heart rate, EEG, eye-tracking) to understand how the brain process visual conceptual models. Conceptual models are written in specific diagrammatic languages (two dimensional visual models) such as UML and BPMN. A lot of work has been done on the understanding of how humans comprehend and use such models in information systems and software development from the point of view of IT, cognitive psychology and linguistics. On the other hand, there are limited work on how the brain processes such models. Some work is done in neuro-lingustics, but primarily looking at natural language texts. Several areas of the IT-field has also used techniques from neuro-science for a while (NeuroIS where one look e.g. on the usage of IT systems and appropriate user interfaces, and NeuroSE where one in particular look on comprehension of software code)

Faglærer: John Krogstie     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Building Knowledge and Empathy for Accessibility through Educational Games

Over the past decades, there has been significant progress in digital accessibility, driven by better tools, stronger governance, and increased awareness. However, shifting economic priorities and limited understanding of accessibility concepts threaten to stall this progress. For many developers, accessibility remains a vague and complex area — a checklist of standards without a clear sense of how to meet them or why they matter.

Accessibility is a broad field, encompassing diverse types of impairments — from visual and auditory impairments to motor limitations and cognitive challenges. Importantly, these impairments may be permanent, temporary (e.g., an injury), or situational (e.g., a noisy environment or glare on a screen). By designing with accessibility in mind, we improve digital experiences not just for those with disabilities, but for everyone.

This project examines how interactive and educational games can be utilized to promote empathy and understanding of accessibility challenges. The idea is to simulate different impairments through playable web-based scenarios that highlight common accessibility failures. Players will experience the frustrations faced by users with impairments and then be guided through the process of improving the design, seeing firsthand how the same content becomes more usable and inclusive.

Possible contributions of the project include:
- Designing and implementing an accessibility-focused learning game
- Simulating impairments such as blindness, color blindness, dyslexia, or motor impairments
- Demonstrating common accessibility barriers in websites and showing how to fix them
- Evaluating learning outcomes or user experiences with a prototype

This project is ideal for students interested in inclusive design, human-computer interaction, educational technology, or web development. It offers a chance to combine technical work with a meaningful social mission.

Faglærer: Monica Divitini     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Bærekraftsrapportering (sustainability reporting)

 

Faglærer: Eric Monteiro     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Characteristics of successful AI-Adoption in large organizations: OsloKommune

Problem Description: Despite the hype of AI development in recent years, true and impactful benefits of AI adoption in the public sector is still an unproven case. Reported adoption cases are often sporadic, random and lack the magnitude of impact at an infrastructure level technology change holds promise to. In this project, we set out to study the traits and characteristics of impactful AI-adoption in the public sector.  

Faglærer: Casandra Ann Grundstrom     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

Chatbots in public sector

Customer contact chatbots are increasingly used in the public sector. In Norway, municipalities, NAV, Skatteetaten and other public agencies are employing home-made chatbots as first line of communication with citizens. Some of these chatbots have been criticized because they can be perceived as excluding some citizen groups, and not be developed for the needs of the public sector.

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Classifying animals in the wild

Classifying animals in the wild in complex backgrounds is a challenging and open problem. The complexity increases with natural vegetation, varying environmental conditions, half-captured animal parts in frames, lightning variations, and so on. This project aims to classify not only the animals captured in the frame (i.e., elk, rabbit, deer) but also the background surroundings into snow, grass, trees, etc. 
The project entails developing deep learning models to label foreground objects (animals) and the background into distinctive categories. Elephant Expedition (EE), Snapshot Wisconsin (SW), Snapshot Serengeti (SS), and Camera catalog (CC) to identify animal species in the wild are some of the datasets that contain millions of images that can be used for training and testing deep learning models. Norwegian wildlife dataset collected by NINA is also available with us. 

Faglærer: Ali Shariq Imran     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Co-design of courses: Digital Competencies 4 ALL

Digital competences, from basic to advanced, are required in an increasing number of workplaces. Various competency frameworks have been developed to specify which competencies are required. However, there is limited knowledge about how to design courses that are relevant for specific workplaces or categories of workers. 

Faglærer: Monica Divitini     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Collaboration between AI and knowledge workers

AI technologies such as generative AI have the potential to replace humans in some work areas and tasks. Successful deployment of AI requires that humans and AI agents find collaboration models that are satisfactory and provide value. This task will look at ways various types of AI are used in knowledge organizations and how knowledge workers cooperate with AI on a daily basis. Type of AI and type of work practices will be decided together with you.

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Combining EEG and motion capture in immersive VR environment (2025)

Electroencephalography (EEG) is an electrophysiological monitoring method to measure electrical activity in the brain. From noninvasive small electrodes that are placed along the scalp, EEG record spontaneous electrical activity in our brain. Analyzing EEG signal data helps researchers to understand the cognitive process such as human emotions, perceptions, attentions and various behavioral processes.

Faglærer: Xiaomeng Su     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Competency frameworks made useful

Competence frameworks aim at providing an overview of the competencies that are required in different contexts and/or by different categories of people, for example specifying the (digital) competencies that teachers should have; all the competencies of researchers, …

Faglærer: Monica Divitini     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Crowdsourcing using Geographical Information Systems

Geographical Information Systems (GIS), such as ARCGIS, provide a platform for crowdsourcing information from a wide geographical area. This approach has been used to crowdsource geological and climate related content, as well as narratives about the specific locations. This project aims to create a crowdsourcing GIS platform that could contribute to enhancing the knowledge about places through sharing stories and interesting experiences that would showcase a place and contribute to providing a sense of a place. Furthermore, the use of Large Language Models (LLM) should be explored. The sub-tasks include:

Faglærer: Sobah Abbas Petersen     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Data science - in practice

Data-driven data science is attracting a lot of interest.

Faglærer: Eric Monteiro     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Define your own topic in software and systems modeling

If you are interested in aspects of modeling software and systems we can agree on a topic of your interest, as long as it is adequate for a Master's project. Topics may range from modeling of architectural aspects of systems, application of formal methods (for example model checking), definition of Domain-Specific Languages (DSL) and metamodels, etc. Just drop me a mail at leonardo.montecchi@ntnu.no to start the discussion.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Define your own topic in software and systems reliability

If you are interested in software and system reliability/safety/security we can agree on a topic of your interest, as long as it is adequate for a Master's project. Topics may range from modeling of reliability/safety/security properties at architecture level, application of formal methods (for example model checking), fault injection, testing, etc. Just drop me a mail at leonardo.montecchi@ntnu.no to start the discussion.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Defining a metamodel for concepts related to LLMs and generative AI

Generative AI (GenAI) is introducing many new concepts in software development. The objective of this project is to define a metamodel and DSL for concepts related to LLMs and generative AI. The DSL will be used to document which GenAI components are used in a software system and how.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: En student     Lenke: plink

DELTA – digitalisering av unges brukerhistorier

Økt utenforskap blandt unge belyses som et økende samfunnsproblem av både forskere og offentlige ansatte. Funn fra forskning tyder også på at unge har manglende forståelse om hvordan velferdstjenester er organisert, noe som hinderer de å få hjelpen de behøver, og jo lengre man står utenfor, desto større utfordringer møter man i forsøk på å komme i jobb.  

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Design for IT and Sustainability

How can we help informatics students to get a better understanding of the impact of the technology they develop? This task will focus on designing a playful approach for learning about sustainability of IT solutions and how to integrate sustainability awareness in IT design.

Faglærer: Monica Divitini     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Designing a design system for operating bipedal and quadrupedal robots

A design system is a collection of documented user interface (UI) elements, visual guidelines, and design principles that other people can use or refer to when designing digital products. Notable examples of design systems are Google’s Material Design and Apple’s Human Interface Guidelines. The main benefits of a design system are (1) improving design consistency across different digital products since it serves as a single source of reference that other people can refer to and (2) reduce the development work since UI designers do not need to design everything from scratch. 

Faglærer: Yngve Dahl     Status: Valgbart     Egnet for: En student     Lenke: plink

Designing a next generation user identities platform using web 3.0 technologies

In today's digital age, it's crucial to manage important documents like diplomas and licenses securely and efficiently. Traditional methods of handling these documents are either outdated i.e. paper based or fragmented and can pose privacy and security risks. However, with new web 3.0 technology like self-sovereign identity and digital wallets, there's an opportunity to improve how we manage identity documents. This proposal aims to introduce a digital wallet platform that can securely store various identity documents such as academic diplomas, driving licenses, boat licenses, flying licenses, shooting licenses, and so on. By using advanced technology, this platform will make it easier for users to access and manage their documents while ensuring their privacy and security. 

Faglærer: Surya Bahadur Kathyat     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Designing an Inclusive Mobile App Platform for Improving the Mental Health of Mothers of Children with Intellectual Disabilities

Summary:
This project aims to design and test the feasibility of an inclusive mobile application platform to support the mental health of mothers caring for children with intellectual disabilities. The application platform will offer AI powered culturally adapted, low-literacy-friendly tools, including visual resources, local-language content, stress management support, and private connections to therapists - tackling barriers of stigma, access, and cost.

Faglærer: Surya Bahadur Kathyat     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Designing user interfaces for facilitating coordination between on-board and shore-based operators

Reducing energy consumption in large distributed systems, such as maritime operations, requires effective collaboration among multiple stakeholders. While each stakeholder has their own goals, they also have a common goal, which is reducing the ecological impact of their operations.

Faglærer: Yngve Dahl     Status: Valgbart     Egnet for: En student     Lenke: plink

Designing user interfaces for remotely operated offshore cranes

Cranes are traditionally controlled by operators who work inside the crane’s cabin. Although this operation mode is still common nowadays, a significant amount of progress has been made to move operators away from their cranes, so they would not be exposed to hazardous situations that may occur in their workplace. 

Faglærer: Yngve Dahl     Status: Valgbart     Egnet for: En student     Lenke: plink

Development of ´Learn and Earn/Learn to Care’ like gaming platform using mix of Web3 and traditional gaming Technologies

Web3 technologies open new and interesting possibilities in games development! In this project a gaming platform will be developed that allows multiple players to play, learn and/or earn points or digital assets.

Faglærer: Surya Bahadur Kathyat     Status: Valgbart     Egnet for: En student     Lenke: plink

Digital platform fairness

Platform model used by many big tech companies often leads to centralization of power and unfair treatment of users. In this task we want to investigate the concept of platform fairness, the relationship between platform core and periphery, and how new knowledge and design ideas can lead to more fair platforms.

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Digital støtte til flykninger og immigranter i møte med norsk offentlighet

Nyankomne til Norge må gjennom mange byråkratiske søknadsprosesser som krever en høy grad av systemforståelse. Samtidig er dette er en diversifisert brukergruppe som har ulike utgangspunkt mtp alder, utdanningsnivå, og språklige og digitale ferdigheter, noe som kompliserer tilgang og forståelse til informasjon som er nødvendig for å få varig oppholdstillatelse og et godt liv i Norge.  

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Digitalisering i olje og gass - IoT

Stadig mer av oljeutvinningen på norsk sokkel foregår på svært utilgjengelige felt på store havdyp. Samtidig benyttes stadig oftere ubemannete subsea anlegg som ligger på havbunnen men fjernestyres fra land eller nærliggende rigg. Sensorbasert informasjon (bl.a. temperatur, trykk, seismikk, magnetiske og strålingsegenskaper til bergformasjonen) spiller stadig større rolle i alle fasene: leting ("exploration"), boring ("drilling"), logging og produksjon.

Faglærer: Eric Monteiro     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Diversity Equity and Inclusion (DEI) in software development

The aim of this thesis is to explore the current practices in Norway regarding diversity aspects (including but not limited to: identity, gender, race, ethnicity, neurodiversity, sexual orientation, age, and physical abilities) within software development processes and products. The research will be conducted through empirical software engineering methods. 

Faglærer: Maria Letizia Jaccheri     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Dynamic Neural Billboarding: Simplifying Complex Models for Enhanced GPU Efficiency

This project will build upon the findings from humus.name by creating a 2D billboard that will be deformed to match the silhouette of a highly complex object from any angle. The goal is to make sure that the biggest triangle of the billboard fills as much area as possible, as this is linked to hardware rendering efficiency. To achieve this goal, the project must utilize some techniques like simple neural networks that deform a billboard to the correct shape or other techniques.  

Faglærer: Theoharis Theoharis     Status: Tildelt     Egnet for: En student     Lenke: plink

Eco-friendly mobile app development: developing guidelines for Creating Mobile Applications that Minimize Energy Consumption and Resource Use

With the increasing reliance on mobile applications in daily life, concerns about their energy consumption, data usage, and environmental impact have grown significantly. Mobile apps are ubiquitous, but their development and usage can have significant impact on sustainability (both social and environmental). Mobile apps contribute to carbon footprints through intensive CPU processing, network activity, and inefficient coding practices, often resulting in excessive battery drain and resource waste. Developing eco-friendly mobile apps is crucial to reducing these impacts while enhancing performance and user experience. 

Faglærer: John Krogstie     Status: Valgbart     Egnet for: En student     Lenke: plink

Education in the era of generative AI: Understanding the potential benefits of LLMs in teaching and learning

Since its maiden release into the public domain in 2022, ChatGPT garnered more than one million subscribers within a week. The generative AI tool ⎼ChatGPT took the world by surprise with its sophisticated capacity to carry out remarkably complex tasks. The extraordinary abilities of ChatGPT to perform complex tasks within the field of education have caused mixed feelings among educators as this advancement in AI seems to revolutionize existing educational praxis. This topic will investigate the opportunities and challenges of generative AI (through implementing a case study) and offer recommendations on how generative AI could be leveraged to maximize teaching and learning. The goal is to identify how these evolving generative AI tools could be used safely and constructively to improve education and support students’ learning.

Faglærer: Michail Giannakos     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

EduWallet: A Blockchain-Enabled Digital Wallet for Managing University Course Credits

Overview:

The project aims to revolutionise university credit management by integrating blockchain with existing educational systems using Blackboard and Inspera APIs. EduWallet ensures secure, efficient record-keeping and easy credit transferability across institutions.

Faglærer: Surya Bahadur Kathyat     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Employee-driven digital transformation

Most organizations are currently undergoing different types of digitalization and digital transformation. The majority of these digitalization processes are initiated and led by top management, in collaboration with external consultants and technology vendors. This means employees and their in-depth knowledge of their work practices are often excluded from these processes because the employees don't have the time, the skills, or the autonomy to participate effectively. The consequence is often failed or costly projects.

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Empowering Children’s STEM Learning through Embodied Interaction and GenAI capabilities

Supervisors: Michail Giannakos, Giulia Cosentino

Faglærer: Michail Giannakos     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Enhancing Online Laboratory Simulations Through AI-Powered Learning Analytics

Objective: To develop and evaluate AI-based analytics models for tracking and enhancing learner engagement and performance in simulations, focusing on STEM.

Faglærer: Ali Shariq Imran     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Evaluating the Role of Gamified Simulations in Enhancing Learner Motivation and Retention

Objective: To create gamified simulations with adaptive AI mechanics in Articulate Storyline 360 and evaluate their effectiveness in enhancing motivation and promoting deeper learning.

Faglærer: Ali Shariq Imran     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Eye-tracking and training novice programmers (multiple projects)

The focus of this thesis is to develop a system to help the novices in programming while debugging. One of the ways to provide help is to learn from the expert about how to look at the program while finding the bugs in the code. This way of providing help is called Expert’s Movement Mapping Examples. Most of the efforts in this direction include the use of expert’s gaze in the problem space. In this thesis the student(s) will exploit the use of dialogue as well as the gaze of the expert.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

FACIAL DATA PROCESSING USING ZOOM SDK

Online meeting platforms are beginning to offer their raw image and sound data for processing via SDKs; for example Zoom:

Faglærer: Theoharis Theoharis     Status: Valgbart     Egnet for: En student     Lenke: plink

Fighting Bias in Large Language Models

Read also: Writing a Master's Thesis in Language Technology

Faglærer: Björn Gambäck     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

FlexEEG decoding of hand movement intention

Multiple movements like opening or closing the hand, grasping, or showing the palm can be decoded from the EEG signals recorded while attempting to do those movements. The decodified movements can serve for multiple purposes. For example, in neurorehabilitation they can be used to provide feedback to a patient that is performing therapy to recover hand movements after stroke, and in brain-computer-interfaces to generate outputs that control an external device such as home appliances, computer games, toys.

Faglærer: John Krogstie     Status: Valgbart     Egnet for: En student     Lenke: plink

Flexible data visualization in a VR environment to aid the assessment of visuospatial neglect using eye tracking

Visuospatial neglect are commonly experienced neuropsychological
conditions affecting the contralesional side in post-stroke patients, leaving
patients with egocentric or allocentric perceptual problems. Diagnostic tools for
visual neglect include the apples test, balloons test, and bells cancellation test.
All administered on paper. While psychometrically sound, these tests are
administered in an overtly clinical setting, lacking depth as a test parameter,
only allowing for crude temporal data collection and gaze observation, and
also being limited in spatial scope to the size of the paper. By having a limited
set of test parameters, the status quo represents a barrier to advancing our
understanding of the mechanisms behind visouspatial neglect and its effect in
everyday settings of the patients. To mitigate these limitations, a VR
environment is being developed for assessment of neglect by utilizing low-cost,
off-the-shelf, VR headsets with integrated eye trackers, along with a custom-
developed and highly flexible virtual environment, where the test parameters
can be altered based on the needs of the clinician.

This master project aims to bring flexible data visualization into the
aforementioned VR environment. For starters, the students will look at using
Python to generate graphs/plots of gaze data which has previously been
collected from the VR environment, and then to display these plots directly in
the VR environment itself (i.e. the gaze plot of the person during the test).
Next, one can classify the fine-grained gaze data into more meaningful unit,
such as fixation or saccade, and come up with more relevant statical
information to the clinician. Eventually the information should be visualized in
an easy to comprehend manner to the clinician.

This work collaborates with Department of Acquired Brain Injury, St. Olav's
Hospital.
 

Faglærer: Alexander Holt     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Games - Games for reflection on ethical aspects of IT tools

As a result of increasing digitalization, IT tools are used in multiple contexts by users with multiple backgrounds, and are intertwined in complex ways with everyday practices. The complexity of the context of use arises a number of ethical issues for software developers and users, including e.g., algorithmic biases, privacy of personal data, addictive design, concerns about sustainability,…

Faglærer: Monica Divitini     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

Games - Ready for digital transformation

Digital transformation is influencing all the workplaces. Not always the digital transformation that is envisioned is successful, as witnessed by, for example, the challenges connected to the introduction of the Helseplatformen. One aspect that is often under-estimated is connected to the competences that are needed to workers to participate to the digital transformation in a meaningful way. 

Faglærer: Monica Divitini     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Games - Reflective and collaborative games for learning about creativity and AI

AI tools are increasingly used in different workplaces. This project focuses on the use of AI for supporting creativity, with focus on ethical and responsible use. More specifically, the task is centered around the design and evaluation of a game to learn about how to use AI for supporting creativity and innovation. 

Faglærer: Monica Divitini     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

Generative AI and artistic creation

This project aims to explore the transformative impact of generative AI on arts by examining how it disrupts traditional processes of artistic creation, audience engagement, and the global art market. 

Faglærer: Ilias Pappas     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI and Code generation from legacy diagrams

As software systems evolve, many organizations struggle with outdated documentation and legacy diagrams that describe system architectures, workflows, or business processes. These diagrams, often created using UML, flowcharts, or proprietary notations, are difficult to translate into modern programming languages. Manual conversion is time-consuming and error-prone, highlighting the need for automated solutions. Recent advancements in Generative AI (GenAI), particularly large language models (LLMs) and vision-based AI models, offer promising approaches to automate the conversion of legacy diagrams into functional code. This thesis aims to explore how GenAI can be used to interpret, analyze, and generate source code from legacy diagrams, reducing the effort required for software modernization.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI and Computational Creative Artform Transitions (e.g., Text to Images, Images to Music or Music to Text)

Read also: Writing a Master's Thesis in Computational Creativity

Faglærer: Björn Gambäck     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI and Domain Specific Languages

Domain-Specific Languages (DSLs) are tailored programming or specification languages designed for specific problem domains, such as hardware description (VHDL, Verilog), data analysis (R, SQL), and automation (BPMN, Terraform). Developing and maintaining DSLs requires domain expertise and significant effort in syntax design, compiler construction, and user documentation. Generative AI (GenAI) models, particularly large language models (LLMs) like GPT-4, have demonstrated capabilities in code generation, program synthesis, and natural language understanding. This thesis aims to explore how GenAI can be leveraged to support DSLs in various stages, including DSL creation, code synthesis, debugging, and usability improvement.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI and green coding

As software becomes more complex, its energy consumption and environmental impact grow significantly. The concept of green coding focuses on writing efficient, energy-saving code to reduce carbon footprints. However, optimizing code for sustainability is challenging, requiring expertise in energy-efficient algorithms, compiler optimizations, and hardware-aware programming. Generative AI (GenAI) presents a promising solution by automatically generating, refactoring, and optimizing code for better energy efficiency. AI-powered tools can suggest improvements, reduce redundancy, and enhance performance while maintaining functionality. This thesis will explore how Generative AI can assist developers in writing energy-efficient code and evaluate its effectiveness in real-world scenarios.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI and green web design

As digital technology advances, the environmental impact of web development has become a growing concern. Websites contribute to carbon emissions through energy-intensive processes such as server hosting, data transfer, and resource-heavy design elements. Green web design aims to reduce these environmental impacts by optimizing performance, minimizing resource usage, and improving accessibility. Generative AI (GenAI) presents a promising opportunity to enhance green web design by automating sustainable coding practices, optimizing resource efficiency, and providing AI-driven recommendations for eco-friendly development. This research explores how GenAI can assist in creating sustainable web solutions while maintaining usability and performance.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI and solving math word problems

Mathematical word problems are a fundamental aspect of education, requiring both natural language understanding and problem-solving skills. Traditional methods for solving such problems rely on rule-based approaches or symbolic reasoning, but recent advances in Generative AI have opened new possibilities for automated problem-solving. Large language models (LLMs) and neural networks can now interpret, reason, and generate step-by-step solutions for complex mathematical problems.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI and solving visual math problems

This master thesis focuses on leveraging Generative AI to solve visual math problems. This research aims to explore how AI can interpret and reason through mathematical problems presented in visual formats, such as graphs, geometric diagrams, or handwritten equations.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI and Usability testing

This master thesis explores the role of Generative AI (GenAI) in Software Usability Testing. This research will investigate how AI can enhance usability evaluation processes, automate testing tasks, and improve user experience (UX) assessment in software development.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Generative AI for modeling tasks in software and systems engineering

Evaluate the ability of Generative AI, such as Large Language Models (LLMs), to understand and work with modeling tasks for systems and software engineering. This project can be customized in directions, such as generating code from models, generating models from natural language descriptions, modifying existing models, etc.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Git monitorering i en pedagogisk kontekst med generativ KI

Git brukes i de fleste programmerings- og prosjektfag på NTNU og andre universitet. I dette prosjektet skal vi undersøke hvordan vi kan monitorerer og automatisere tilbakemeldinger og vurderinger ved hjelp av generativ KI. Målet er en pedagogisk bruk av generativ KI som er godt integrert i arbeidsflyten eks ved bruk av GitHub actions og at faglærere har enkel tilgang til data om prosjektene i egne dashboards.

Faglærer: Trond Aalberg     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Graphical user interfaces for operating drones for ship inspections

Like the goods they transport, ships will eventually become waste and need to be broken down properly. The process of ship dismantling involves various activities, and one of them is inspecting the ship to be dismantled. Such inspection is required to ensure the area to be cut does not contain materials and gases that are harmful for workers who will dismantle the ship. 

Faglærer: Yngve Dahl     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Graphical user interfaces for operating magnetic crawler robots for cutting ship hulls

Like the goods they transport, ships will eventually become waste and need to be broken down properly. The process of ship dismantling involves various activities, and one of them is to cut the ship’s hulls. Currently, hulls are cut manually by workers who use scaffoldings or lifted by cranes. The current practice is less safe, as workers are exposed to any accidents that may happen in the cutting area.

Faglærer: Yngve Dahl     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Graphical user interfaces for operating mobile robotic arms for cutting ships internally

Like the goods they transport, ships will eventually become waste and need to be broken down properly. The process of ship dismantling involves various activities, and one of them is to cut the ship internally. Currently, internal parts of a ship are cut manually by workers. The current practice is less safe, as workers are exposed to any accidents that may happen in the cutting area.

Faglærer: Yngve Dahl     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Health information systems in developing countries

eveloping countries have limited resources for healthcare delivery hence need to make the most of resources available.

Faglærer: Eric Monteiro     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

High quality interactive digital twins in VR

A digital twin is defined as a virtual representation of a physical asset, or a process enabled through data and simulators for real-time prediction, optimization, monitoring, control, and informed decision-making. This project collaborates with prof. Adil Rasheed from Institute of cybernetics. Example of digital twins relevant to this project are: an autonomous aquarium or greenhouse, an experiment of soil movement and an experiment of overload prevention in electric cables. The master thesis will focus on the development of an VR environment for visualizing of and interacting with the digital twin. 

Faglærer: Xiaomeng Su     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Human-Centered AI for Responsible Digital Transformation

This thesis topic examines how AI systems and broader digital transformation initiatives can be designed, developed, and deployed in ways that prioritize human values and social well-being while ensuring business value. Students can investigate this from various angles (e.g., organizational, technical, or user-focused) and in multiple settings (e.g., healthcare, government, education, or business). Different research methods (e.g., quantitative surveys, qualitative interviews, case studies, or design science) may be employed to explore stakeholder engagement, policy implications, or innovative technical designs.

Faglærer: Ilias Pappas     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Human-Centered AI technologies for teaching and learning

Contemporary works on Human-Centered AI (HCAI) focus on creating AI systems that amplify and augment rather than displace human abilities. HCAI seeks to preserve human control in a way that ensures AI meets our needs while also operating transparently, delivering equitable outcomes, and respecting privacy. AI systems function in diverse spaces (e.g., social, work, and classroom) alongside traditional interactions and activities. Therefore, it is expected that humans and AI will complement each other, stand by each other, and engage in a process of co-learning, co-creation, and co-evolution. Such a process is necessary for combining the strengths of humans and AI and reinforcing each other to achieve Hybrid Intelligence (HI). Unlike traditional AI, designed to operate independently in performing tasks that typically require human intelligence, such as perception and learning, HI involves active collaboration between humans and machines. Thus, further work is needed to understand and design appropriate HCAI technology, with a particular focus on how teachers can work together with AI tools to synergistically combine their strengths to reinforce efficient, and ethical use of technology. 

Faglærer: Michail Giannakos     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Human-Machine Symbiosis: How does decision-making change in the age of Big Data Analytics?

The nature of decision-making is changing drastically, both in personal lives and in the business sphere. An increasing amount of decisions are now based on insight that is generated through analytics. Despite this, often individuals are faced with cognitive-overload, conflicted views, or biases that result in non-adoption of insight. This project will be done in collaboration with the Big Data Observatory (https://www.observatory.no) and involve designing a study protocol and collecting and analyzing neurophysiological data (eye-tracking and electroencephalography) from study participants. This will be done with the help of an expert in such tools.

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: En student     Lenke: plink

Hybrid co-design toolkits

The field of co-design (also known as participatory design) develops methods and tools to facilitate the inclusion of people of diverse ages, backgrounds, and disciplines in the development of IT products such as smartphone apps, games, and service platforms for citizens and businesses. Participation encompasses all the different stages of the design process: from the analysis of requirements to ideation, prototyping, and technology adoption. Co-design activities were usually performed in the context of in-person workshops facilitated by researchers through the use of physical artifacts (e.g. brainstorming cards). Yet, since the COVID-19 pandemic and the start of work-from-home (WFH) policies, we are now used to hybrid modalities of interaction that heavily leverage digital tools (Zoom, Miro, Teams..). As a consequence, co-design workshops also moved to the digital domain. In this task, we are interested in investigating how to adapt traditional co-design spaces, methods, and toolkits to the hybrid medium and how to rethink interaction among participants. This task will start with performing a literature review on existing work, drafting a simple framework to understand and compare different co-design strategies; and continue developing prototypes of hybrid toolkits. Examples of hybrid toolkits will be provided as case studies.

Faglærer: Simone Mora     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

ICT for Health & Well-being in Built Environments

ICT for Health & Well-being in Built Environments

Faglærer: Sobah Abbas Petersen     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Implementation and Evaluation of Partial Redundancy Elimination

Summary

The aim of the project is to implement and evaluate a global value numbering transformation in the JLM compiler.

Faglærer: Magnus Själander     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Implementation and Evaluation of Scalar Evolution Analysis

Summary

The aim of the project is to implement and evaluate a scalar evolution analysis in the JLM compiler.

Faglærer: Magnus Själander     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Improving health literacy using gamification

Health literacy—the ability to access, understand, and apply health information—is crucial for making informed health decisions. However, many individuals struggle with low health literacy, leading to poor health outcomes. Traditional health education methods often fail to engage audiences effectively. Gamification, the use of game design elements in non-game contexts, has emerged as a promising strategy to enhance learning and engagement. This research aims to explore how gamification can be effectively integrated into health education to improve health literacy. The study will focus on designing and evaluating a gamified learning system that encourages users to acquire, retain, and apply health-related knowledge.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

IMTEL - Generative 3D: AI approaches for creating meshes and textures for educational Augmented Reality experiences

While conversational AI and even image & video analysis enjoy widespread use, generative 3D is still nascent, and models and approaches are more experimental. This thesis will investigate different approaches both in-memory and hosted via API use regarding their applicability to support scene composition for a variety of educational scenarios. Aim is to create and evaluate a proof-of-concept in combination of Python back-end and Unity3D front-end app, integrated into the existing source-code projects MirageXR (Unity3D) and lxr (Python, Django) to benefit from existing development.

Faglærer: Monica Divitini     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

IMTEL - Innovative education at the intersection of XR and ChatGPT

Emerging technologies such as virtual/augmented reality/extended reality (VR/AR/XR) and generative AI such as ChatGPT, Midjourney and Magic3D are already revolutionizing how we live and work. XR has already demonstrated significant potential in transforming educational practices by providing learners with realistic and highly engaging learning experiences. Generative AI is a powerful tool that can be used to quickly and efficiently create a wide range of educational content, including human-like text, videos, images, and even 3D models and software code. The goal of this master project to investigate if the combination of these technologies can contribute to creating innovative education tools for NTNU teachers and students.

Faglærer: Monica Divitini     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

IMTEL - Supporting learning with cutting-edge XR technology: Apple Vision Pro, VR treadmill and haptic suit/gloves (COPY)

Immersive technologies such as virtual/augmented/extended reality (VR/AR/XR) have demonstrated significant potential in transforming educational practices by providing learners with realistic and highly engaging learning experiences. In most cases, due to budget and practical concerns, educators use relatively unexpensive XR equipment such as Oculus Quest. While this might be sufficient for many educational situations, it is important to investigate the potentials of more advanced equipment that provides advanced spatial computing possibilities, simulates senses other that sight and hearing and facilitates walking.

Faglærer: Monica Divitini     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

IMTEL- Workplace training in Virtual Reality in collaboration with NAV and VR4VET Erasmus + project

The job market, in Norway and internationally, has changed considerably over the past few years due to the COVID-19 pandemic and the emerging AI technologies, raising the need for developing innovative methods for workplace training and career guidance. In this project we will investigate how the use of Virtual Reality technologies and gaming elements can 1) motivate and inform young job seekers on their way to work and 2) contribute to faster skill acquisition for new employees. Through the simulation of a workplace or an industry (e.g. aquaculture or a shipyard), the job seekers can immerse into different workplaces and try out typical tasks, for example, salmon feeding or welding in a safe setting, thus mastering the corresponding real world situation.
The master project will be performed in collaboration with Erasmus+ VR4VET project (Virtual Reality for Vocational Education and Training, https://vr4vet.eu/) involving several partners in Norway, Germany and Netherlands. The project proposes a new approach to vocational training and career guidance applying VR to allow active and engaging exploration of professions and introductory training, involving job seekers, career counsellors and industry stakeholders all over Europe. The student(s) will work in close collaboration with NAV, local industries (especially maritime) and our European partners (TU Delft and TH Köln). 
VR4VET is a continuation of Virtual Internship project that has so far resulted in several prototypes for workplace training and job interview training in VR and received international recognition (e.g. Best Demo Award at EuroVR 2018 and Breakthrough Auggie Award finalist) and broad media coverage https://memu.no/artikler/gir-ungdom-en-virtuell-jobbsmak/https://www.ntnu.edu/imtel/virtual-internship.

Faglærer: Monica Divitini     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

Integrating AI Chatbots into Articulate Storyline 360 for Scaffolding Online Learning

Objective: To design and integrate AI-powered chatbots into simulations to provide real-time scaffolding and analyze their effectiveness in addressing learner challenges and improving outcomes.

Faglærer: Ali Shariq Imran     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Intelligent Systems Engineering of Air Traffic Management Systems

This master assignment will apply Large Language Models (LLM) in the analysis and documentation of Systems Engineering tasks for developing Air Traffic Management Systems (ATMS). It is relevant to air traffic control and technology development in multiple countries. The project is in collaboration with Avinor, within the iTEC SkyNex context.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: En student     Lenke: plink

Interoperability of Learning Systems

As educational institutions adopt various digital learning platforms, seamless interoperability and data integration become essential for enabling effective learning analytics (LA). This thesis explores interoperability frameworks such as the Experience API (xAPI) and Learning Tools Interoperability (LTI) within Norway’s learning ecosystem, explicitly focusing on systems like FS, Canvas, and other data flows managed by Sikt.

Faglærer: Boban Vesin     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

IoT Aquarium

Create an aquarium (freshwater) that can be monitored via a highly usable web app.  Allow users to monitor and interact with the aquarium remotely via a series of sensors and actuators.

Faglærer: George Adrian Stoica     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

IoT Garden Bed

Create a high-tech garden bed that can be monitored via a highly usable web app.  Allow users to monitor and interact with the garden bed remotely via a series of sensors and actuators.

Faglærer: George Adrian Stoica     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Learning analytics and AI in Education in Norway

Supervisors: Michail Giannakos
Place: LCI Lab: https://lci.idi.ntnu.no/
Suitable for: One or two students

Faglærer: Michail Giannakos     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Life-long learning models for digital transformation

Deployment of new technological infrastructures such as platforms and AI requires new skills to be learned. However, it is not easy for busy practitioners to attend classes as students do. Many people use online resources such as YouTube and social media to keep updated, but this learning is seldom done systematically. We need new pedagogical models to keep updated on the job. We want you to find and design learning models for busy people who need to keep their skills updated all the time.

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Local climate information App

Mobile phones are actively used to access the weather and weather forecast information. For example, the Norwegian Meteorological Institute maintains access to its weather services and data in the app Yr. Much less attention has been paid for presentation of climate information, specifically when local climate information is to be considered. The climate information, however, plays an important role in human decision-making, guiding agricultural and construction activity and long-term planning.

Faglærer: Sobah Abbas Petersen     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Læringsteknologi

Læringsteknologi er programvare og andre teknologiske produkter som understøtter læring og undervisning. Her er det mulighet for selvvalgte oppgaver enten fra studenter eller studenter i samarbeid med fagstab, og prosjekter som kan relateres til enten Excited senter for fremragende utdanning.

Faglærer: Trond Aalberg     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Measuring the Coding Experience

The project aims to study various aspects of learning to program using biometric sensors such as EEG (brain activity), eye tracking (gaze and attention), and GSR (galvanic skin response) sensors. Potential scenarios could be comparing tasks with and without AI assistance for example. 

Faglærer: George Adrian Stoica     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Measuring the Coding Experience

The project aims to study various aspects of learning to program using biometric sensors such as EEG (brain activity), eye tracking (gaze and attention), and GSR (galvanic skin response) sensors. Potential scenarios could be comparing tasks with and without AI assistance for example.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Mental Health and wellbeing in Computing Education

Mental health and wellbeing are increasingly recognized as critical factors in student success, particularly in computing education, where high workloads, imposter syndrome, and performance pressure contribute to stress and burnout. This thesis aims to explore the challenges related to mental health in computing education and identify strategies to support student wellbeing.

Faglærer: Kshitij Sharma     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Mestringslæring i Intro programmering

Dette er et prosjekt innen informatikkdidaktikk som går ut på å gjøre følgeforskning på et undervisningsopplegg som benytter mestringslæring i Intro programmering, potensielt både med kvantitative og kvalitative metoder.

Faglærer: Guttorm Sindre     Status: Valgbart     Egnet for: En student     Lenke: plink

Multi-objective optimisation for Floor Plan generation

Architectural design of floor plans is a time consuming and labor-intensive task. Computer-aided architectural design can ease this work though  automatically generated floor plans for office buildings can advance the research field of computer-aided architectural design. 

Faglærer: Pauline Haddow     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Multiplayer game development using Web3 Technologies

Game development is a large well-known area in traditional web development. However, it is still to be seen how the emerging web3 technology will take it a step further!

Faglærer: Surya Bahadur Kathyat     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Non-visual interaction for mixed reality environments for children

Supervisors: Michail Giannakos, Giulia Cosentino

Faglærer: Michail Giannakos     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

On the relation between software engineering and AI in Norway

The goal of this thesis is to produce knowledge about the state of the practice in Norway about development of AI intensive systems. 

Faglærer: Maria Letizia Jaccheri     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Óne citizen - óne digital health twin (an ecosystem of smart digital twins - towards a data-driven health service) (2025)

Denne oppgaven tilbys i samarbeid med MIA Health

Faglærer: Frank Lindseth     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Online Learning Platform – Enhancing Personalization with Self-Regulated Learning

Progresso (previously ProTus - https://protus.idi.ntnu.no/, username: testUSN@usn.no, password: test) is an evolving online learning platform designed to provide learners with personalized courses across multiple domains. Over the years, different versions of the system have been developed, gradually expanding its capabilities to include new content, analytics, and personalization features.

Faglærer: Boban Vesin     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

Open data - from vision to reality?

Open data involves the pooling and collecting of data across a community, industry or group of stakeholders. The motivation is the vision (aspiration, hope, belief...) that by making data openly availble, hence accessible to everyone, this will boost productivity through enhanced collaboration or create more well-functioning markets. Examples include: Open Target in pharmaceutical industry, the EU's PSD2 regulative towards open banking in finance, or HUNT research database at NTNU.

Faglærer: Eric Monteiro     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Orientation Sensing Applied in Accessibility

Work on an interesting project related to orientation sensing detection (device relative to the user) in order to provide accurate audio instructions to blind people, for example.

Faglærer: George Adrian Stoica     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Personalized rehabilitation video generation using sensor data and Generative AI

Many patients need personalized training videos to perform rehabilitation at home. The current training videos from therapists are standardized, and do not fit individual needs. 

Faglærer: Jingyue Li     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Predicting Social Media Personalities, Values and Ethics

Read also: Writing a Master's Thesis in Language Technology

Faglærer: Björn Gambäck     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Prediction of Biodiversity of Marine species

This project is linked to an EU project that deals with climate change and its effect on biodiversity in Sea. The partner company in this project, Synplan (Oslo based start up, https://www.synplan.ai) will  co-supervise this thesis. 

Faglærer: Pinar Öztürk     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Predictive Maintenance in Building Automation & HVAC Systems

Many regular maintenance operations occur over the lifetime of a commercial building. This includes for example replacement of air filters which filter the air supplied into a building. Short maintenance cycles stay on the safe side by replacing filters too often before any efficiency loss or down-time occurs. This may lead to time and material consuming replacements before they are actually necessary.

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: En student     Lenke: plink

Predictive Maintenance in Fish Farming

Many regular maintenance operations occur over the lifetime of a fish farm. This includes for example cleaning of the feeding mechanism or the tubes through which the feed is distributed to the fish-nets. Short maintenance cycles stay on the safe side by cleaning too often before any down-time or damage occurs. This may lead to time-consuming cleaning before it is actually necessary. Many fish-farm operators develop a good intuition for when a cleaning cycle is necessary, but this is not easily reproducible or transferable across employees.

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: En student     Lenke: plink

Preparing Planslurpen for integration into municipal processes

As per www.regjeringen.no, zoning plans specify the use, conservation and design of specific geographical locations. They consist of detailed land-use plan maps that are coupled with a planning provision and plan description. When looking to start a construction process in a given area, reviewing the corresponding zoning plan is essential. This is where one can find information regarding factors such as where in the area buildings can be placed, as well as certain characteristics (ex: height, roof style) the buildings must abide to. Accessing and understanding the zoning plans, however, can be a complex and time-consuming process for citizens, developers, and even case workers. Therefore, citizens and developers often rely on contacting municipal offices directly for explanations and guidance, which can be inefficient and time-consuming for both parties. It is therefore in the best interest of the municipalities of Norway that a solution for easy retrieval of information from zoning plans is developed.
One such solution, “Planslurpen,” is part of DiBKs “Drømmeplan”-project, and the end goal is for it to be a national component available to everyone. It uses machine learning methods to retrieve key information from zoning plans and presents it in a manner that allows one to easily find which regulations apply to a chosen area. It is not ready for deployment yet, though. For example, currently, the plan-id and plan description must be manually specified and uploaded, which would not be ideal in production. High quality data flow and output are key factors in determining the success of Planslurpen.
In this project, the students will be working closely with the municipalities of Trondheim and Kristiansand, stakeholders such as DiBK and KS, and the developers of Planslurpen. The project has a high degree of freedom, as the students will assess the needs of all involved parties and contribute to the further development of Planslurpen based on their findings. Potential approaches could include designing a data infrastructure for easy integration of Planslurpen in municipal processes, development of multi-agent AI chatbot functionality, suggestions for improvement of the Planslurpen API, or researching methods to improve Planslurpens retrieval and presentation of zoning plan details.
Throughout the project period, the students will have access to expert competence in the field of zoning plan case handling from the municipalities of Trondheim and Kristiansand, for informative and testing purposes. They will also be working with DiBK, KS and the developers of Planslurpen. The students will have access to raw data from the municipal zoning plan registries for the Trondheim and Kristiansand municipalities, which consists of several thousands data points. Data will also possibly include the data used to train Planslurpen, although this is yet to be confirmed. It will likely be confirmed by the end of March.

Faglærer: John Krogstie     Status: Valgbart     Egnet for: En student     Lenke: plink

Processing and analysing ice data

DNV is currently leading a project under the auspices of ESA (European Space Agency) that focuses on the use of satellite data within shipping in the Arctic and Baltic Sea regions. The project aims to identify the needs for various types of satellite data, which services and products currently offering this, the extent and in which manner the satellite data is being used, and similar aspects. The current work on this project is published as reports on https://earsc-portal.eu/display/EO4BAS. The EO4BAS project is part of a larger project within EO data (Earth Observation, i.e., satellite data) financed by ESA and EC (European Commission). Not only opportunities within the maritime are explored, but also within ex. oil and gas, and raw material extraction.

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Qualitative study of Microsoft Copilot use by computing students

While many students use generative AI tools such as Microsoft Copilot, we have little knowledge of how these tools are used, for what, and how they affect student learning. In this project, you study the use of Microsoft Copilot by computing students at NTNU using qualitative research methods to gain a rich understanding of the phenomenon. You will do initial literature studies on the topic and design a case study with data-collection methods like observations, interviews, and archival data. You will analyze the collected data qualitatively to explaining the practices of computing students using Copilot.

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

RAY TRACING DATA STRUCTURES (with ARM Trondheim)

The gold standard for computer graphics is and always has been the simulation of real light dynamics through ray-tracing, but due to the high demands on compute it has seen little use in real time applications. In recent time ray traced real-time graphics has become a reality, with the last year even bringing ray-tracing capabilities to mobile devices. The advances that made this possible are several, including better process nodes for silicon, advances in neural network based denoising, novel temporal antialiasing techniques and improvements in Bounding Volume Hierarchy (BVH) construction. Ray tracing relies heavily on specialized data structures to make the intersection test between the ray and scene efficient using some kind of Acceleration Structure, with the standard approach being the use of a BVH. The BVH is a spatial data structure, and lends well to GPU warp-based execution because rays issued from nearby pixels (and scheduled on the same shader core) are likely to traverse the same part of the tree. This allows the tree nodes to be re-used for multiple threads of execution saving an order of magnitude in bandwidth. The difference between a well- and poorly constructed BVH can account for more than 50% of the ray traversal performance making quality a very sensitive topic. Another issue is that higher quality build algorithms naturally require more time, to the point where building the BVH takes too long to be feasible in a real-time environment. Due to this tradeoff between traversal performance and build time the field of acceleration structure construction is wide open and there are multiple heuristics that can be applied in attempt to get ahead in one way or another. The complexity of the problem is further increased by the fact that different hardware accelerators have different performance characteristics, meaning the same algorithm may not be the best everywhere. This all means that the construction of BVHes is not in general well understood, and there is ample room for innovation.

Faglærer: Theoharis Theoharis     Status: Tildelt     Egnet for: En student     Lenke: plink

RECONSTRUCTION OF NIDAROSDOMEN BASED ON GAUSSIAN PRIMITIVES

A recent addition to the modeling of scenes is based on 3D Gaussian primitives. The associated rendering technique called Gaussian Splatting:

Faglærer: Theoharis Theoharis     Status: Tildelt     Egnet for: En student     Lenke: plink

Reliability evaluation of approximate computing techniques

Approximate computing studies how to provide “good enough” results for a certain application. It is used in different context, for example resource constrained devices or when operating in degraded mode. We want to evaluate the impact of faults on different approximate computing techniques.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: En student     Lenke: plink

Reuse Made Easier: Co-Designing a Digital Solution for Increased Furniture Reuse at NTNU

Producing new furniture is resource-intensive and has a significant environmental impact. By promoting reuse, we can potentially reduce overconsumption and also help lessen the strain on the climate and environment. Therefore, it is crucial to extend the lifespan of furniture as much as possible.

Faglærer: Yngve Dahl     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Safety evaluation of object detectors in autonomous vehicle scenarios

Evaluate different object detection and/or trajectory planing algorithm from the safety perspective. Involves experimenting with different ways to evaluate object detectors, and possibly defined new benchmarks. Builds on existing research and a previous Master’s theses at IDI.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: En student     Lenke: plink

Samarbeide og kommunikasjon i helsesektoren

Enhetlig pasientbehandling blant helsearbeidere i helsesektoren undergraves av ulike former for grenser - eografiske, institusjonelle og profesjonelle. Dette er til hinder for effektiv og høykvalitet pasientbehandling. Eksempler inkluderer samarbeide mellom fastlege og sykehus, eller samarbeide mellom sykehus og kommunehelsetjenesten herunder eldreomsorgen.

Faglærer: Eric Monteiro     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Sensorimplementering i skipsbransjen og behandling av skipsdata

DNV ønsker å bruke sensorer for å automatisere klassifisering, redusere manuelle inspeksjoner og sikre kontinuerlig overvåking.

Faglærer: Xiaomeng Su     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Smart Desks

The project aims to study various aspects of creating a solution that facilitates sharing office/desk use, converting them into “smart” desks or “context-aware” desks. 

Faglærer: George Adrian Stoica     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Software architecure modeling of AI-enabled systems

Software architecture is a critical aspect of designing and developing software systems. Modeling and documenting the software architecture is a fundamental task in software engineering, and established modeling languages (e.g., UML) have been used for this purpose. This project investigates languages and patterns for modeling software architectures that include AI components.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: En student     Lenke: plink

Software Engineering, Artificial Intelligence, and Intersectionality

We want to start a research centre (Norwegian Centre of Excellence) that investigates the relation between Software Engineering, Artificial Intelligence, and Intersectionality.

Faglærer: Maria Letizia Jaccheri     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Tag inference

In Norway we have a well-developed standard for naming equipment and components in buildings, TFM. However, abroad there is no such standard and many different conventions are created and used.

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: En student     Lenke: plink

TechLARP - closing the gender gap in technology studies and STEAM education

The TechLARP project aims to close the gender gap in technology studies and STEAM education in order to encourage young girls to pursue STEM and, particularly, computer science studies.

Faglærer: Maria Letizia Jaccheri     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

The Nuts and Bolts of Human-AI Interaction: Riksrevisjonen

Problem description: The European Commission has proposed the AI Act as part of the legal response to the disruptions felt by society from AI technologies. Article 14 of the AI Act describes a need for “Human Oversight” as part of human-in-the-loop control[1] for high-risk AI systems. This requirement underscores a fundamental tension and a critical area for exploration within the broader discourse of Responsible AI. In this project, we set out to study how to effectively embed human agency and control within increasingly autonomous systems to mitigate potential risks and ensure alignment with ethical and societal values.

Faglærer: Casandra Ann Grundstrom     Status: Tildelt     Egnet for: Gruppe     Lenke: plink

The potential of Artificial Intelligence for public administration

While there has been a long discussion about the potential of using Artificial Intelligence in private organizations, now more and more public organizations are implementing solutions to support their operations. From uses for fraud detection, chatbots, autonomous vehicles, or infrastructure monitoring, AI is gaining ground in applications for public administration. This project will be done in connection with SINTEF Digital and will involve data collection, analysis and reporting. The aim is to find out what is the status of AI adoption, what are the potential interesting uses, and what is the value that is realized.

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: En student     Lenke: plink

The value of AI

There is considerable confusion about what AI brings of value for whom. This confusion is partly related to what we define as AI, but also because of the rapidly changing nature of AI technologies. In order to create a sustainable process of taking advantage of AI we need to have a framework for how we evaluate AI, and who benefits from AI and how.

Faglærer: Babak A. Farshchian     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Trust and quality in AI-generated map data (Explainable AI): Kartverket

Problem Statement: How can the public sector ensure trust and credibility in AI-generated analyses and decision-making?

Faglærer: Casandra Ann Grundstrom     Status: Tildelt     Egnet for: En student     Lenke: plink

Understanding the execution behavior of high-level productivity languages

The majority of modern applications are written in the so-called high-level productivity languages such as Python, NodeJS, Javascript, etc. In contrast, computer architecture and hardware research is mostly driven by software written in compiled languages such a C, C++ etc. The mismatch limits our understanding of how these applications are executed on the hardware/processors. For example, while the code written in C, C++ is handled by the “front-end” structures like instruction cache, branch predictors etc. of a processor, Python and NodeJS application code is handled by the “back-end” structures like data cache. This is because Python and NodeJS runtimes/interpreters are treated as code at hardware level, while both the application code and data are treated at data. Consequently our understanding of how to build efficient hardware/processors for the bulk of these applications is limited.

Faglærer: Rakesh Kumar     Status: Valgbart     Egnet for: En student     Lenke: plink

User interfaces for distributed route planning and oversight for hybrid sail ships

Sails are increasingly viewed as the most significant enhancement to the current international fleet of ships, offering a promising avenue for sustainable energy with minimal infrastructure requirements. With a rising number of vessels under development featuring sail support, and existing vessels being retrofitted with sails, the interest in harnessing wind energy is evident. 

Faglærer: Yngve Dahl     Status: Valgbart     Egnet for: En student     Lenke: plink

Using LLMs and conversational agents to support children’s learning

Supervisors: Michail Giannakos

Faglærer: Michail Giannakos     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

Using LLMs for configuring static analysis tools

Investigate the use of Generative AI, such as Large Language Models (LLMs), to configure static analysis tools (such as SonarQube, PMD, etc.), with particular focus on defining customized rules. These tools are very useful for discovering software faults, but they are difficult to configure and to customize. This project wants to understand if and how LLMs can help with this task.

Faglærer: Leonardo Montecchi     Status: Valgbart     Egnet for: En student     Lenke: plink

VIRTUAL DEVICES ACROSS OPERATING SYSTEMS

Virtual devices (camera, microphone) are becoming increasingly interesting for producing visual and audio effects in digital meetings. This project will investigate the creation of a virtual camera and a virtual microphone in Linux, Mac OS and Android. 

Faglærer: Theoharis Theoharis     Status: Tildelt     Egnet for: En student     Lenke: plink

Visual Simultaneous Localization and Mapping (VSLAM) for an Underwater Snake Robot (H2025-V2026)

Visual SLAM is a term for a set of methods and algorithms that a) determine the motion of a camera (or a set of cameras) through an environment and b) determine the geometrical shape of that environment. vSLAM often builds on detecting “prominent points” in the images, and tracking them through the sequence. If a sufficient number of such points are tracked between two images, the relative pose (=translation and rotation) of the camera can be estimated. As any measurement in images is afflicted by errors, both these pose estimates as well as the estimated 3D positions of the observed image points are uncertain, and the estimation of the complete camera trajectory as well as the scene model “stitched together” from many views needs to be input data to a huge optimization problem.
In AROS, we have access to both real video footage from underwater missions, as well as a realistic simulation environment which is able to generate video sequences where the motion and the 3D geometry are precisely known (‘ground truth’). The student project is integrated into our design and development process for a vSLAM system which is specifically tuned to be able with the substantial problems of underwater video material: limited visibility due to turbid water, bad illumination which is also moving with the robot vehicle, disturbances by plankton, dirt, and small fish, and many more. Which part of the vSLAM development is determined to be the focus area of the student project is subject to negotiation; the intention is to let the students experiment with novel approaches proposed in the recent literature, some of them focusing on geometric models and statistical estimation theory, others on machine learning. So we are able to adapt the topic largely to the background knowledge the student(s) already have, and their interest into different relevant research fields, such as e.g. state estimation, optimization, object detection and tracking, machine learning and deep learning.

Faglærer: Rudolf Mester     Status: Valgbart     Egnet for: Gruppe     Lenke: plink

VISUALIZATION LIBRARIES IN PYTHON

The current trend in Visualization centers around APIs that can be accessed within development environments such as Python:

Faglærer: Theoharis Theoharis     Status: Valgbart     Egnet for: En student     Lenke: plink

What are the skills of the future: A look at how Artificial Intelligence and Analytics change the competences of computer science graduates

Over the last years the emergence of key technologies such as big data analytics and artificial intelligence have given rise to a completely new set of skills that are needed in private and public organizations. With IT gaining an increasingly central part in the shaping of business strategies, it is important that study curricula follow these requirements and provide graduates that fit the needs of organizations. This project will be run in collaboration with the Big Data Observatory (https://www.observatory.no) and involve collecting data through focus groups and surveys with key representatives. The output will involve a detailed look at what skills are necessary and how they can be addressed by educational institutions.

Faglærer: Patrick Mikalef     Status: Valgbart     Egnet for: En student     Lenke: plink
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