Of Thesis Writing. Part 3: Types of a Thesis.

Because different students have different temperaments and interests, there are also different types of exploration and discovery one might take. They all have their own set of tools and guidelines to achieve successfully. Overall one thesis is probably an amalgamation of different types. As with any journey there can be different obstacles to overcome. Those […]

Of Thesis Writing. Part 2: Written Thesis.

You might be wondering why do you have to write a thesis. Would it not be sufficient just to create something novel that illustrates your exploration by itself. Why is a Thesis Written? First there are two purposes to write something down: formulation and communication. By formulating your information you create a systematic way to […]

Of Thesis Writing. Part 1: What is a Thesis?

This is a 5-part article series on understanding and writing a thesis. If you are a student and unsure of what even is a thesis, then hopefully you can find some inspiring answers here! When your studies in either BSc or MSc level near an end, you will be faced with a challenge to create […]

Virtual Reality Game Design. Part 5: Summary

In this article series we presented a game design analysis for virtual reality game developers by investigating certain game aspects of a virtual reality game Tribocalypse VR. The given analysis was made possible due to the prior development of Tribocalypse VR by the author and the development team for 6 months. The aspects analysed were level […]

Virtual Reality Game Design. Part 4: Items

In this article we explore the design choices for different weapons in Tribocalypse VR. We discuss the relation of weapons in regular PC games to weapons in VR games. Again we use immersion and clarity to analyze the different design choices. Items that the player can pick up in TVR are spears, bombs, the bow and […]

Virtual Reality Game Design. Part 3: Graphical User Interface

In this third part we go through the different interface designs we tried in Tribocalypse VR (TVR) and explain the different levels of immersion and clarity in each of them. The graphical user interface (GUI) in computer games usually consists of informative or interactable elements such as menu screens, score tables, buttons and levers in the […]

Virtual Reality Game Design. Part 2: Environment and Level Design

In this part we discuss the environment and level design principles. We bring out the rationale game developers should consider when building their levels and positioning the player. The players must feel as if they are part of the created world. Game developers and artists work hard to provoke this feeling in the players. HTC […]

Virtual Reality Game Design. Part 1: Introduction

Welcome, reader! This is the first part of a series of articles, which delve into game design for VR platforms. We focus on the HTC Vive platform and room-scale VR. Many of the concepts also apply to other VR platforms and the critical analysis of different game design elements is transferable to other areas as […]

Invisible hands, disco boxes and spinning worlds in VR

As another academic year draws to an end, it’s high time to recap some of the hard work our people have been doing in the lab. From the computational neuroscience side of things, this spring we had a total of three students defending their thesis under our guidance. The extended team of students and supervisors for this […]

Studying active inference with VR

Our researchers recently published an article titled “Attention is withdrawn from the area of the visual field where the own hand is currently moving“. What follows is an human readable summary of the exciting work. The core question is simple: how does the brain work in terms of computation? One theory that has been gaining […]