Kjetil Raaen
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- Førsteamanuensis
- School EIT faglig
- School of Economics, Innovation and Technology
Ansatte detaljer
Vitenskapelige publikasjoner
- Eg, Ragnhild & Raaen, Kjetil (2024). Is VR mainstream yet? A survey of the Norwegian public’s familiarity, acceptance, and use. International Workshop on Quality of Multimedia Experience (QoMEX). ISSN 2372-7179. doi: 10.1109/QoMEX61742.2024.10598271
- Gonzalez, Rolando, Klevgaard, Trond & Raaen, Kjetil (2024). Students' Visualisations of Programming Concepts: An Exploratory Analysis . NIKT: Norsk IKT-konferanse for forskning og utdanning. ISSN 1892-0713. doi: 10.5324/nikt.6219
- Raaen, Kjetil & Espeseth, Alexander (2024). Playing Games Without Sight: Sonic Play. IEEE Xplore Digital Library. ISSN 2473-2001. doi: 10.1109/GEM61861.2024.10585643
- Gonzalez, Rolando, Raaen, Kjetil & Sørum, Hanne (2023). Back to campus after the Covid-19 pandemic: A qualitative study from the students perspective. NIKT: Norsk IKT-konferanse for forskning og utdanning. ISSN 1892-0713. (4) FULLTEKST
- Sørum, Hanne & Raaen, Kjetil (2023). Experiences after Covid-19 and digital teaching: IT students ask for streaming and recordings, but say they learn best on campus! NIKT: Norsk IKT-konferanse for forskning og utdanning. ISSN 1892-0713. (4) FULLTEKST
- Gonzalez, Rolando, Sørum, Hanne & Raaen, Kjetil (2022). Emergency Digital Teaching during the COVID-19 Lockdown: Students’ Perspectives. Education Sciences. ISSN 2227-7102. 12(3) doi: 10.3390/educsci12030152
- Sabet, Saeed Shafiee, Eg, Ragnhild, Raaen, Kjetil, Qasim, Muhammad, Riegler, Michael & Halvorsen, Pål (2022). When Every Millisecond Counts: The Impact of Delay in VR Gaming
. I Atzori, Luigi, Möller, Sebastian & Raake, Alexander (red.) 14th International Conference on Quality of Multimedia Experience (QoMEX)
. IEEE conference proceedings. ISBN 978-1-6654-8794-8. doi: 10.1109/QoMEX55416.2022.9900908
- Sørum, Hanne, Raaen, Kjetil & Gonzalez, Rolando (2021). Can Zoom Replace the Classroom? Perceptions on Digital Learning in Higher Education within IT. European Conference on e-Learning. ISSN 2048-8637. s 427-434. doi: 10.34190/EEL.21.024
- Lauvås, Per, Raaen, Kjetil & Larsson, Anders Olof (2021). Are you one of us? How Employers Prioritize among IT Graduates. I Lunt, Barry, Hansen, Derek & Morrey, Paul (red.) SIGITE ’21
Proceedings of the 22nd Annual Conference on
Information Technology Education. Association for Computing Machinery (ACM). ISBN 978-1-4503-8355-4. s 79-84. doi: 10.1145/3450329.3476854
- Liu, Shengmei, Claypool, Mark Lawrence, Cockburn, Andy J. G., Eg, Ragnhild, Gutwin, Carl & Raaen, Kjetil (2021). Datasets: Moving Target Selection with Delay. I Alay Erduran, Özgü, Hsu, Cheng-Hsin & Begen, AC (red.) MMSys '21: Proceedings of the 12th ACM Multimedia Systems Conference. Association for Computing Machinery (ACM). ISBN 9781450384346. s 320-326. doi: 10.1145/3458305.3478455
- Raaen, Kjetil, Sørum, Hanne & Gonzalez, Rolando (2020). IT bachelor capstone project during lockdown: Student experiences . NIKT: Norsk IKT-konferanse for forskning og utdanning. ISSN 1892-0713. (4)
- Eg, Ragnhild, van der Hooft, Jeroen & Raaen, Kjetil (2020). MMVE '20: Proceedings of the 12th ACM International Workshop on Immersive Mixed and Virtual Environment Systems. Association for Computing Machinery (ACM). ISBN 9781450379472.
- Raaen, Kjetil & Sørum, Hanne (2019). Survey of interactions in popular VR experiences . NIKT: Norsk IKT-konferanse for forskning og utdanning. ISSN 1892-0713. FULLTEKST
- Raaen, Kjetil, Eg, Ragnhild & Kjellmo, Ivar (2019). Playing with delay: an interactive VR demonstration. I Montagud, Mario, De Simone, Fransesca & Murray, Naill (red.) Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems. ACM Publications. ISBN 978-1-4503-6299-3. s 19-21. doi: 10.1145/3304113.3326114
- Raaen, Kjetil & Lauvås, Per (2018). How companies find and evaluate graduate computer programmers. NIKT: Norsk IKT-konferanse for forskning og utdanning. ISSN 1892-0713. FULLTEKST
- Eg, Ragnhild, Raaen, Kjetil & Claypool, Mark (2018). Playing with delay: With poor timing comes poor
performance, and experience follows suit. I Carli, Marco (red.) 2018 Tenth International Conference on Quality of
Multimedia Experience (QoMEX). IEEE (Institute of Electrical and Electronics Engineers). ISBN 978-1-5386-2605-4. doi: 10.1109/QoMEX.2018.8463382
- Claypool, Mark, Eg, Ragnhild & Raaen, Kjetil (2017). Modeling user performance for moving target selection with a delayed mouse. Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. 10132 LNCS s 226-237. doi: 10.1007/978-3-319-51811-4_19
- Lauvås, Per & Raaen, Kjetil (2017). Passion, cooperation and JavaScript: This is what the industry is looking for in a recently graduated computer programmer. NIKT: Norsk IKT-konferanse for forskning og utdanning. ISSN 1892-0713. FULLTEKST
- Raaen, Kjetil (2016). Response time in games: Requirements and improvements. Universitetet i Oslo. (1730)
- Eg, Ragnhild & Raaen, Kjetil (2016). How to demonstrate delay? let's play! I Timmerer, Christian (red.) Proceedings of the 7th International Conference on Multimedia Systems. Association for Computing Machinery (ACM). ISBN 978-1-4503-4297-1. doi: 10.1145/2910017.2910628
- Claypool, Mark, Eg, Ragnhild & Raaen, Kjetil (2016). The Effects of Delay on Game Actions: Moving Target Selection with a Mouse. I Cox, Anna (red.) Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. Association for Computing Machinery (ACM). ISBN 978-1-4503-4458-6. s 117-123. doi: 10.1145/2968120.2987743
- Raaen, Kjetil & Petlund, Andreas (2015). How much delay is there really in current games? I Ooi, Wei Tsang, Feng, Wu-chi & Liu, Feng (red.) MMSys '15: Proceedings of the 6th ACM Multimedia Systems Conference. Association for Computing Machinery (ACM). ISBN 978-1-4503-3351-1. s 89-92. doi: 10.1145/2713168.2713188
- Raaen, Kjetil & Eg, Ragnhild (2015). Instantaneous Human-Computer Interactions:
Button Causes and Screen Effects. Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. 9171 s 492-502. doi: 10.1007/978-3-319-21006-3_47
- Raaen, Kjetil & Kjellmo, Ivar (2015). Measuring latency in virtual reality systems. Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. 9353 s 457-462. doi: 10.1007/978-3-319-24589-8_40
- Raaen, Kjetil, Eg, Ragnhild & Griwodz, Carsten (2015). Can gamers detect cloud delay? Annual Workshop on Network and Systems Support for Games. ISSN 2156-8138. 2015-January(January) doi: 10.1109/NetGames.2014.7008962
- Raaen, Kjetil, Petlund, Andreas & Halvorsen, Pål (2014). Is Today’s Public Cloud Suited to Deploy Hardcore Realtime Services? Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. 8374 s 343-352. doi: 10.1007/978-3-642-54420-0_34FULLTEKST
- Halvorsen, Stig Magnus & Raaen, Kjetil (2014). Games for Research: A Comparative Study of Open Source Game Projects. Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. 8374 s 353-362. doi: 10.1007/978-3-642-54420-0_35FULLTEKST
- Raaen, Kjetil & Halvorsen, Stig Magnus (2014). Implementing Virtual Clients in Quake III Arena. Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. doi: 10.1007/978-3-662-45212-7FULLTEKST
- Raaen, Kjetil & Grønli, Tor-Morten (2014). Latency Thresholds for Usability in Games: A Survey. NIKT: Norsk IKT-konferanse for forskning og utdanning. ISSN 1892-0713. 3 FULLTEKST
- Raaen, Kjetil, Petlund, Andreas & Stensland, Håkon Kvale (2013). Demonstrating Hundreds of AIs in One Scene. Lecture Notes in Computer Science (LNCS). ISSN 0302-9743. 8215 s 195-199. doi: 10.1007/978-3-642-41106-9_29
- Raaen, Kjetil, Espeland, Håvard, Stensland, Håkon Kvale, Petlund, Andreas, Halvorsen, Pål & Griwodz, Carsten (2012). LEARS: A Lockless, Relaxed-Atomicity State Model for Parallel Execution of a Game Server Partition. International Conference on Parallel Processing Workshops (ICPPW). ISSN 1530-2016. s 382-389. doi: 10.1109/ICPPW.2012.55
- Raaen, Kjetil, Espeland, Håvard, Petlund, Andreas, Stensland, Håkon Kvale, Halvorsen, Pål & Griwodz, Carsten (2011). A Demonstration Of a Lockless, Relaxed Atomicity State Parallel Game Server (LEARS). I Shirmohammadi, Shervin (red.) Workshop on Network and Systems Support for Games (NetGames 2011). IEEE Press. ISBN 978-1-4577-1932-5. s 1-3. doi: 10.1109/netgames.2011.6080994FULLTEKST
Formidling
- Raaen, Kjetil & Eg, Ragnhild (2022). Skal VR-teknologi bli en suksess, må vi først forstå brukeren. Kunnskapsmagasinet Kristiania. ISSN 2703-707X.
- Raaen, Kjetil, Eg, Ragnhild & Kjellmo, Ivar (2019). Playing with delay: an interactive VR demonstration.
- Eg, Ragnhild & Raaen, Kjetil (2018). Perceiving, Interacting and Playing with Multimedia Delays. I Montagud, Mario, Cesar, Pablo, Boronat, Fernando & Jansen, Jack (red.) MediaSync: Handbook on Multimedia Synchronization. Springer. ISBN 978-3-319-65840-7. s 211-228. doi: 10.1007/978-3-319-65840-7_8
- Eg, Ragnhild, Raaen, Kjetil & Claypool, Mark (2018). Playing with delay: With poor timing comes poor performance, and experience follows suit.
- Eg, Ragnhild & Raaen, Kjetil (2024). Is VR mainstream yet? A survey of the Norwegian public’s familiarity, acceptance, and use. International Workshop on Quality of Multimedia Experience (QoMEX). ISSN 2372-7179. doi: