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Interaction, M.Sc.

  • Application Deadline
  • 24 months
    Duration
University rank #324 (QS) ,
The specialisation in Interaction at Aalborg University focuses on physical interaction design, and you will learn to apply a user’s physical interaction in developing digital components and media in non-restrictive environments such as an office or a living room.

About

You will learn to implement such technology in stateof-the-art video games controllers, tangible computer and mobile components and art installations. With this specialisation in Interaction at Aalborg University, you will become an expert in developing new and user-defined interaction design.

Project Examples From the Interaction Specialisation

Project Led to Scientific Article

In 2015, a group of 1st semester students examined the effectiveness of different navigation cues on wayfinding and object localization in virtual environments based on principles and theories related to navigation and wayfinding. Four conditions were examined: no aid, map, minimap and all aid, by focusing on the participants’ ability to navigate and localise items in the fastest time possible. The results showed that having no aid caused the participants to get disoriented and unable to complete the task; hence, a statistical significant difference was found between the no aid and all aid conditions with respect to the time taken, items collected and distance walked.

However, no statistically significant difference was found between the map, minimap and all aid conditions; although, observations indicate that the all aid condition is superior. To this end, it was observed that having a map to study before vs. having a minimap in-game led to a higher ability to recall the route taken in-game. Due to a successful project, an article about the work has been submitted for publication to the “Transactions on Creative Technologies.”

Virtual System for Rehabilitation of Brain-damaged Patients

In 2016, an 2nd semester project addressed the design and development of a Virtual Reality Training System (VRTS) and studied its impact on Acquired Brain Injury (ABI) patients who were part of a rehabilitation program. The focus of the rehabilitation process is on motor function in upper extremities and cognition. The study was conducted on patients and therapists from the NeuroRehab rehabilitation facility at Sydvestjysk Sygehus, Grindsted, Denmark. The setup consisted of a hand tracking device (Leap Motion Controller), a head-mounted display (Oculus Rift Development Kit 2), a desktop computer and a custom created 3D task simulator game.

The game simulated a virtual kitchen, which is a virtual replication of NeuroRehab’s physical kitchen made for training Activities of Daily Living (ADL). In the virtual kitchen, the patients can perform tasks from ADL, such as making coffee, arranging groceries, cutting and toasting bread, wiping a table, and creating a shopping list. The testing procedure was conducted over a period of four weeks requiring the patients and therapists to use the system for at least three times per week. To assess the usability of the system different methods were utilized: the System Usability Scale (SUS), rehabilitation guidelines, participatory design, and focus group meetings. The group of students are now looking into commercialization of the VRTS in collaboration with a company.

Company Internship Resulted in Job Upon Graduation

In the fall of 2015, two 3rd semester students were in an internship at Trifork A/S as software developers working on a large project involving a team of nine developers. The project, entitled EV3 Programmer, is a graphical environment for the LEGO MINDSTORMS EV3, which is a subset of the desktop application LEGO MINDSTORMS EV3 Home Edition. The two students worked on the design and development of an Android version that matched the visuals and behavior of the application.

Some of the most important learning outcomes were: understanding the steps required to make a finished, customer ready product; understanding the testing process a project must undergo before shipment; applying Agile methods within a large team; and learn advanced software development techniques. Due to a very successful internship, both students had a job as software developers at Trifork A/S waiting for them when they graduated in the summer of 2016.

Master's Thesis Example: Telehealth System for Copd-patients

In 2016, a group of two 4th semester students worked on a telehealth system for Chronic Obstructive Pulmonary Disease (COPD). The effects on user needs and concerns when healthcare provider continuously monitor and patients provide subjective and objective data over time were poorly understood in the literature. Personal Informatics literature informed the analysis of interviews with six COPD patients to improve understanding of user needs and concerns in the use of a state of the art telehealth solution.

While patients generally felt taken care of, the system in many ways did not meet their needs, e.g. due to difficulties assessing reliable subjective measures and no support on reflection and follow-up action. Interviews, workbooks and design feedback sessions with patients served as the foundation for redesigning the system to support data collection and reflection. Findings from a two week trial involving five COPD patients showed that the system supported one of two types of patients in becoming more informed and aware about their health status, leading to increased empowerment in their everyday life and motivation to set goals and improve their condition.

Programme Structure

Courses include:
  • Copenhagen Game Collective (DK)
  • Nordisk Film (DK)
  • Neue Digitale (Berlin)
  • Saatchi & Saatchi (Frankfurt)
  • Harvestworks Digital Media Arts Center (New York)

Detailed Programme Facts

  • Programme intensity Full-time
    • Full-time duration 24 months
  • Credits
    120 ECTS
  • Languages
    • English
  • Delivery mode
    On Campus

English Language Requirements

You only need to take one of these language tests:

  • Minimum required score:

    88

    The TOEFL iBT ® measures your English-language abilities in an academic setting. The test has four sections (reading, listening, speaking, and writing), each with a score range of 0-30, for a total score range of 0-120. Read more about TOEFL iBT ®.

    Schedule TOEFL®
  • Minimum required score:

    6.5

    The IELTS – or the International English Language Test System – tests your English-language abilities (writing, listening, speaking, and reading) on a scale of 1.00–9.00. The minimum IELTS score requirement refers to which Overall Band Score you received, which is your combined average score. Read more about IELTS.

    Schedule IELTS

Academic Requirements

General Requirements

The following degrees qualify for the master’s programme in Medialogy at Aalborg University:
  • Medialogy from Aalborg University (Aalborg, AAU-Cph and Esbjerg*)
  • IT Communication and New Media from Aalborg University 
  • Art and Technology from Aalborg University
  • Computer Science from Aalborg University (Danish programme only)
  • Internet Technologies and Computer Systems from Aalborg University (5th and 6th semester in English)
  • Software Technology from The Technical University of Denmark
  • Software Development from The IT University (Danish programme only)
If your bachelor's degree does not immediately qualify for the master's programme in Medialogy, your application will be assessed by the Study Board of Media Technology.

Tuition Fee

  • International

    13345 EUR/year
    Tuition Fee
    Based on the original amount of 13345 EUR per year and a duration of 24 months.
  • EU/EEA

    Free
    Tuition Fee
    Based on the original amount of 0 EUR per year and a duration of 24 months.
We've labeled the tuition fee that applies to you because we think you are from and prefer over other currencies.

99,600 DKK

Living costs for Aalborg

  • 5936 - 8300 DKK/month
    Living Costs

The living costs include the total expenses per month, covering accommodation, public transportation, utilities (electricity, internet), books and groceries.

Funding

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