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.
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.”
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.
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.
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The following degrees qualify for the master’s programme in Medialogy at Aalborg University:
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