Immersive Experiences

2022/2023

Content, progress and pedagogy of the module

Objectives

Most emerging media is inherently multisensory and offers varying degrees of technological immersion, ranging from screen-based displays (e.g., smartphones and tablets) to fully immersive displays enabling natural perception and interaction (e.g., virtual reality).

The objective of this module is to design, develop and evaluate immersive applications (AR/VR/XR), where knowledge of perceptual and cognitive affordances and limitations is explicitly utilized to optimize the efficacy of the immersive application according to a desired set of parameters or requirements.

The module requires students to draw on fields and disciplines such as cognitive psychology and cognitive ergonomics, interaction design or multimodal interaction, to design and evaluate compelling/engaging experiences explicitly founded on scientifically sound perceptual and cognitive considerations.

Learning objectives

Knowledge

Students who complete the module will obtain:

  • understanding of types of immersive systems, interaction technologies and technological factors influencing immersiveness
  • understanding of core aspects of human perception and cognition and how these might pertain to the interaction with content in multimodal systems and to aspects of immersiveness

Skills

Students who complete the module will be able to: 

  • implement immersive media systems utilizing state-of-the-art technologies and concepts
  • analyze the applicability and affordance of perceptual and cognitive processes in the context of immersive media systems

With respect to Problem-Based Learning students will be able to:

  • produce a project report according to norms of the area, take into consideration relevant literature, apply correct terminology and convey the research-based foundation, problem and results of the project orally and in writing in a coherent manner, including the relationship between the problem formulation, the project’s realization and its conclusions
  • evaluate and select relevant literature, scientific methods and models and other tools for application in the project work, and evaluate the project’s problem area in a relevant scientific context

Competences

Students who complete the module will be able to:

  • create and evaluate perceptually optimized immersive media systems/experiences based on utilizing affordances or limitations in perceptual and cognitive processes

With respect to Problem-Based Learning students will be able to:

  • plan, execute and manage complex research and/or development tasks, and assume a professional responsibility for carrying out, potentially cross-disciplinary, collaborations
  • assume responsibility for own scientific development and specialization

Type of instruction

Academically supervised student-governed problem oriented project work

Exam

Prerequisite for enrollment for the exam

  • An approved PBL competency profile is a prerequisite for participation in the project exam

Exams

Name of examImmersive Experiences
Type of exam
Oral exam based on a project
Oral examination based on a written project report and a media-technological product plus an A/V production that illustrates and summarizes the project.
ECTS15
Permitted aids
With certain aids:
See semester description
Assessment7-point grading scale
Type of gradingExternal examination
Criteria of assessmentThe criteria of assessment are stated in the Examination Policies and Procedures

Facts about the module

Danish titleImmersive oplevelser
Module codeMSNMEDM2221
Module typeProject
Duration1 semester
SemesterSpring
ECTS15
Language of instructionEnglish
Location of the lectureCampus Aalborg, Campus Copenhagen
Responsible for the module

Organisation

Study BoardStudy Board of Media Technology
DepartmentDepartment of Architecture, Design and Media Technology
FacultyThe Technical Faculty of IT and Design