MSE Master of Science in Engineering

The Swiss engineering master's degree


Chaque module vaut 3 ECTS. Vous sélectionnez 10 modules/30 ECTS parmi les catégories suivantes:

  • 12-15 crédits ECTS en Modules technico-scientifiques (TSM)
    Les modules TSM vous transmettent une compétence technique spécifique à votre orientation et complètent les modules de spécialisation décentralisés.
  • 9-12 crédits ECTS en Bases théoriques élargies (FTP)
    Les modules FTP traitent de bases théoriques telles que les mathématiques élevées, la physique, la théorie de l’information, la chimie, etc., vous permettant d’étendre votre profondeur scientifique abstraite et de contribuer à créer le lien important entre l’abstraction et l’application dans le domaine de l’innovation.
  • 6-9 crédits ECTS en Modules contextuels (CM)
    Les modules CM vous transmettent des compétences supplémentaires dans des domaines tels que la gestion des technologies, la gestion d’entreprise, la communication, la gestion de projets, le droit des brevets et des contrats, etc.

Le descriptif de module (download pdf) contient le détail des langues pour chaque module selon les catégories suivantes:

  • leçons
  • documentation
  • examen 
Advanced User Interfaces (TSM_UseInf)

Graphical User Interfaces have long become standard UIs for computers, and mobile devices have not only adopted these GUIs but augmented them with multi-touch screens, speech in- and output, gesture, handwriting recognition, and several additional sensors. This has fostered innovative ways of user interaction with the information available on these devices that were only been seen in professional environments so far. In the professional environment, the trend has further developed into more and more immersive systems where the user dives more or less entirely into a virtual world to interact with the vast amount of available information efficiently. In these scenarios, true hand tracking is gaining significant momentum vs. glove-based tracking systems.

This module gives a solid introduction to the fundamental concepts and techniques of both advanced user interfaces with different input and output channels and interaction modalities, as well as immersive systems with haptic interaction. Insight into developing these advanced user interfaces and immersive systems with hand-tracking interaction will be given through hands-on exercises.

Compétences préalables

  • Basic principles of human cognition and human-machine interaction
  • Basic knowledge of graphical user interfaces.

Objectifs d'apprentissage

Students attending this module

  • have complemented their knowledge about the user-centered UI design process and its major activities
  • are familiar with a wide range of non-standard and advanced user interfaces and can discriminate and explain their characteristics, strengths and limitations
  • possess a sound knowledge of the principles and (potential) application areas of non-standard user interfaces such as voice, gesture-based or haptic user interfaces as well as immersive systems and technologies
  • know the required components and underlying technologies for these advanced user interfaces and are able to evaluate and design simple applications
  • have extended their knowledge of user-centred design and usability to environments and applications using non-standard user interfaces and can evaluate their suitability for specific tasks or projects

Contenu des modules

  • The User-Centered Design Process (15%)
    • Fundamentals of Human-Computer Interaction (Recapitulation/Convergence)
    • UI Requirements Elicitation & Analysis: Stakeholders, Users, Business, Tasks and Context
    • UI Design & Evaluation: Principles, Patterns, Guidelines, and Techniques
    • Aligning with the Software Engineering process
  • Recognition Based User Interfaces (50%)
    • Fundamentals of recognition-based UIs (Hidden-Markov Models, Deep Neural Networks)
    • Conversational User Interfaces
  • Immersive Systems (35%)
    • Fundamentals of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) systems.
    • Technology for VR applications (human depth perception, 3D stereoscopic and volumetric displays, tracking and motion capturing technologies, locomotion interfaces)
    • PC-based VR system vs. stand-alone VR systems based on Android and iOS, cross-platform development
    • Use of game engines like "Unity" and "Unreal Engine"
    • Sonification

Méthodes d'enseignement et d'apprentissage

  • Ex cathedra
  • Self study of literature / publications
  • Practical exercises

Télécharger le descriptif complet

Retour