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Interactive Telecommunications Program

Summer2 2009

Course Descriptions

TIER 2

Digital Sound Workshop: MIDI and Synthesis

H79.2284.1 Call#70287     Mon/Wed 6:30pm to 9:25pm     Dan Palkowski
This class is complementary to Digital Sound Lab, with a stronger focus on interactive (non-narrative) use of sound. The principle tool to be explored is Cycling 74’s MaxMSP 5, as well as similar signal processing software (RTCMix, for example). No previous experience with MaxMSP is necessary, though a general familiarity with audio is helpful. Linking Max with other applications (Ableton Live, etc.) and extending it’s functionality through MIDI, AU and VST plugins are explored, as well as a thorough study of the parts and concepts of electronic synthesis. We also examine software synths in detail such as Propellerhead’s Reason and deconstruct some of the modules to gain an understanding of UI challenges in designing interactive, responsive instruments. The MIDI specification is covered in some detail, and class discussion key in on exploring both it’s brilliance and limitations as a music control medium. We will also examine OSC and see how it has addressed those MIDI weaknesses. The final project is an interactive piece or demonstration using one or more of the tools covered.      Syllabus

Digital Writing with Python

H79.2778 .1 Call#71411     Mon/Wed 3:15pm to 6:10pm     Adam Parrish
This course introduces the Python programming language as a tool for reading and writing digital text. This course is specifically geared to serve as a general-purpose introduction to programming in Python, but will be of special interest to students interested in poetics, language, creative writing and text analysis. Weekly programming exercises work toward a midterm project and culminate in a final project. Poetics topics covered include: character encodings (and other technical issues); cut-up and re-mixed texts; the algorithmic nature of poetic form (proposing poetic forms, generating text that conforms to poetic forms); transcoding/transcription (from/to text); generative algorithms: n-gram analysis, context-free grammars; performing digital writing. Programming topics covered include: object-oriented programming; functional programming (list comprehensions, recursion); getting data from the web; displaying data on the web; parsing data formats (e.g., markup languages); and text visualization with Processing. Prerequisites: Introduction to Computational Media or equivalent programming experience.      Syllabus

Game Design

H79.2272.1 Call#71415     Tues/Thur 6:30pm to 9:25pm     Kevin Cancienne
This class begins with the premise that game design is a discipline that transcends the media or tools with which any particular game is created. In this hands-on workshop students learn techniques and approaches they can apply to solve design problems in games of any format -- from board games to digital games to real world games. Students analyze existing games to understand how they work as interactive systems; create a number of non-digital games in order to master the basic design principles that apply to all games regardless of format; critique each other's work, developing the communication skills necessary for thriving in this often multi-disciplinary, collaborative field; develop techniques for rapid prototyping and iterative design; and explore the creative possibilities of this emerging field from formal, social, and cultural perspectives.      Syllabus

Live Image Processing and Performance

H79.2422.1 Call#70291     Mon/Wed 3:15pm to 6:10pm     Roger DuBois
This course teaches the ins and outs of using image processing software with an aim towards some type of real-time use (e.g. a performance or installation). The class looks at ways to manipulate different visual media (time-based, still, vector, and rendered) in real-time to allow students to develop interesting real-time performance systems. While the focus of this class is on using Max for visual work (through a software package called Jitter), it also looks at how to integrate interactive elements (sound, physical interfaces, etc.) into the work. Class time is spent on interface design and software development issues as well. The class explores some interesting capabilities of the software in terms of real-time camera input and tracking, generative graphics systems, and media transcoding. Throughout the class students develop and share ideas on live performance as a medium for visual expression, and learn the software tools necessary to put these ideas into practice in the form of idiosyncratic performance systems. A final presentation in the form of a group performance will be arranged. Students should have some working knowledge of Max/MSP before taking this class.      Syllabus

New York City: A Laboratory of Modern Life

H79.2776 .1 Call#71374     Tues/Thur 6:30pm to 9:25pm     Gabe Barcia-Colombo
It is the inherent social nature of people and of creativity that makes New York City so important to the arts. Whether it's high-brow or low-brow, high culture, or street culture, New York City remains an important international center for music, film, theater, dance and visual art. This workshop focuses on creating mixed media art inspired by and created for New York City. Over the course of the session, students study the "cultural economy" of the city, through an in depth examination of current New York based photographers, filmmakers, and installation artists. Students will then create four unique pieces of their own, inspired by these artists and energized by the social nature of the city. These pieces take the form of photography, audio art, documentary video, and site-specific public installation. Class time is devoted to lectures, guest speakers, field trips and critique. Basic video and audio editing will be covered in lab sessions. Readings include "The Warhol Economy" by Elizabeth Currid, "The Death and Life of Great American Cities" by Jane Jacobs, and "Take the F" by Ian Frazier.      Syllabus

Sociable Objects Workshop

H79.2672.1 Call#70296     Tues/Thur 3:15pm to 6:10pm     Robert Faludi
Sociable objects are devices that share. They can talk to each other, gain information about their context and react accordingly. Recent advances in wireless mesh networks have created the potential for a massively interconnected world of easy information sharing. Cheap communications, high reliability, unique addressing, small size, standardization, and routing features combine to enable exciting new interactions. Developers of toys, wearables, performance devices, portables, network objects and sensor arrays can take advantage of radio mesh networking to design more interesting behaviors for their projects. This course explores devices that connect with and respond to each other in a workshop format. The technical focus will be on 802.15.4/ZigBee wireless mesh networks. Interconnections with other platforms and devices will be examined as needed. Students will gain an expertise in using low-power radio networking to facilitate smart and novel object interactions. Prior experience with basic electronics and physical computing is helpful. Most labs and projects involve group work, so students should be ready to collaborate extensively as they experiment on the cutting edge of device interaction.      Syllabus




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