Topics in Fabrication: Contemporary Sculpture in the Digital Age +

Why, in an era dominated by the digital, do physical objects endure? In this fabrication course, delve into the philosophical and practical considerations that underpin the enduring significance of sculpture in an increasingly virtual world. This course not only explores the tactile and spatial dimensions of sculpture but also prompts a critical inquiry into the unique qualities of physicality and how this not only persists but responds to our digital age. Throughout the semester, students will develop practical skills in class sessions, engaging in a variety of material studies and projects. They will produce three formal, finished, and meticulously documented works, drawing from the diverse materials and forms available in the ITP/IMA Shop. Including woodworking, metalworking, mold making, vacuum forming, laser cutting, spray painting, finishes, and 3D sewing/soft sculpture. Students are welcome to integrate skills, materials, and techniques acquired from other classes. In addition to hands-on studio prompts, students engage in class discussions, critiques, and gallery visits.  Assignments are designed to build art making skills, and explore the conceptual and formal properties of sculpture. This course aims to foster a deep engagement between individual making and the context it resides within theory, art and tech history, prompting students to consider how the technological revolution has reshaped our understanding of physical spaces and experiences, and the role sculpture can play to examine, reflect, and create the world today.

Topics in Media Art: New Portraits +

“Portraiture stands apart from other genres of art as it marks the intersection between portrait, biography, and history. They are more than artworks; when people look at portraits, they think they are encountering that person,” says Alison Smith, chief curator at the National Portrait Gallery in London.

For thousands of years, artists have used cutting-edge tools and resources to create portraiture, giving viewers a glimpse into the subject’s life. A successful portrait embraces technology to bring the viewer closer to the subject but is not overshadowed by it.

In this course, we will delve into portraiture through the lens of volumetric capture using the Depth Kit system. Through hands-on assignments, students will learn the entire pipeline of volumetric capture, from configuring the system to capturing our subjects and final output. Simultaneously, we will focus on fundamental aspects of portraiture, such as lighting, storytelling, production techniques, and historical foundations.

The course will explain the techniques and considerations involved in creating volumetric portraits. We will explore various approaches to capturing subjects, employing advanced technologies to record their presence in 3D. Students will gain proficiency in the Depth Kit system to produce high-quality volumetric portraits that can be integrated into different mediums, including game engines, augmented reality (AR), or traditional 2D outputs.

Prerequisite: Comm. Lab (IMNY-UT 102)

Topics in Media Art: eTextiles & Physical Computing +

StaffSyllabus | IMNY-UT.0000 | Last updated: March 11, 2024

The eTextiles and Physical Computing course will focus on the practical application of electronics in textiles. Students will learn by doing, spending their time building circuits, soldering, programming, learning various textile construction techniques, and integrating sensors and controls into fabrics. The course aims to teach how both physical computing and textile technical skills to create interactive textile projects.

Prerequisite: Creative Computing (IMNY-UT 101)

In this course, eTextiles are a major focus. Students will learn to incorporate electronic circuits into textiles using conductive materials like fabrics, yarns, and threads. The curriculum will cover various topics through hands-on applications — for example, students will create fabric RFID tags with conductive fabrics while learning about electromagnetism and electronic components. Additionally, topics will include (but is not limited to)  555 timers, fabric speakers, analog soft circuits, sewing, weaving, and more, giving students a comprehensive understanding of how to create and use electronic textiles.

Fluid Bodies +

Digital Bodies is an intermediate 3D imaging studio course that examines and explores the current technological applications and conceptual implications of post-photographic digital human simulations. We will regularly study the work that deals with digital bodies by contemporary artists and photographers such as LaTurbo Avedon, Chen Man, Quentin Deronzier, Hyphen-lab, Hayoun Kwon, and Gregory Bennett, and many digital art platforms in various categories, such as artificial human imaging, digital fashion models, and deepfake. We will be discussing the various theories relating to the idea of cyborgs and post-human conditions. Students will be learning 3D imaging skills for building, scanning, appropriating, and customizing prefabricated body models from multiple resources, exploring their movements that both imitate and go beyond the limits of reality and expanding conceptual themes. Besides the technical exercises, students are encouraged to create semester-long self-directed research and a final project using the imaging technology they’ve learned. Artist visits, field trips, and exhibition visits will also be arranged online or according to the public health safety situation. The exhibition of the student’s final projects will be arranged at the end of the semester. *The class is suitable for students with basic skills of 3D imaging in Maya.

Topics in Media Art: Open Call +

This class is for students interested in making, displaying and installing art for interactive media art exhibitions. This class will prepare you to apply for and develop work for open calls and everything else that happens after you are selected. The class will have an opportunity to exhibit a group show in a real NYC gallery towards the end of the semester. The students will collaborate to title, describe and document the works in the show. They will also have an opportunity to do a public talk back about their work, organize a reception and add a piece to their portfolio.

Topics in Media Art: Politics of Code +

Current description based on NYUAD iteration of the course (https://github.com/jbenno/nyuad_politics_of_code). Please be advised this is in the process of being-updated by the instructor.

Deconstructing the design and implementation of software as a political medium and re-building functional alternatives.

Code is political. It is a means of political processes and activism. It is political inherently by the ethical choices often hidden in the black box of The Algorithm. In the course we aim to deconstruct the design, implementation, and data of software as a political medium. We will work through political applications such as simulations, ownership of intangible assets, predictive policing, algorithmic recommendations, suggestions, and filters, social networks, and the blockchain.

Along with an introduction to the related political theory and media studies, students will work on several hands-on projects to offer actual or speculative alternatives to the existing systems. To that end, this course will include several workshops in JavaScript, Python, and other tools.

Topics in Media Art: Shared Minds +

What capabilities does computational media have for depicting and conveying the experience of our minds? In using the new possibilities of machine learning networks to create media, what should we take or leave from cinema, social media and virtual reality?

In this course we will start out by turning inward to reflect on how our mind transcends time and space and how artificial neural networks might better capture the multidimensional space of our thought. We then turn to using cloud networking and databases to share our thinking with other people across time and space. Finally we need to flatten everything back into 4D interfaces that, while being stuck in time and space, can reach our embodied, emotional and experiential ways of understanding of the world.

The class will operate at a conceptual level, inviting students’ empirical, psychological and philosophical investigations of the nature of their experience and how to convey it with art and story. It will ask students to look critically at existing computational media’s tendencies to bore, misinform, divide or inflame its users.

But this is also very much a coding class where students will prototype their own ideas for new forms of media first with machine learning models like Stable Diffusion using Huggingface APIs or Colab notebooks, and then with networking and databases using Firebase or P5 Live Media, and finally with 3D graphics using the threejs library. Students can substitute other coding tools but game engines will not work for this class. The coding is in javascript, with touches of python, and is a natural sequel to Creative Computing.

Topics in Media Art: Design Skills for Responsible Media +

Generative AI and other digital media affect people in unexpected
ways. This is a course in the skills of responsible design and development of all forms of
media covered by IMA and ITP. We will look critically at the belief systems that affect
design, and will build skills for assessing the unexpected implications and consequences
of any new digital project, including generative AI projects. Together, we will create
personal and group processes to bring these issues safely to the surface, and create
standards and guardrails (a “calculus of intentional risk”) that you can apply to your own
work and to work you do in the future.
This course is structured around three comprehensive group assignments:
1. Group project: Produce a case study of an ethical dilemma in a real-world tech
company, based on news reports and other sources. How did this dilemma come
about? How did the company respond? What could they have done differently?
We will discuss these cases, and others, in class.
2. Group or solo project: Produce work in any format [not too elaborate] that brings
an ethical issue to light.
3. Solo project: Propose a design practicum – a set of ethical standard – that would
help you evaluate the impact of one or more pieces of your own work (or
someone else’s you know well). Use this “calculus of intentional risk” to explore
how you would change the design and use of these projects.
The class lectures will cover themes related to these three assignments, drawing on the
instructors’ extensive research in the fields of organizational and technological ethics and
responsibility. The recently published book, The AI Dilemma: The 7 Principles of
Responsible Technology, will be one resource for the class. We will also draw on work
on responsible technology going on elsewhere throughout NYU.

Topics in Computation and Data: Nature of Code +

Can we capture the unpredictable evolutionary and emergent properties of nature in software? Can understanding the mathematical principles behind our physical world help us to create digital worlds? This class focuses on the programming strategies and techniques behind computer simulations of natural systems. We explore topics ranging from basic mathematics and physics concepts to more advanced simulations of complex systems. Subjects covered include physics simulation, trigonometry, self-organization, genetic algorithms, and neural networks. Examples are demonstrated in JavaScript using p5.js.

Prerequisites: Creative Computing

Instructor Daniel Shiffman Website: https://natureofcode.com/

Topics in Media Art: Three.js for Makers +

“In this increasingly online world, the internet has proven to be a powerful tool that can connect us with one another, host meaningful experiences, and provoke critical thinking. In this class, students will have an opportunity to learn about breaking out of the 2D web page and the fundamentals of working with 3D on the web.

This course hopes to introduce new avenues for creative expression and experimentation via the web and promote learning practical web development skills through experiential learning. Students will use Three.js to create dynamic and immersive web-based experiences that push the boundaries of what is possible online.

The course is intended for technologists who have no programming or computer science background but are interested in 3D exploration on the web. Nothing more than a basic understanding and familiarity with CSS, HTML, and Javascript is required.”

Topics in Media Art: The Art of Perception +

“How does our auditory and visual perception influence our understanding and interaction with the world? In this course, we will delve into the science and application of these senses, employing this knowledge as a foundation to create new works and challenge our perception of familiar ones.

Each week, we will dissect a particular aspect of our senses, investigate works that have capitalized on this understanding, and produce new creations that stretch the boundaries of our sensory comprehension. Drawing on fields from cognitive psychology to media theory, from psychoacoustics to philosophy, this highly interdisciplinary course will pull from a breadth of research to form a holistic perspective on how we perceive the world.

This course will be technology agnostic, instead emphasizing a format based on critique, any technical aspects will be taught in online tutorials outside of class. Students should be comfortable with sharing and discussing their work in class.”

Topics in Media Art: Interactive Multi-Screen Experiences +

We experience screens daily in many forms: in our hands, on our desktops, on walls and public installations as we travel. This course will explore the creative possibilities of real-time interactive and reactive art on screens in various forms. Using the recently developed p5VideoKit we will create standalone installations. p5VideoKit is a new library of live video effects – building on p5js – presented as a dashboard for mixing video in the browser. This library allows the user to apply visual effects to live video from connected cameras and sensors or streaming from devices on the internet. p5VideoKit is open source and can be extended with the user’s p5js code for a plethora of visual effects and interactivity. One possible application of p5Videokit would be a public facing installation allowing anonymous people on the street to use their hand held devices to interact with large street facing screens, thereby collaborating on real time creation of “digital graffiti”.

Building on ICM, students will learn how to adapt simple sketches into components of p5VideoKit so that algorithms can be quickly composited and orchestrated into more complex works. Students will also learn how to edit and share code beyond the p5js editor, use nodejs/javascript to automate deployment of installations, and remotely configure dedicated computers with long running installations. Several dedicated computers and screens will be available to preview installations on the floor and street facing areas of the 370 Jay Street campus.

Prerequisites: ICM or equivalent coding experience.

About John Henry Thompson: http://johnhenrythompson.com

Topics in Media Art: Generative Art with the Unity Game Engine +

This course will provide an overview of important topics of generative art. On a weekly basis we will cover a new topic, review examples of work within this topic and discuss their influence in generative artworks as well as in a broader art context.

In addition, we cover the fundamental concepts of the C# programming language and its application within the Unity game engine. C# is a widely used, very fast and efficient programming language and can perform significantly faster than P5 and Processing. As such, creating generative art projects using Unity and C# will make our projects faster with higher definition and larger detail than a typical Javascript sketch.

This course is designed for students who want to continue their creative coding practice and are interested in more advanced coding techniques while building their knowledge of C# and Unity. Students should have a solid understanding of programming concepts such as arrays, classes and objects and be comfortable with creative coding (such as with P5).