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 Physical Computing and Experimental Interfaces: Large Scale Kinetic Installation +

Have you ever wanted to make something bigger than a tabletop? Do you like art that physically moves? Well if you answered yes to those questions then this is the class for you. Working in large site-specific formats is always an enticing proposition, this course is designed to bring students through the process of scaling a concept into a large-scale kinetic installation. Working individually at first and then moving into group work this class also teaches how to collaborate, communicate, and compromise to reach a common goal. Students will engage in a hands-on approach to designing, budgeting, and building an installation.

Prerequisites: Intro to Fab or Intro to DigiFab

Topics in Physical Computing and Experimental Interfaces: Interaction as Art Medium +

While traditional forms of art such as painting and sculpture only expect intellectual communication with the spectator, interactive arts consider the audience as active participants and directly involve their physical bodies and actions. Interactive art invites its audience to have a conversation with the artwork or even be part of it. Well designed interactions add new meanings to the artwork and enhance effective and memorable communication with the viewer through their magical quality.

Artists have achieved interactivity in their art through different strategies based on various technologies. For example, some projects have physical interfaces such as buttons and knobs, some projects react to the audience’s presence or specific body movements, and yet others require collaborations between the audience as part of the interaction process. Some artwork involves interactions that require a long period of time for the engagement. In many of these interactive art projects, interaction methods are deeply embedded into the soul and voice of the work itself.

In this class, we will explore interaction as an artistic medium. We will be looking at interactive media art history through the lens of interaction and technology to explore their potential as art making tools. Every other week, you will be introduced to a new interaction strategy along with a group of artists and projects through lectures, discussions, and a field trip. During in-class labs and a mini hackathon, you will learn about relevant technologies and skills for the interaction strategies and build your own project to be in conversation with the artists and projects. You will also explore and discuss the future of interactions and how interactive art can contribute to innovations in interactions, and vice versa. You will also learn about how to contextualize, articulate, and communicate your project in an artistic way.

Technical topics covered in class include but are not limited to: physical computing, sensor research, sensor programming, interaction design, and body tracking using cameras (on p5.js), using depth cameras.

Learning Objectives
Critically approach and examine different interaction strategies in interactive artwork
Obtain sensibilities and techniques to translate abstract idea into interactive form (installations, objects, or systems) that is engaging to the audience
Experiment with innovative forms and artistic possibilities of interaction
Effectively utilizes computer programming, electronic circuit design, and sensors to complete an interactive project
Practice contextualizing and articulating artistic creations
Prerequisite

Creative Computing (IMA) or equivalent knowledge.

Course Requirements

This class meets once a week for 3 hours for 14 weeks. Class meetings consist of lectures, demos, in-class labs, reading discussions, feedback sessions for assignments, and group activities. There will be a mini hackathon and a field trip. Students are expected to actively participate in class, participate in discussions, prepare lab materials such as physical computing components, create their own projects, and turn in weekly assignments. Students are encouraged to book office hours with the instructor, GA, or ITP residents to ask questions, connect better with the class, and/or seek support.

Topics in Physical Computing and Experimental Interfaces: Energy +

From the most ephemeral thought to the rise and fall of civilizations, every aspect of your life, and indeed the universe, involves energy. Energy has been called the “universal currency” by prolific science author Vaclav Smil, but also “a very subtle concept… very, very difficult to get right” by Noble physicist Richard Feynman. It is precisely this combination of importance and subtlety that motivates the Energy class. Maybe you fear the existential threat of anthropogenic climate change, or maybe you just want your physical computing projects to work better. Either way, the class will help you understand energy quantitatively and intuitively, and incorporate that knowledge in your projects (and perhaps your life).

How? Building on skills introduced in Creative Computing, we will generate and measure electricity in order to see and feel energy in its various forms. We will turn kinetic and solar energy into electrical energy, store that in batteries and capacitors, and use it to power projects. We will develop knowledge useful in a variety of areas, from citizen-science to art installations, and address topics such as climate change and infrastructure access through the lens of energy. Students will build a final project using skills learned in the class.

Prerequisites: Creative Computing

Instructor Jeffrey Feddersen Website: https://www.fddrsn.net/

Designing Interfaces for Live Performance +

This course is designed to provide students with hands-on experience working with sensors and other electronics to design interfaces for a live, on stage, audio and visual performance at the end of the semester. Using Arduino, Ableton Live, and TouchDesigner, students will explore the expressive properties of physical hardware, sound, and live visuals. The forms and uses of physical computing, audio, computational media, and its application are explored weekly in both a hands on laboratory context, as well as weekly discussions of readings and existing performances.

Prerequisites: Creative Computing, Communications Lab: Hypercinema

Topics in Fabrication: Re-Plasticing +

The central focus of this fabrication class is ‘replasticing.’ Replasticing: the act of remaking/reforming single use plastic into new objects.

In addition to learning about plastic’s properties, various forms and history, students will also learn how to fabricate and 3D Print PLA Plastic, DIY recycle and use extruders and injection molds to recast “waste” plastic in their class projects. Students will then take a close look at the waste stream in NYC and Brooklyn, and research the end-of-life cycle for plastics.

The class will culminate in a collaborative project contributing to and creating new solutions for the Tandon Makerspace in managing their excess of PLA 3D print waste. Solutions can be anything from designing recycled plastic objects and tools, to systems for community engagement and efficient processing of the PLA scraps in the Makerspace.

By creating opportunities for communities to have access to DIY recycling, we will re-imagine waste; re-configure design practices; and re-value plastic’s potential in a circular economy.

Prerequisites: Intro to Fabrication

Introduction to Assistive Technology +

Assistive technology is a term that includes a wide variety of technologies for people with disabilities. This two-point survey course is designed to provide students with an overview of the field of assistive technology. Field trips, readings, and guest speakers will provide students with an understanding of current research and development as well as processes used in determining appropriate technologies. Weekly assignments and a final research project.