Category Archives: IMA Electives (Legacy Structure – Media & Entertainment)

Courses that count in IMA’s Media & Entertainment category

Exploring & Creating Sonic Environments (INTM-SHU 289)

Sound is all around us. The way we perceive or experience these sounds are largely dependent upon their environments, whether artificially constructed or naturally present. In this studio-based course, students will learn about the development of sound art through readings and listenings by artists, musicians and designers who investigate our sonic environment through sound sculptures, multi-channel immersive installations, soundscapes, audio tours, podcasts and field recordings. The course will begin with an introduction into the physics of sound with time for deep listening exercises. We will read selected texts and listen to pieces by those working in the field of Acoustic Ecology, an interdisciplinary field that employs ethnographic practices to create sound studies or art. We will look at artists who employ narrative techniques to engage the audience. We will study musicians such as Alvin Lucier and John Cage and the history of experimental music that takes into consideration the physical space its recorded or played in. There will be weekly exercises that will help develop the student’s spatial awareness of sound and music. We will take listening and recording trips into the field to understand the acoustic urban environment. We will use different types of microphones such as hydrophones and binaural mics. Students will learn how to build their own contact microphones. Students will have the opportunity to create works for multi-channel speakers. The final project can take on any form within the realm of sound art–multimedia, narrative, non-narrative, music, installation.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2020)


INTM-SHU 289-000 (21572)08/31/2020 – 12/11/2020 Mon,Wed11:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Chen, Hai Han

Digital Sculpting for Facial Animation (INTM-SHU 284)

This course emphasizes on the 3D animation through digital modeling / sculpting techniques, keyframe and blend-shape animation . The course breaks down into 4 stages : 1. basic topology of head model, 2. high-poly sculpting and projection texturing, 3. Keyframe and blend-shapes animation, 4. 3D animation final project. In the final project, students get to choose either lip-sync animation or conceptual piece utilizing the created head models. An overview of digital editing / compositing and sound design will also be introduced to assist with students’ final project at the end of the semester. Prerequisite: None. Fulfillment: IMA/IMB elective.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2023)


INTM-SHU 284-000 (20474)01/30/2023 – 05/12/2023 Tue,Thu4:00 PM – 6:00 PM (Late afternoon)at ShanghaiInstructed by Chen, Wu Wei

Contemporary Techniques in Digital Photography and Imaging (DM-UY 2183)

This course will cover basic camera use as well as the more sophisticated skills of image editing. Developing sensitivity to the aesthetics of image making through the use of the camera’s technical controls and composition are the central goals of the class. The course will provide a background in the history, theory, and contemporary issues of photography through lectures and visits to museums and galleries. By the end of the semester students will have the know-how to make images that convey their aesthetic and conceptual ideas effectively.

Integrated Digital Media (Undergraduate)
3 credits – 14 Weeks

Sections (Fall 2025)


DM-UY 2183-000 (15771)09/02/2025 – 12/11/2025 Mon,Wed12:00 AM – 1:00 PM (Early afternoon)at Brooklyn CampusInstructed by Toolin, Jack Craig

The Visual Music Experience (REMU-UT 1228)

Can you listen to Michael Jackson’s “Thriller” without envisioning the zombie transformation? What about Beyonce’s “Single Ladies” without seeing the accompanying choreography? Both of those songs, along with countless others, have benefited from the groundbreaking visuals that have accompanied them. From the Classic Rock films of the 1960’s to the MTV revolution of the 1980’s and 1990’s to the innovations of YouTube and Virtual Reality, this class will examine how the convergence of visual and auditory mediums has created some of the most impactful art. We’ll extract the great lessons from the pieces we study and utilize our production skills to create videos, on-stage visuals, and songs of our own. We’ll also investigate how the creation of videos alongside songs has disrupted the marketing and sales fates for the music industry multiple times. The weekly class structure will alternate between one 90min lecture/discussion course and one 90min production course where we will be collaborating on creating new content for each assignment together.

Recorded Music (Undergraduate)
2 credits – 15 Weeks

Sections (Fall 2020)


REMU-UT 1228-000 (16036)09/02/2020 – 12/13/2020 Thu12:00 AM – 3:00 PM (Early afternoon)at Washington SquareInstructed by

Creative Experiments with Emerging Music Technologies (REMU-UT 9815)

This unique course introduces students to innovative and cutting-edge technologies sound, video, and interfaces that are changing the way music is performed, produced and received. Music and creative technologies have shifted in the last years from preset-focused black-box devices to open and hackable hard- and software. Examples are MaxMSP (Ableton), the Kinect Motion sensor, VR Platforms or open source music instruments like Korg’s Mono series, little bits or bastl. This shift enables artists today to understand the inner workings of instruments better and engage a very different working process: these days, devices can more easily be created and manipulated, forming future tools and creating a rich variety of different media. The course consists of both a theoretical and a hands-on part, and has a workshop component. No special knowledge like programming or electronic skills is presupposed. As this course is intended for students from different disciplines, the content will flexibly be adapted to the level of knowledge of the students, especially for students with little or no technical background.

Recorded Music (Undergraduate)
2 credits – 14 Weeks

Sections (Fall 2020)


REMU-UT 9815-000 (15182)08/31/2020 – 12/10/2020 Thu3:00 PM – 6:00 PM (Late afternoon)at NYU Berlin (Global)Instructed by

Introduction to Animation Techniques (FMTV-UT 41)

A beginning production course in which students learn the basic principles of animation, develop visual language, storytelling, observation, and communication skills. A freshman core production selection, but open to students at all levels. It is the prerequisite for several of the other animation and visual effects courses. Prior drawing experience is not necessary. The first half of the semester consists of weekly exercises in which students explore various styles and methods of animation including optical toys, stop motion, traditional drawn, and 2D digital animation. Students will be introduced to programs including Dragon Stop Motion, After Effects, Avid, Flash, and Photoshop. Various technical topics covered include aspect ratio, frame rates, storyboarding, editing animatics, scanning, working with image sequences, alpha channels, vector vs. raster art, compositing, rendering, using a Cintiq, and shooting stills with DSLR camera. During the second half of the semester students will complete a 15-30 second animated film with sound.

Undergraduate

Documentary Strategies (PHTI-UT 1006)

Prerequisite: Photography & Imaging II, or permission of the department. This course considers the creative possibilities of a variety of documentary strategies. The editing of images, their structuring into an essay form, the interpretation of their various meanings, and the impact of the documentary essay on the world are all discussed. Students are assigned a range of problems that explore visual description and interpretation ranging from the photojournalistic to the autobiographical. In addition each student devotes a significant amount of time to producing a single-subject documentary project. Classes are lecture-demonstration with critiques of student work and regular presentations of documentary photographs made throughout history, in different cultures and for different reasons, including the personal and the societal. Each student must have a still camera or a video camera. This course requires a nonrefundable lab fee.

Photography and Imaging (Undergraduate)
4 credits – 14 Weeks

Sections (Fall 2025)


PHTI-UT 1006-000 (16085)09/02/2025 – 12/11/2025 Thu2:00 PM – 5:00 PM (Early afternoon)at Washington SquareInstructed by Kobielski, Lili

The New Arcade (ITPG-GT 2063)

Credits: 4
Duration: 14 Weeks
Dates: Thu

With platforms like Steam and Itch.io making independent games more accessible to the public, we’re starting to see a movement toward physical installations of indie games as well. The New Arcade pays tribute to arcade cabinet designs of the 80’s and 90’s, but infuses them with new interfaces and digitally fabricated components. In this class, students will learn how to use the Unity game engine to design a simple arcade game. They’ll learn about aspects that separate an arcade game from other types of games, and interface their game with different kinds of hardware using microcontrollers. In the second half of the class, students will use Fusion360 to construct a new arcade experience using digital fabrication tools like laser cutters, and CNC machines. The class will culminate in a physical installation that showcases their game in a public gallery. Prerequisites: Physical Computing About Mark Kleback: https://wonderville.nyc

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Intro to Game Design (GAMES-UT 150)

This class is an intensive, hands-on workshop addressing the complex challenges of game design. The premise of the class is that all games, digital and non-digital, share common fundamental principles, and that under- standing these principles is an essential part of designing successful games. Learning how to create successful non-digital games provides a solid foundation for the development of digital games. In this workshop, students will: analyze existing digital and non-digital games, taking them apart 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 communication skills necessary for thriving in a collaborative field; explore the creative possibilities of this emerging field from formal, social, and cultural perspectives; develop techniques for fast-prototyping and iterative design that can be successfully applied to all types of interactive projects.

Undergraduate

Pro Capture (ITPG-GT 2065)

This advanced experiential production course will introduce students to the latest techniques for stereoscopic 360 video, manual 360 video stitching and depth map creation, camera-paired Depthkit volumetric video, and mixed-format photogrammetry. Techniques introduced in the class will presume some working knowledge of more basic forms of these capture methods as well as how to integrate them into Unity. Alongside an intense technical focus, the course will also deconstruct recent groundbreaking experiential works that utilize similar experimental production designs. The format of each class will combine lectures and workshops with the ultimate goal of introducing students to the expectations demanded by professional productions. All of the techniques introduced are being employed by top experiential creators and creative studios. The course will try to show viable paths for students to engage with immersive media pipelines, at an expert level, with an expanded sense of possibility and inspiration. Topics heavily examined throughout the course include: surveillance, race, socioeconomics, carceral capitalism and technoscience, algorithmic bias and oppression, and post-work societal structures.

Interactive Telecommunications (Graduate)
2 credits – 5 Weeks

Sections (Spring 2020)


ITPG-GT 2065-000 (23513)03/25/2020 – 04/29/2020 Wed12:00 AM – 3:00 PM (Early afternoon)at Brooklyn CampusInstructed by Niederhauser, Matthew

In and Out of Reality: Integrative Mixed-Reality (XR) Studio (ITPG-GT 2060)

There is a substantial gap between what AR/VR is capable of today and the future that enthusiasts envision. The hardware is progressing, yet there are lack of design tools and methodologies. Effective augmented and virtual reality games and experience require good storytelling, animation, production and solid graphics. Students will learn a myriad of processes including spatial interface design, volumetric capture, working with spatial audio, porting animations and game programming. This course presumes no prior knowledge and is intended to jump start a career in AR/VR development and interaction design. The goal is to have relevant portfolio projects for entering industry. Students will create content in Unity 3D to agnostically deploy on headsets, mobile phones or tablets. Students will have access to a wide range of available hardware. In the beginning of the course, students will learn to implement the most important AR/VR interaction concepts – concepts such as selection, manipulation, travel, wayfinding, menus and inputting text in Unity3D. In the latter part of the course, students will implement prototypes that will be periodically critiqued by experts at Oculus, Magic Leap, Google, and other top companies. *You do not need to be a programmer. This is intended for students interested in 3D art, interaction design, sound design and game development. All are important for immersive development*

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Introduction to Synthetic Media (ITPG-GT 2054)

Generative machine learning models open new possibilities for creating images, videos, and text. This class explores the idea of how artists, designers and creators can use machine learning in their own design process. The goal of this class is to learn and understand some common machine learning techniques and use them to generate creative outputs. Students will learn to use pre-trained models, and train their own models in the cloud using Runway. For each week, we will discuss the history, theory, datasets, application of the machine learning models, and build experiments based on the model. In addition to Runway, we will be using JavaScript libraries like the p5.js, ml5.js, and TensorFlow.js, and software like Photoshop, Unity and Figma. Students are expected to have taken ICM (Introduction to Computational Media), or have equivalent programming experience with Python or JavaScript. A list of ML models we will be covering: Image generation: StylanGAN: https://github.com/NVlabs/stylegan BigGAN: https://github.com/ajbrock/BigGAN-PyTorch Style Transfer Fast-style-transfer: https://github.com/lengstrom/fast-style-transfer Arbitrary-Image-Stylization: https://github.com/tensorflow/magenta/tree/master/magenta/models/arbitrary_image_stylization Semantic Image Segmentation/Synthesis Deeplab: https://github.com/tensorflow/models/tree/master/research/deeplab Sapde-coco: https://github.com/NVlabs/SPADE Image-to-Image Translation: pix2pix: https://phillipi.github.io/pix2pix/ pix2pixHD: https://github.com/NVIDIA/pix2pixHD Text Generation LSTM gpt-2: https://github.com/openai/gpt-2

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Sections (Spring 2020)


ITPG-GT 2054-000 (23367)01/31/2020 – 03/13/2020 Fri9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by Shi, Yining

Experiments in Augmented Reality (ITPG-GT 2037)

Is augmented reality technology about to enter the mainstream? AR platforms have finally become widely accessible to artists, designers, and technologists thanks to recent advances in mobile performance and a new collection of powerful computer vision techniques. As such, the medium offers rich possibilities for experimentation and a chance to rethink how we experience the intersection of the physical and digital. In this course, students will acquire an understanding of basic concepts and techniques necessary to prototype and build simple AR experiences – with a consideration of not just visual but also aural AR. We’ll supplement practical exercises with an overview of the history of AR, and discuss the ethical, legal, and societal considerations cropping up around this topic. Our tool of choice will be Unity, but we will go over prototyping techniques outside of the platform to speed up the design process. If there is interest, we will cover how to get started building projects in openFrameworks, mobile, or web AR – and discuss why or when you might want to work within other platforms. Even though code samples will be provided, students are highly encouraged to have a basic understanding of Unity or at least have taken an introductory programming course. A working knowledge of Unity can be gained through Unity tutorials (https://unity3d.com/learn/tutorials) or Lynda (https://www.nyu.edu/lynda).

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Fall 2021)


ITPG-GT 2037-000 (22657)09/02/2021 – 12/14/2021 Mon6:00 PM – 9:00 PM (Evening)at OnlineInstructed by

Motion Design for User Feedback (ITPG-GT 2059)

Credits: 1
Duration: 1 Day
Dates:

Microinteractions are everywhere, you interact with them on a regular basis. Animated emojis, heart buttons that burst with love when you tap them or password fields that shake when you type in the wrong password – these are the tiny animations that produce delightful moments while providing users with valuable feedback. They can intuitively guide your users without having to explicitly write a set of descriptive rules. They are the soul and character of your interface, and if crafted well they can turn every interaction to a joyful moment while improving the user experience. Using Adobe After Effects and Lottie as our primary tool, we’ll learn how to design, animate and export playful SVG animations as interactive components. We’ll examine the basic principles of UI motion, cover how to create loopable animated states with fluid transitions between them.

Interactive Telecommunications (Graduate)
1 credits – 1 Day

Big LEDs (ITPG-GT 2481)

Credits: 2
Duration: 7 Weeks
Dates: Thu

Light Emitting Diodes or LEDs are used creatively all around us. They have the ability to emit light at different colors and intensities instantly and from very tiny points. How can we make creative visual works out of these amazing devices? What construction methods can we use to make those works reliable? Big LEDs will cover the process of designing large LED systems. We will cover LED array hardware and how to map pixels from computer generated media onto them. We will go through every major part of the hardware – different styles of LED arrays, drivers and gateways, cables, data protocols, and how to safely power all of them. We will learn to use the pixel mapping softwares Enttec ELM and Madmapper. We will also cover the paperwork needed to furnish a professional LED installation, including drafting riser diagrams, plan, section, and elevation views, creating a bill of materials, and writing instructions for users and installers. This year’s final project will be a site-specific LED sculpture installed in a public space at 375 Jay St. The installations will be able to display student chosen media that can be viewed for one minute. Students will work either in groups or alone and can choose from one of four installation options to present on: – A prepared square section of 2.0mm pitch LED video tiles (approx 256px x 256px, 2’-6” x 2’-6”) – A prepared low-resolution sculpture with diffused linear elements (approx 500px, 2’-6” x 5’-0” overall) – A student conceptualized LED video tile project – A student conceptualized low-resolution project Because of this year’s pandemic, unprecedented changes have come to the professional world of LED installations. As a result, we will be using remote tools such as networked-based cameras, remote desktop applications, and virtual private network connections to watch and operate the final projects. We will spend class time setting these tools up together. The two prepared options for the final project will be installed and maintained by the instructor.

Interactive Telecommunications (Graduate)
2 credits – 7 Weeks

Playful Experiences (ITPG-GT 2467)

Credits: 4
Duration: 14 Weeks
Dates: Thu

Forget the screen. People want to be part of the action. They don’t want to watch detectives and control superhero avatars. They want to solve the mystery and be the hero. They want to experience it. We see this craving for playful experience in everything from immersive theater to escape rooms to the Tough Mudder to gamified vacation packages. Designing live experiences for large audiences that demand agency offers a distinct set of challenges, from how much choice you give each participant to how many people you can through the experience. We’ll look at examples from pervasive games to amusement parks to immersive theater, examining both the design choices and technology that make the experiences possible. Along the way we’ll create large, playful experiences that put the participant at the center of the action.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Synthetic Architectures (ITPG-GT 2177)

Credits: 4
Duration: 14 Weeks
Dates: Wed

For better or worse humanity is heading down the virtual rabbit hole. We’re trading an increasingly hostile natural environment for a socially networked and commercially driven artificial one. Whether it’s the bedrooms of YouTube streaming stars, the augmented Pokestops of Pokemon Go, the breakout rooms of a Zoom meeting, or even the “airspace” of Airbnb; we are witnessing a dramatic transformation of what occupying space means. The socially distanced measures as a result of the COVID-19 pandemic have only accelerated this societal embrace of the virtual. So where are these dramatic spatial paradigm shifts occurring? Who owns and occupies these spaces? Who are the architects and what historical and ethical foundations are they working from? What world do they want to build for humanity and where does the creative individual fit into it? Will it be a walled garden, a role-playing adventure or a tool for creating more worlds? The course will ask students to embrace the role of virtual architect, not in the traditional brick-and-mortar sense of constructing shelter, but in terms of the engagement with the raw concept of space. However this virtual space must be considered and evaluated as a “site,” that is activated and occupied by real people and all the limitations of physical space that they bring with them from the real world. This is the foundation of synthetic architecture; simulated space met with biological perception. This conceptual architecture is free from the confines of physics but host to a whole new set of questions: How do we embrace the human factors of a dimensionless environment? How do we make or encourage meaningful interactions within the limits of current technology? New models of interaction must inform and shape the architecture of virtual space – what does that look like? How can architecture and aesthetics inform the creation of virtual environments and immersive narratives? How do we acutely consider the psychological and social impacts of the worlds we design and what is the metaphorical ground plane to make sense of this virtual world, unbound by physics? About Jonathan Turner: http://www.jonathanwilliamturner.com/about/

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Magic Windows and Mixed-Up Realities (ITPG-GT 2122)

Magic windows that allow us to peek into different realities without leaving our physical space, lenses that reveal hidden layers of objects or navigating new universes within the same room. More than ever, mobile devices are getting a human-scale understanding of space and motion allowing us to create more intimate interactions with our surrounding spaces, leveraging them as a canvas to experience other realities. We now have the potential to give life to inanimate objects, tell stories through space, customizing private views of public spaces and recognize places we’ve never been. We’ll question what it means and how can we blend reality exploring themes such as: augmented space and new paradigms in social interaction, public space and privacy; storytelling and navigating the physical space like turning pages in a book; tangible interfaces, mixed objects and animism; Magic windows, x-ray vision, time-machines and impossible universes; Far away so close: telepresence and remote collaboration. The course will survey the past, current and up and coming technologies and experiences in Mixed Reality including environmental augmented reality and interactive projection mapping, handheld devices while fostering a strong user experience perspective on the affordances and constraints of each. We’ll research and discuss the design principles and guidelines for creating mixed reality experiences focusing on the links between real and virtual objects, interaction space and asymmetries between physical and digital worlds, environmental semantics and multimodal and tangible interaction. Technologies explored will be focusing on mobile platforms (phones, tablets) including Vuforia, SLAM, image and object recognition, depth sensing, projection mapping. Unity3D will be the development platform: students must have previous working knowledge of Unity3D and feel comfortable with independently developing using this platform. A working knowledge of Unity3D may be gained by going through the Unity 5 3D Essential Training Lynda Course prior to the course (log in to Lynda for free via https://www.nyu.edu/lynda).

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Sections (Spring 2020)


ITPG-GT 2122-000 (23437)01/30/2020 – 03/12/2020 Thu6:00 PM – 9:00 PM (Evening)at Brooklyn CampusInstructed by Pereira, Rui