Category Archives: IMA Electives

All courses that count as IMA Major Electives

Digital Audio Workstations: Logic (REMU-UT 1021)

During this course, students will acquire an in-depth, theoretical and practical knowledge of Digital Audio Workstations using the industry standard Logic Pro software through a weekly, lab-based workshop. Each class will be a combination of lecture and immediate application. An emphasis will be placed on getting to know Logic Pro, getting inside Logic Pro, creating sessions, working with media in sessions, audio recording, audio editing, file management techniques, MIDI recording, editing techniques, mixing techniques, backups and stereo mix-down.

Undergraduate

3D Game Studio: Unity (GAMES-UT 325)

Unity is a practical course that introduces students to the methods, tools and principles used in developing three-dimensional games. This class builds on the foundations laid by the Intermediate Game Development course, which teaches students the 2D basics of the popular Unity game engine. Over the course of the semester, students learn all the technical and design fundamentals that are peculiar to the development of contemporary 3D games: geometry, light, materiality, the camera, use of 3D space, and ways of seeing. The focus in this class is on solo work, since it aims to build the specific set of skills that students will need to make 3D games in later classes. Only basic code skills are required, however. Unity is an industry favorite for small-to-mid sized studios. Compared to its main competitor, Unreal Engine, it is lighter-weight and more agnostic regarding a game’s design. It is better suited than Unreal for experimental, exploratory work, and for work that targets mobile platforms.

Undergraduate

Critical Making: Intermediate Game Studies (GAMES-UT 111)

Intermediate Game Studies provides students with an overview of the different methodological approaches used in game studies, in order to lay the foundations for advanced work in games research. Given the interdisciplinarity of the field, each section of the class will deal with the main areas of research that are included in games, from the humanities, to social sciences and computer science. Each section will analyze the approach of pre-existing research, alongside readings that will allow students to understand and critique how they followed specific methods.

Game Design (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


GAMES-UT 111-000 (22279)01/24/2022 – 05/09/2022 Thu11:00 AM – 1:00 PM (Morning)at Washington SquareInstructed by

UI/UX for Games (GAMES-UT 241)

This course explores the intersection of UI UX thinking and game experience/interface design. Students will be introduced to UI UX concepts and methods, and then supported in adapting them for game specific contexts. Game design – in fact all interactive design – is a conversational undertaking. Students will become better conversationalists both by adding to their store of experience design knowledge and by learning to focus on, empathize with, and draw out their conversation partners – the players.

Undergraduate

Emerging Media Studio: (PHTI-UT 1018)

Credits: 4
Duration: 15 Weeks
Dates: Thu

The Emerging Media Studio courses explore methods to creatively think through and hybridize artistic photographic practice with emerging media technologies from medicine, the military, archaeology, urban planning, environmental science and other industries. Projects may take open-ended forms such as video, virtual reality environments, site-based performance, spatial imaging, 3D fabrication and photographic documentation. Critical readings and ideas drawn from artists as well as professionals in other fields are discussed. Our practice is learning how to adapt to and position ourselves as artists making unique contributions to the social dynamics of culture and a constantly shifting universe of media.

Photography and Imaging (Undergraduate)
4 credits – 15 Weeks

Stop Motion Animation (FMTV-UT 214)

Includes all techniques in which the animator works directly in front of the camera. Examples include: Claymation, puppet animation, paint under the camera, in-camera special effects, and pixillation. Demonstrations on character building, set construction, and design, armatures, and lighting for miniature. Several short assignments are required to introduce students to intricacies of stop-motion animation and relationship to 3-D computer animation. Each student will produce a short film with sound. This course allocates as a Craft for Film & TV majors. COURSE SUBJECT TO DEPARTMENTAL FEES. THIS COURSE HAS PREREQUISITES. Non-majors must process a “Permission Notice for Non-Majors” form to register for the course (subject to availability).

Undergraduate

Visual Effects and Compositing (FMTV-UT 1143)

Visual Effects and Compositing is a lecture and workshop course that covers the application and practical creation of 2D (greenscreen, color correction, morphing etc.)and integration of existing 3D (CGI, animation, virtual sets etc.) visual effects. The assignments will require students to explore how to create, manipulate and combine 2D and 3D images seamlessly.

Undergraduate

Introduction to Visual Effects for Animated and Live Action Films (FMTV-UT 1153)

Introduction to Visual Effects for Animated and Live Action Films provides an in-depth overview of VFX production from the director-producer perspective. This course will offer a basic understanding of how VFX are utilized and will prepare students for the visual effects industry, and its constantly evolving digital and in-camera solutions. It will also provide an historical overview of the evolution of VFX. Students will also learn how powerful visual effects have been, and will continue to be, in helping to tell stories, especially projects with limited budgets. They will gain a detailed understanding of the type of camera coverage necessary on-set to facilitate the VFX process and what communications, with their primary crew, are necessary during early stages of preproduction to optimize footage for VFX. Areas of study include rig removal, green/blue screen compositing, motion capture, shooting backdrops, matte paintings, background plates, miniatures – models – forced perspectives, match lighting, sky replacement, crowd replication, integration of 2D and 3D CGI elements, motion control and practical effects shot in-camera.

Undergraduate

Podcasting Workshop (FMTV-UT 1006)

The narrative non-fiction podcast is one of the most popular and creative formats in the audio space, due to the critical success of shows like Serial, 99% Invisible, Ear Hustle, and many more. Although they are challenging to produce, these shows bring a unique blend of intimacy and urgency to the media landscape. This workshop is for those who want to learn the basics of long-form, narrative audio storytelling. Students will go through the editorial steps of pitching, recording, writing and producing a completed episode in a documentary-style format. We’ll work on interview and writing techniques, developing your voice and creative ways of editing sound. Students will also create a podcast pitch deck to support their episode and explore ways to market, distribute, and monetize a narrative podcast.

Undergraduate

Data: Code It, Make It (IM-UH 2323)

Data Physicalization is an emerging research area. It explores new techniques to design and encode data into physical artifacts through geometry or material properties. Recent advances in Computational Design and Fabrication offer novel opportunities to complement traditional screen-based visualizations enhancing people’s ability to discover, understand, and communicate data. This course uses a data visualization approach to define new methods of computational design and digital fabrication. Students will create unique, data-driven, everyday objects and sculpt meaning into them. Through the use of platforms such as Rhinoceros: a 3D modeling software, and Grasshopper: a visual programming language, students will be introduced to fundamental computational methods for designing and fabricating, as well as the understanding of digital fabrication strategies for parametrically generated design.

Interactive Media (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2025)


IM-UH 2323-000 (18515)

Critical Manifestations of Networks and Technology in the Developing World (ITPG-GT 2350)

Course description (optional): Not all innovation starts in the West and gets exported to other parts of the world. In many places with less developed capitalist economies and infrastructures, technology is rapidly developed and adapted for hyper-local use. We’ll gain inspiration from a broad spectrum of creative uses of technology in the developing world(s) — from art and design, hacktivism, and community-oriented work that increase social good, and then conceive of and prototype our own projects. Special attention will be paid to speculative 3D fabrication tools and processes, web-based platforms, circuit bending and making them all work together! Students will experiment and research at the intersections of art and technology to develop the beginnings of work grounded in post-colonial reality and the late capitalist near-future.

Interactive Telecommunications (Graduate)
2 credits – 7 Weeks

Practicum on Innovation and Branding (MKTG-SHU 110)

Innovation is the process by which an organization generates creative new ideas and converts them into viable commercial products. Branding, on the other hand, is the process of creating a unique image for the product in the consumers’ mind. This perception reflects on the organization as a whole. Moreover, branding aims to establish a differentiated presence in the marketplace to attract and retain loyal customers. Thus, innovation and branding are inextricably linked for organizational success, or survival, in today’s hyper-competitive business landscape. This course aims to equip students with knowledge in both the innovation and branding processes. By participating in the International L’Oreal Brandstorm Competition, students will gain practical experience in formulating an idea, develop branding around said idea, and then pitching said idea (innovation and branding) in a competitive forum. Students will also develop an understanding of the role of design and innovation as a collaborative, multidisciplinary group activity; and improve writing and presentation skills. The course incorporates multiple ways of learning including: lectures, case studies, ethnographic research, industry expert feedback on projects and guest presentations, and design activities in the interactive media lab. In essence, the course integrates a project-based learning approach. (No Pre-requisites; satisfies IMB Major, and Business Major – Marketing Elective if Intro to Marketing has been taken, otherwise Non-finance/Non-marketing Elective)

Marketing (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2021)


MKTG-SHU 110-000 (18163)01/25/2021 – 05/14/2021 Thu1:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by Ro, Raymond

Clicks, Likes, and Tweets: Behavioral Addiction in the Digital Space (CAMS-UA 503)

Is healthy media use possible? What does that look like? Most of us use our electronic devices more than we had planned, and a quarter of US college students are estimated to experience internet overuse. Electronic device overuse is associated with an increased risk of depression, anxiety, and loneliness, along with a host of neuropsychological changes. In this course, we will discuss the rise of internet overuse, its associated negative consequences and possible strategies to reduce excessive use.Specifically, the course covers: 1) the definition of internet and phone overuse, 2) the brain mechanisms and behavioral patterns which lead to excessive use, 3) how brain/behavioral mechanisms are exploited to make video-games, television programs, and websites as addictive as possible, and 4) what we can do to regain our balance at the personal and societal levels. Department of History Medieval France.

Child/Adoles Mental Hlth Stds (Undergraduate)
2 credits – 15 Weeks

Sections (Spring 2022)


CAMS-UA 503-000 (9659)01/24/2022 – 05/09/2022 Mon9:00 AM – 10:00 AM (Morning)at Washington SquareInstructed by Baroni, Argelinda · Cervantes, Paige

Bioart Practices (IM-UH 2514E)

In this course we will take a tour of the materials and techniques utilized by artists in the emerging field of biological art – that is art which uses life itself as a medium. This hybrid art and science class will introduce concepts in genetic engineering, personal genomics, the microbiome, epigenetics, microscopic imaging, tissue culture/bioprinting, biopolitics, and bioethics as sites for artistic exploration. Organized in thematic modules students will learn basic lab techniques while studying the work of artists in this interdisciplinary field. The three core areas are: Input/Output (imaging and printing with biology, tissue culture), identity after the genome (genetics, personal genomics, microbiome, epigenetics, portraiture), and final projects. Weekly readings and written responses will supplement lab activities. The course will culminate in the creation of original biological artworks by each student, which will be exhibited in the Interactive Media Showcase at the end of the semester.

Interactive Media (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2021)


IM-UH 2514E-000 (20014)

Live Coding (IM-UH 2322)

Credits: 4
Duration: 15 Weeks
Dates:

Live coding is a performing arts form and creativity technique where music and visuals are improvised through live edits of source code. Live coding is most visible in performance, however the ’live’ in live coding refers not to a live audience but to live updates of running code. Working across genres, live coding has been seen in algoraves (events where people dance to music generated from algorithms), jazz clubs, and concert halls. Code is projected during performances, exposing the underlying algorithms at work, and thus the patterns of creative thought the performer is developing in real time. Programs are instruments that can change and algorithms are thoughts that can be seen as well as heard. This course explores this new art form and the related themes of algorithmic thought, pattern transformation, artificial language, information theory, improvisation, listening, perception, and structural composition. Students will learn how to create music with code, as well as how to create advanced computer graphics. Students will develop algorithmic audio/visual pieces individually as well as in groups. The course culminates in an algorave.

Interactive Media (Undergraduate)
4 credits – 15 Weeks

A.rt I.ntel (IM-UH 3312)

Artificial intelligence and machine learning algorithms affect many aspects of our lives whether we realize it or not: banking transactions, healthcare treatments and diagnoses, entertainment recommendations, smart car functionality, customer service agents, financial trading… the list goes on and on. The power of these algorithms lies in their ability to leverage computers to “study” and “learn”. Instead of programming a computer to do a specific task, we program the computer to train and teach itself how to do any number of tasks. As artists, how can we harness the power of these algorithms and apply them towards creative endeavors? This class will explore that basic question. Through a combination of high level applied machine learning techniques, speculative design of artificial intelligence, and some basic understanding of how these algorithms work at a low level, students will explore this rich new field. With their machine counterparts, they will create images, sounds, text, intuitive interactions, chatbots, and more.

Interactive Media (Undergraduate)
4 credits – 15 Weeks

Art on the Edge (OART-UT 1019)

Credits: 4
Duration: 15 Weeks
Dates: Wed

Taking off from the practices of medium-based art categories, this course is structured across key topics in contemporary art – “art of today, produced by artists who are living in the twenty-first century”. During the semester, via the framework of readings, projects and assignments, we will consider the importance of the visual arts in the larger context of society. Each week we will look at a different topic, which will be organized around key concepts, artists and artwork examples. The main goal is to allow us to contemplate the process of interaction between visual art, history, cultural, socio-economical, and technological forces. The stress of our gatherings will be on the artist as a thinker and a maker.

Open Arts Curriculum (Undergraduate)
4 credits – 15 Weeks