According to anthropologists Filip de Boeck and René Devisch, divination “constitutes a space in which cognitive structures are transformed and new relations are generated in and between the human body, the social body and the cosmos.” In this class, students will learn the history of divination, engage in the practice of divination, and speculate on what forms divination might take in a world where the human body, the social body, and even the cosmos(!) are digitally mediated. Starting with an understanding of ritual and folk culture, we will track the history of fortune-telling from the casting of lots to computer-generated randomness to the contemporary revival of Tarot; from reading entrails to astrology to data science; from glossolalia to surrealist writing practices to the “ghost in the machine” of artificial intelligence. Weekly readings and assignments culminate in a final project.
This course explores the fundamentals of storytelling through animation and takes students from traditional animation techniques to contemporary forms. In the first part of the course, students will focus on traditional animation, from script to storyboard through stop motion and character-based animation. The course then examines opportunities afforded by new technologies, such as interactivity, projection mapping and game engines. Drawing skills are not necessary for this course, however students will keep a personal sketchbook.
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
One of the most transformative consumer products in history, the iPhone remains the standard bearer for great design and user experience. With the latest versions of iOS and iPhone, Apple puts depth sensing and augmented reality in our pockets. How do we take advantage of this incredible platform to produce our own compelling experiences? This course will be a hands-on workshop where we explore the world beyond generic apps and push the boundaries of what’s possible on iOS hardware. Each week, you’ll be asked to complete a programming exercise meant to foster your understanding of iOS application development. We’ll leverage existing open source libraries to quickly build out your app with features such as real time communication and cloud storage. We aim to create distributed instruments for computed expression. Full-time access to an iOS device and a Mac laptop computer running the latest operating system and development tools are required. Prereq: Some programming experience (such as ICM) and willingness to learn Apple’s Swift programming language. About John Henry Thompson: http://johnhenrythompson.com/
This course would focus on the questions of 1) what makes people healthy? and 2) how can we design tools and environments that support healthy lifestyles? Key topics to be covered include public health concepts like the multiple determinants of health and the social-ecological framework, plus a little evolutionary biology; the role of behavior in health, key tenets of behavioral economics and behavior change strategies; and systems thinking concepts from Donella Meadows and others. Students will come away with a much more sophisticated understanding of the complex system of factors and forces that affect people’s health; understanding of key systems concepts and some techniques for understanding systems; and experience designing for behavior at scale. A potential final project could be to reimagine/redesign a popular commercial service so that it would have a more health-producing impact — or, alternatively, to focus on designing changes to the ITP environment that would promote better health for students, faculty and staff. About Steve Downs: www.stevedowns.net
“Since the introduction of the iPhone in 2007, the touchscreen has become the dominant manner for navigating Mobile devices. UX pattern best practices are enshrined in documents such as Apple’s ‘HIG’ (Human Interface Guidelines) or Google’s more recent Material Design. ‘No Screens Allowed’ is a class that challenges this ’Touchscreen first’ interaction approach. Taught in the Kotlin language, students will prototype solutions in response to Instructor directed assignments. The various projects structured to interrogate mobile device capabilities such as: Voice Recognition, Computer Vision, Machine Learning, and built in sensors. Students will be provided with identical hardware: Pixel 3 phones running Android, the chosen development platform for the class. Successful completion of Introduction to Computational Media and Introduction to Physical Computing are required for entry into class. “
Quantum technologies are the next frontier of electronics and computing. Quantum Computers, Quantum Sensors, Quantum Materials are just beginning to emerge from laboratories and enter the realm of practical application. The course introduces the underlying principles of quantum physics, and reviews emerging capabilities of quantum computers and related technologies. Coursework will include programming quantum algorithms on a simulator, and running programs on actual cloud-based quantum computing hardware. The topics will be highly technical and will require the study of scientific principles and experimental apparatus. We will cover some basic mathematical operations in linear algebra, and we’ll be encountering some equations from physics and computer science.
In an era of remote everything, how can we create artwork that brings us back together IRL? This course explores our connection to physical objects within the context of community. How can sculpture, installation, immersive, and public art nurture our neighborhoods via collaboration, play, ritual, self-expression, and awe? Students will work collaboratively to radically imagine bold, sculptural, immersive works using innovative and lo-if techniques integrated with technology. Hands-on workshops include experiments creating found sculptures, AR prototypes, projection mapping, real-time interactive multimedia content, and more. We’ll reference ancient monuments, sacred objects, NYC relics, street art and contemporary works to envision new artifacts that create awareness by reflecting the needs of our communities. Prerequisite: Comm Lab: Hypercinema About Ali Santana: http://www.alisantana.com/bio
This course helps students sharpen their coding skills and put them to work on a shared focus. The focus this semester is climate. The first half of the semester revisits core programming concepts and builds a toolkit for developing code-driven projects: algorithmic thinking, debugging, version control, and working with generative AI while weighing its environmental costs. Alongside this, students develop climate literacy, including the solutions that already exist and the challenge of communicating them. In the second half, the class shifts to a studio format. Working individually or in small teams, students develop projects in response to the work of a local partner (to be announced), with the aim of making something useful beyond the classroom. Throughout, students reflect on their process and cultivate the understanding to direct their own work, with or without AI. The course follows directly from Introduction to Computational Media (ICM) and is open to anyone looking to advance their coding practice. Examples are provided in JavaScript using p5.js; students may consult the instructor about working with another library, framework, or language.
This introductory course will focus on giving students a practical understanding of how to make ‘serious’ video games. That is, games that challenge the player to think and learn. This is a class where we will be ideating and producing playable games each week over 7 weeks using the open-source Godot game engine. By the end of the course, you’ll have a small portfolio of ‘serious’ games to show and build upon. Throughout the course, students will become familiar with concepts such as iterative design, play testing, object-oriented programming, user-interface design, animation and basic art for 2D games. They will take a design-based approach to content creation, developing a proficiency in the Godot game engine and the overall indie-game development pipeline.
In this course, students will explore the fundamentals of augmented reality by dissecting the interaction between camera, computer, and user. Each week we will focus on a different AR modality: image, face, body, environment, and object, and consider their real-world applications. Through weekly explorations, we will examine the existing affordances of AR as well as their impact. This course will culminate in a final project, and our tool of choice will be Lens Studio. Course syllabus: https://docs.google.com/document/d/1wMWVnDdzgz2bbsCNp7jRAiCe1job4glq61o67sWAP00/edit?usp=sharing
As you know, projection mapping and Light Art are becoming popular again because of large-scale pop-up installations worldwide: ARTECHOUSE, SuperReal, Meow Wolf, and TeamLab. Technology has advanced over the years, but how people enjoy light art have not changed so much. How do your ideas and artwork fit into these site-specific installations? This class is for anyone interested in creating a site-specific installation using mapping technologies to create new experiences for the public audience. This class guides students through conceptual and technical processes of project and artist development. It consists of three parts: Project & Artist Development, Projection Mapping, and LED Mapping. We will research and discuss the history of visual artwork, public engagement, and technical exercises using real international contests and festival sites. The student will learn the latest Projection and LED Mapping techniques using Madmapper. And we will also focus on advanced techniques like multi-projector projection, projector calculation, Interactive Mapping, and software & hardware to culminate in a final project. The class will also invite guest speakers to discuss the nuts and bolts of their art and business. About Chika Iijima: www.mappathon.com, www.imagima.com
This1-pt course examines the evolving paradigm of “Blockchain Aesthetics” using an interdisciplinary Art History and Science and Technology Studies (STS) perspective. Students will learn and discuss the dominant methods, concepts, and strategies of applied blockchain technology in contemporary digital art, and together attempt to analyze and theorize the potential affordances and harms of this new artistic medium as it intervenes in established visual art institutions and communities (e.g., from museums and galleries to auction houses, social media and the decentralized web). The class will also look backwards in history to situate “Blockchain Aesthetics,” and the wide artistic realm of “Crypto Art,” in a broad cultural and technological history beyond NFTs, highlighting how ideas around cryptography, contracts, reproducibility, decentralization, scarcity and financialization developed in modern and contemporary art. Approaching the blockchain as a novel artistic tool and a technology of power, this course considers recent aesthetic evaluations of Crypto Art against its sociopolitical, infrastructural, and ecological impact, centering its contested potential for—and negation of—equity.
As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview. This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org. Keywords: bioArt, interactive installations, experience design, research, eco-activism
Where does healing reside in media-making? How do we approach creating artistic processes and tools that move towards minimizing harm, supporting collective care, and understanding what healing means for ourselves and with one another? This course examines socially-engaged artistic processes and frameworks that reconstruct, reclaim, and decolonize ‘healing.’ Together, we will gather embodied data from our bodyminds, build language through readings, and map out artists in the field exploring disability, racial trauma, queerness, and diaspora within media and performing arts. Subsequently, we will develop our own processes as our final project: weaving together storytelling, embodied strategies, tool-making, performances, and/ or space-making.
Cooking programs with an image based language is a fundamental skill in the production and design of modern digital processes. Visual programming is not only an alternative way to code, but a solution to approach generative and interactive media. This class reviews the past, present and future of visual programming languages used to procedurally generate and manipulate media such as Max/MSP(Nato.0 55 3d), Isadora, Quartz composer, Touch designer, Houdini, cables.gl and Unreal Engine among others. The core of this course is the study of Unreal Engine’s Blueprint Visual Scripting system as a way to produce an interactive program in an executable form using only Visual Programing. We will study how to create actors, functions, interfaces and how they communicate with each other. We will also take a look into 2 other visual editors, The material/shader editor for the creation of HLSL like shaders and visuals and the new Metasound editor for the manipulation, generation and sequence of sound within the engine. A general understanding of Unreal Engine is a prerequisite for this class. Students will learn how to use blueprints to produce an interactive program that can be a video game, an installation or a Real Time digital Performance.
WEB ART AS SITE addresses the history and practice of art made for and inseparable from the web, while teaching basic coding for the web. We explore key examples of web art from the early days of the internet through today, asking questions about this idiosyncratic artistic medium like: How do different forms of interaction characterize the viewer and/or the artist? What happens to our reading practice when text is animated or animates? How is an internet-native work encountered, and how does the path we take to reach it affect our reading? Who is able to see a work of web art, and what does access/privilege look like in this landscape? How are differently-abled people considered in a web artwork? What feels difficult or aggressive in web art, and when is that useful? How do artists obscure or reveal the duration of a work, and how does that affect our reading? What are the many different forms of instruction or guidance online? As we ask these questions, we exploit the internet pedagogically, collaborating online, playing with anonymity, and breaking the internet spaces we know. Students learn web coding through specialized online tutorials; most of class time is reserved for discussion (of web art and supplementary readings) and critique. Throughout the semester, students will produce two major works of web art. Students need only a standard laptop, and will not be expected to purchase any software or text (cost of materials: $0).
This course will use the open source COVID-19 Impact Dashboard as a basis to explore ways to humanize the unfolding data on the coronavirus pandemic. Students are invited to collaborate on the COVID-19 Impact Project. Students will discover how data flows from public github repositories and tools needed to visualize the data. We will review other data-centric open source projects related to COVID-19 and discuss the questions they are trying to answer or problems they are trying to solve. We will examine historical and contemporary data visualizations. Using data visualization as a scaffold, we will explore ways to support community driven mourning and memorialization. Students can choose to participate as javascript coders, p5js explorers, UI/UX designers, citizen journalists, or data science explorers.
Computational simulation and videogame engines offer thinkers and makers a new way to reflect on the question “If I can make a world, what would it be like?” In Worldmaking with Unity, students will be exposed to various theories and approaches of worldmaking, and realize their own creative visions by constructing an original, conceptual, and playfully simulated world with indie game development engine Unity. This seven-week seminar/studio course will include a gentle introduction to computer programming, 3D modeling, character and scene design, and rendering techniques with Unity, as well as related production tools such as Blender. Projects may address system, agency, narrative, generative design, critical computing, and more. Student projects created in Unity can be compatible with augmented reality (AR) and virtual reality (VR). This course is designed as an intro-level game design and development course. There is no prerequisite. More advanced production techniques such as shader language and AI might be introduced as optional topics only. More information at: https://docs.google.com/document/d/1UppRjSyFlMpGPNLMowqKmP7wwq29s5Oexnpvrj4Gubs/edit?usp=sharing
This course will explore the history and meaning of the ubiquitous concept of “cursed” media, and provide students with a survey of digital art tools for the creation of their own cursed animation, video, photography, music, and web art. Many people were first introduced to the concept of cursed media when it exploded into mainstream internet discourse in 2016 with the @cursedimages Twitter account, which posted found photos bound by their unsettling effect on the viewer. Cursed media predates this account, however, stretching back to medieval notions of cursed objects. We will demonstrate how throughout time, cursed media has functioned like a slip of the tongue that provides a window into the cultural unconscious, where we encounter uncensored thoughts and feelings about race, gender, class, and what it means to be human. From Amazon Muzak generators to Artbreeder’s GAN tools for image creation, from machine learning text generators to robots who work at Walmart, cursed media and tools for its creation bring into view the ways that that culture reacts to tension between the increasingly precarious position of human beings in the capitalist 21st century and the threat of human erasure by the powerful forces of nature. Students will be introduced to digital art tools for creating music, manipulating photography and video, working with 3d animation, and building web art. Students will attempt to create their own cursed media, and in the process will gain a deeper understanding of the unconscious biases and ethical implications of contemporary digital creation tools.