This course will cover a variety of academic topics within the field of Interactive Telecommunications. For further details, please refer to the individual class section notes and topic subtitle.
Note this class is called “Devised Theater: History and Practice.” This intensive focuses on both historic evolution of ritual-based/early theater models through contemporary theater philosophies (accentuating history of Futurist/Dada theater innovations to present), and on anatomizing the nature of performer, performance, story and storytelling via the non-traditional philosophies and methods of contemporary experimental theater. The class will be rigorously participatory in terms of discussing/physicalizing these experimental methods and will culminate in the creation and performance of simple class collaboration-generated stage narratives. Students will investigate the meaning and application of physical/environmental ’neutrality’ on stage as they simultaneously investigate and define for themselves the most essential markers needed for the viewer to perceive ‘story’ in performance. As the staged pieces are constructed from these anatomized building blocks of performance and story, more complex qualities of character, identity, archetype, mannerism, linguistic disfluencies (verbal and non-verbal) and psychological subtext will be introduced as tools for each performer’s role in the story. In the final phases of piece creation, simple analog elements of music, sound, light, mask, craft materials, dance, virtuosic/specialized skill, props will be introduced as tools. The final performance will aspire to clear and effective applications of the performance/story elements discussed (or discovered) in class. Techniques and exercises derived from the worlds of Futurism/Dada, Richard Maxwell, Blue Man Group, Elevator Repair Service, Ann Bogart, Joshua Fried, and others will be discussed and employed.
In this course students will be introduced to the role of the curator with a very brief history of curation, followed by a focus on the particular challenges and approaches to curating new media art. The class will give an overview of practical approaches to exhibition-making both online and offline, looking at artist-led approaches to curation in particular. The class will include a hands-on practicum in which students will work towards creating a mock exhibition plan.
As software projects become more complex, it becomes increasingly important to keep the code organized and manageable; otherwise, it becomes extremely difficult to implement new ideas, and the project is much more likely to be prone to mysterious and frustrating bugs. This course will demonstrate several approaches to organizing code for larger-scale projects, including how to write and name functions and classes, DRY (Don’t Repeat Yourself), pure functions, unit testing and Test-Driven Development (TDD), and why to avoid “magic numbers” and global variables. The focus of the course will be on JavaScript, using P5.js, but the principles will apply to most languages. We will be doing an ongoing, step-by-step, in-class refactor* of a complex sketch. We will also be using version control to track our changes every class. Students will be expected to complete weekly readings and assignments, and to refactor one of their previous projects, using the principles learned in this course. * Refactoring means rewriting the code, without any changes to how the program behaves. Students should have some programming experience prior to taking this course, and would ideally have an existing software project they would like to develop.
Lo-fi/High-impact is a hands-on workshop for learning rapid response prototyping and distribution techniques. We’ll look at examples of zine makers and artist and activist collectives, like the Guerrilla Girls, Dysturb, and the Illuminator, who create campaigns and interventions with purposeful urgency, and then flex our own creative muscles for getting ideas out of our heads and into our hands. Leveraging materials within reach, we’ll explore three paper-based methods of production: foldable books, enclosures, and wheatpasting. Using the cameo table-top cutting machines, the color and B&W printers on the floor, and materials sourced from our recycling bins, students will have the opportunity to try various techniques and have guided studio time to develop their own creative application/s for what they’ve learned. We will move quickly and get a little messy, and the outcomes will be reflective of the process!
Today’s internet, made up of mostly text documents and two-dimensional images and videos, is the result of historical limitations in bandwidth, graphics processing and input devices. These limitations have made the internet a place where the mind goes, but the body cannot follow. Recent advances in motion capture devices, graphics processing, machine learning, bandwidth and browsers, however, are paving the way for the body to find its place online. Experiments on the Embodied Web will explore the new realm of embodied interactions in the browser across networks. The course will include discussion of influential works in the development of online embodied interaction, including the works of Kit Galloway and Sherrie Rabinowitz, Susan Kozel, and Laurie Anderson. Together we’ll explore pose detection across webRTC peer connections in p5.js and Three.js. Experience with Node, HTML and JavaScript is helpful but not required. ICM level programming experience is required. Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048)
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.
From the crass rattle of early pager motors to the sophisticated clicks and purrs of the iPhone Taptic engine, the ability to buzz has increasingly worked its way into our devices. This course focuses on physical prototyping and interaction design for non-visual feedback. Specifically, it will explore how haptic feedback can be utilized and integrated into handhelds, wearables, objects, and environments – anything that we touch or that touches us. Traditional tools such as eccentric rotating mass (ERM) motors, linear resonance actuators (LRAs), and haptic motor drivers will be introduced as well as less conventional methods such as gentle poking, prodding, warming, cooling, squeezing, and tickling. Through hands-on experimentation and a review of research to date, students will emerge from this course well-positioned to incorporate haptic feedback into their future projects. Note: This course is designed for students who have previous experience with physical computing and Arduino.
Design Your NYU Shanghai is a first-year course to help you make the most out of your college experience. You’ll be introduced to design thinking as a creative approach to explore majors and interests, craft global opportunities, and engage in intercultural connections. This action-oriented course uses rapid prototyping and reflection activities to ignite personal growth as you navigate this transformative time of your life.
What can an object tell us about the world? What can the world tell us about an object? As students and practitioners in creative media, investigating the world around us is a core part of an art/design/tech practice. This course focuses on a specific research approach for doing so: the implosion method (developed by Joseph Dumit based on Donna Haraway’s work). Over the course of this two-weekend workshop, we will individually and collectively critically examine, break down, rearrange and communicate as Haraway says, the “sticky economic, technical, political, organic, historical, mythic, and textual threads that make up [an object’s] tissues.” Students will choose an object at the beginning of the class and over the course of a week will follow the implosion method process, culminating in a presentation of findings the following weekend. The implosion methodology will be supplemented by lectures, group conversation, hands-on activities and skill building of complementary research methods. The final presentation will be to communicate findings and learnings through a multimedia or art/design/tech-based form. By working through the implosion method, students will build skill sets in methods and tools for 1) conducting research in the media studies/creative tech/art fields and 2) structuring and communicating the information they collect by creating a media-based representation. This class is for students interested in fostering, developing, starting, or deepening a research-based art practice with topical interests in how technology relates to society, social issues, and ethics.
50 Days of Making is a 1.0 unit online course that offers students the opportunity to pursue a creative passion and develop or refine a skill over a 50-day period. Students choose a topic of interest and produce an expression of that topic every day for 50 days. For examples of past projects from the 100-days version of the class see here: https://itp.nyu.edu/classes/100days/. This course will meet four times on a bi-weekly basis over the course of the 1st 7-weeks of the term (every other week). Class time is spent discussing student progress and reflecting on students’ creative journey. Note that this class is a heavy lift for 1.0 unit, so only committed students should consider registering for it. Failure to complete the 50-day challenge may result in an incomplete grade for the course.
Hands-on lab accompanying Digital Electronics. Lab sessions will contain hands-on experience with logic circuits & microcontrollers. The course culminates with a student developed final project.
Hands-on lab accompanying Analog Electronics. Lab sessions will contain hands-on experience with analog audio circuitry. The course culminates with a student developed final project.
Masks have been used around the world since antiquity for ceremonial and practical purposes, as devices for protection, disguise, entertainment and bodily transformation, made to be worn or displayed. Sociologist Erving Goffman wrote about the everyday life as a masked theatrical performance. The performative aspect of our lives today is ever so present in our use of social media, where we present a curated version ourselves for the immediate visual consumption of others. In our `Selfies`, we can assume a multitude of identities and characters. Recent tools and platforms have evolved social media portraiture to an art form and have created new opportunities for artists to create and distribute interactive augmentations, forming new relationships between artists and viewers. This class explores the developing language of social media portraiture enhanced by Augmented Reality. Students will: – review masks in art history, leading up to today – ideate, design and develop an interactive mask (AKA effects/lenses/filters) – learn to use the Meta Spark software to create AR effects. This course requires CL: Hypercinema or equivalent experience.
Want to make an interface that can be squished, stretched, stroked, or smooshed? This course will introduce the use of electronic textiles as sensors. Focus will be placed on physical interaction design – working with the affordances of these materials to create interfaces designed to invite or demand diverse types of physical interaction. This course does not require knowledge or love of sewing – a variety of construction methods will be introduced. It will rely on a physical computing approach, with Arduino being used to read sensor values. Working with a breadth of conductive and resistive materials, students will learn to design and create bespoke alternative interfaces that can live in our clothing, furniture, and built environments. Prerequisite: Intro to Phys. Comp. (ITPG-GT 2301)
Small, affordable single board computers enable you to blend the principles of Physical Computing with media playback and capture. This course uses the Raspberry Pi computer as a platform for creating portable devices that have the capability to display graphics, play video, play audio, take photographs, and capture video. As a foundation for the course, students will learn the basic workflow of using the Raspberry Pi computer for physical projects. This foundation includes an gaining an understanding of the Linux software, Python, and digital input and output. Students will work independently or collaboratively to build on this foundation to create their own media playback and capture devices.
This Laboratory course teaches students how to prepare, isolate and purify typical organic compounds. Experiments illustrate basic techniques. Lab fee required. | Co/prerequisite CM-UY 2213.
This laboratory accompanies the lecture course BMS-UY 1003 Introduction to Cell and Molecular Biology. This laboratory course is required for BMS and CBE majors taking BMS-UY 1003, but is optional for other majors. | Co-requisite: BMS-UY 1003
This laboratory stresses complex preparation, purification, characterization and identification of organic compounds by chemical and physical means. It introduces instrumental methods of analysis and identification. Lab fee required. | Prerequisite: CM-UY 2211, Co/prerequisite: CM-UY 2223.
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.
A site for IMA NY Students to find equivalent courses outside of IMA NY
For most students joining IMA in Fall 2022 and beyond, there is a new program structure that affects the categorization of courses on this site:
Any class in any IMA major elective category (ie "Art & Design") refers to the IMA program structure previous to those entering in Fall 2022. If you are in the class of 2026 (most entering Fall 2022 or later), any course in an IMA elective category are generic IMA electives in the new structure.