Code Your Way (ITPG-GT 3007)

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.

Graduate

Media-making as Healing Practice (ITPG-GT 2358)

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.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2023)


ITPG-GT 2358-000 (22317)01/25/2023 – 05/03/2023 Wed3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by Lin, Yo-Yo

Future Mapper (ITPG-GT 2362)

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

Graduate

Web Art as Site (ITPG-GT 2094)

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).

Graduate

CAD for Virtual and Reality (ITPG-GT 2086)

The goal of this class is to gain an understanding and proficiency with Computer Aided Design (CAD). We will become familiar with CAD software, mechanical design, and simulation. The class will cover common CAD modeling techniques. We will use our designs to get physical parts made as well as use them in virtual projects. We will create parts both real and impossible.

Graduate

Blessed/Blursed/Cursed (ITPG-GT 2088)

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.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2023)


ITPG-GT 2088-000 (22312)01/26/2023 – 05/04/2023 Thu6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Tarakajian, Catherine · Rokhsar, Adam

Noodles Prototyping in Performance (ITPG-GT 2367)

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.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2023)


ITPG-GT 2367-000 (22316)01/23/2023 – 05/08/2023 Mon12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Morales, Victor

Reverse Engineering: New Paradigm Shifts in Art, Curatorial and Technological Practices (ITPG-GT 2097)

This course provides critical and curatorial insight into global art practices and interactive technologies from a post colonial perspective. Designed to provide a critique of imperialism the course is underpinned by ideas pertaining to the rise of the Global South, decoupling, indigenous knowledge and ancient and contemporary innovation through contemporary art, emergent technologies, new media and exhibition practices. Students will also investigate the role of shifting digital landscapes and conservation of new media coupled with museum collecting practices, from both a deconstructive and ethical lens, providing regular opportunities to reflect upon their own respective practices. Presented as a combination of presentations/ critiques, seminars, readings, virtual field trips as well as special guest visits with noted experts, the course presents a compact and timely overview of globalization, and the effects of rapid interactive and technological innovative, in lieu with ideating towards a more equitable and diverse art and technological ecosystem.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2023)


ITPG-GT 2097-000 (22306)01/23/2023 – 05/08/2023 Mon9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Raza, Sara

Design with Climate Change (ARTS-UG 1636)

Credits: 4
Duration: 15 Weeks
Dates: Tue

The course explores how design can respond to environmental problems and climate change. In analyzing past attempts, the course starts with decolonizing turn of the century admirations for primitivism and ends with the cyber punks planning new environments online. Following the work of architects, artists, urban planners, graphic designers and fashionista, the course will review histories of adaptation and ways to design with climate. The class will decolonize modernist design schemes, and focus on better ways to design with climate. We will also devote time to discuss topics such as building closed ecological systems, counterculture designs, cyber environments, sick building syndrome, biomimetics, eco-fashion, earth art, and other methods to design within the realm of nature. The overall objective is twofold; to survey the larger historical context of ecological design and define specific contributions to the climate change debate. Ultimately, the students will be asked to design, develop, and participate in an ecologically driven conceptual final design project of their choice.

Arts Workshops (Undergraduate)
4 credits – 15 Weeks

Global Media Seminar: Sydney, Australia (MCC-UE 9456)

Credits: 4
Duration: 14 Weeks
Dates: Thu

This seminar addresses global media developments in the context of key theoretical frameworks. Topics include: the disruption of information flows; challenges to democracy; distrust in journalism; the rise of social platforms; gender and diversity biases; ethics and regulation; fake news and deep fakes; the erosion of privacy; citizen journalism; cancel culture; hacktivism and digital activism; #metoo and #blacklivesmatter; the metaverse and VR/AR; Web 3.0 and blockchain; and generative AI. The focus is international, with an emphasis on Australia.

Media, Culture & Communication (Undergraduate)
4 credits – 14 Weeks

Social Media Practicum (MCC-UE 9032)

Credits: 4
Duration: 14 Weeks
Dates: Tue,Thu

In this workshop-based course, students will become well versed in contemporary debates on social media and its impact on self and society, share their own experiences and observations in this area, design an original research project (using methods such as discourse analysis, virtual ethnography, and interviewing), and write a long-form analysis paper.

Media, Culture & Communication (Undergraduate)
4 credits – 14 Weeks

Video Game Economies (MCC-UE 9008)

Credits: 4
Duration: 14 Weeks
Dates: Wed

The course approaches video games through the lens of political economy. This means examining games foremost as commodities, transactional goods through which various modes of economic life occur. This course is designed to introduce students to the structure and economics of the game industry since its emergence in the 1970s, particularly across the United States, China, and Japan. Special attention is brought to the dramatic industry changes catalyzed by digital distribution, mobile gaming, live streaming, and other contemporary developments.

Media, Culture & Communication (Undergraduate)
4 credits – 14 Weeks

Rethinking Public Relations (MCC-UE 1750)

Credits: 4
Duration: 15 Weeks
Dates: Tue
Credits: 4
Duration: 15 Weeks
Dates: Tue,Mon

Public relations means different things to different things to different people but it has one undeniable element: communication. This course is concerned with arranging, handling, and evaluating public relations programs. Students work with actual case histories and deal with contemporary topics such as the use of the computer in public relations.

Media, Culture & Communication (Undergraduate)
4 credits – 15 Weeks

Computational Letterforms and Layout (ITPG-GT 2051)

Language is more than just words and meanings: it’s paper and ink, pixels and screens, fingertips on keyboards, voices speaking out loud. Language is, in a word, material. In this course, students will gain an understanding of how the material of language is represented digitally, and learn computational techniques for manipulating this material in order to create speculative technologies that challenge conventional reading and writing practices. Topics include asemic writing, concrete poetry, markup languages, keyboard layouts, interactive and generative typography, printing technologies and bots (alongside other forms of radical publishing). Students will complete a series of weekly readings and production-oriented assignments leading up to a final project. In addition to critique, sessions will feature lectures, class discussions and technical tutorials. Prerequisites: Introduction to Computational Media or equivalent programming experience.

Graduate

The Western History of Madness from the Bible to DSM-5 (IDSEM-UG 1961)

Credits: 4
Duration: 15 Weeks
Dates: Fri

Viewed as a natural kind or socially constructed, “madness” was defined and treated, examined and controlled, diagnosed and cured according to the spirit of the time. This course follows the varied social imageries of “madness” throughout Western history, from the Hebrew Bible to the contemporary and controversial Diagnostic Statistical Manual (DSM), also known as “the bible of psychiatry”, in its most recent 5th edition. Students read primary and secondary texts by philosophers, physicians, theologians, jurists, tragedians, novelists, psychologists, social reformers, policy makers, journalists, historians and individuals who suffered madness, known as “experts by experience.” They also observe art and watch films that portray different aspects of madness. Reading includes: the Bible, Plato, Hippocrates, Ibn Sina, Maimonides, Margery Kempe, Erasmus, Robert Burton, Freud, George Canguilhem, Foucault, Ian Hacking, Elaine Showalter among others. The course explores the interaction between the social, cultural, scientific, political as well as economic factors that have shaped the views of “madness” and its treatment while paying ample attention to the history of ideas that informed and, often, framed them.

Interdisciplinary Seminars (Undergraduate)
4 credits – 15 Weeks

Fundamentals of Machine Learning (CSCI-UA 9473)

Credits: 4
Duration: 14 Weeks
Dates: Mon
Credits: 4
Duration: 14 Weeks
Dates: Mon,Wed
Credits: 4
Duration: 14 Weeks
Dates: Mon,Wed

Machine learning is an exciting and fast-moving field of computer science with many recent consumer applications (e.g., Microsoft Kinect, Google Translate, Iphone’s Siri, digital camera face detection, Netflix recommendations, Google news) and applications within the sciences and medicine (e.g., predicting protein-protein interactions, species modeling, detecting tumors, personalized medicine). This course introduces undergraduate computer science students to the field of machine learning. Students learn about the theoretical foundations of machine learning and how to apply machine learning to solve new problems. Assuming no prior knowledge in machine learning, the course focuses on two major paradigms in machine learning which are supervised and unsupervised learning. In supervised learning, we learn various methods for classification and regression. Dimensionality reduction and clustering are discussed in the case of unsupervised learning

Computer Science (Undergraduate)
4 credits – 14 Weeks

World Dance and Global Perspectives (ARTS-UG 1212)

Credits: 4
Duration: 15 Weeks
Dates: Thu

Dance reflects cultural heritage and is a key to understanding diverse societies. In this arts workshop, students explore dance as it appears on several continents. Dance can be seen as encoded forms of a society’s religious, artistic, political, economic, and familial values. Readings cover issues of globalization, fusion and authenticity. Migration, missionaries, trade routes and the diaspora have led to the creation of new dance forms like “Bollywood” and “Tribal” that are a synthesis of earlier forms. Students are introduced to different dance forms through selected readings, rich collection of video footage and studio practice often lead by various guest artists. After a brief warm-up, the class learns simple steps, floor plans and rhythms from the music and dance cultures being studied. Students choose a dance form as their project and themselves become researchers, performers and creators of new forms.

Arts Workshops (Undergraduate)
4 credits – 15 Weeks

Introduction to Engineering and Design (EG-UY 1004)

Credits: 4
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This course introduces selected aspects of the history, philosophy, methodology, tools, and contemporary topics in engineering. Also included are basic engineering experimentation, data analysis, and a team-design project. This course will provide an understanding of what professional engineers do. In this context, an emphasis will be placed on developing oral and written communication skills. EG1004 is a survey course that introduces students to NYU Tandon academic opportunities, professional and career development, and teamwork skills. Design and project management skills are developed throughout a semester-long design project. Disciplines within engineering will be introduced during lecture, and explored through practice in laboratory assignments.

General Engineering (Undergraduate)
4 credits – 15 Weeks