Pixel by Pixel (IMNY-UT 231)

This class focuses on the art of computer graphics and image processing. We explore the concepts of pixilation, image representation and granularity and the tension between reality and image. Students are introduced to the tools and techniques of creating dynamic and interactive computer images from scratch, manipulating and processing existing images and videos, compositing and transitioning multiple images, tracking and masking live video, compositing and manipulating live video as well as manipulating depth information from Kinect. The class uses Processing and the Java language and also introduces students to shaders and the glsl language.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


IMNY-UT 231-000 (22308)01/24/2022 – 05/09/2022 Tue,Thu3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by Rozin, Daniel

Experimental Photography (IMNY-UT 232)

What are all the ways that you saw or made a photograph this week? How are those ways similar and different? How do those pictures function in your life and in society? What is a photograph? This course repeatedly asks these questions by using emerging computational tools to design alternative forms of making and interacting with photographs. The forms and applications of these tools, such as those for creative coding, physical computing, and machine learning, are explored weekly in technical tutorials and hands-on workshops. These are informed by discussions of critical debates in photography and various practitioners working with photographs, past and present. The homework includes readings, short writing responses, and photography assignments. Prerequisites: Comm Lab: HyperCinema (or similar coursework exploring communication and storytelling with digital tools) and New York’s IMA Creative Computing (or similar coursework with creative coding using the p5.js JavaScript library and programming for physical computing using Arduino microcontrollers). Note that prior experience with physical computing using the Arduino platform is required for this course. Please feel free to contact the instructor if you have any questions about the course.

Undergraduate

Critical Experiences (IMNY-UT 206)

“​​Critical Experience is an experiential journey through a research driven art practice rooted in care, community, and somatic inquiry. This class is based on the premise that there are many ways to know things and we can draw upon these ways of knowing and our desire to know in order to nurture a creative practice grounded in research, clear intention, and a critical lens. Critical here means: discerning, eager to participate differently, cast new light on, re-examine, course-correct. You will be guided through traditional research methods (library and interview techniques, citations, informal ethnographies) and experience design while also being asked to cultivate intentional awareness of your own positionalities, communities, personal strengths, emotions, and desires through experimentation, hunch following, rituals, and contemplative practices.This class was created for or artists/designers who are interested in participation/interaction and its relationship to social practice, critical design, and change-making as well as individuals curious about knowing what moves them. Why experience? The work in this class will be looked at through the lens of its ability to transform (a user, participant, audience, viewer). Interactivity is one way of doing that, but through the lens of experience design, all art is temporal and embodied.”

Undergraduate

Chatbots for Art’s Sake (IMNY-UT 233)

This class aims to repurpose existing chatbot technologies and use them for the sake of art. The class is twofold, students will engage in labs and workshops to learn and practice different techniques— such as p5.js, p5.speech, RiveScript, RiTa, and Alexa Skills—to create functional chatbots. They will also participate in lectures and discussions that look at the different roles Artificial Intelligence plays in human society, including but not limited to authority, companions, or simply reflections of the humans it interacts with.

Undergraduate

Big Spaces (IMNY-UT 226)

If so much of life is circumstance, being in a certain place at a certain moment in time… Can we shape a life or at least a few brief moments of a life by designing the circumstances in which that life inhabits a space? In this course, we will treat space as a time-based medium and ask how interactive spaces can generate narratives that are lived rather than told. We will do so by interrogating four so-called “space-narrative” forms: Wandering The Desert, Processions, Circles and Territories. Through play, discussion and hands-on workshopping of both technical topics and ideas we will ask and attempt to answer some of the following questions: What constitutes a space? How do we experience a space over time? How does space shape our experience of time? How can space form a personal narrative? Media outputs we will employ include: lights, projection and sound. Interaction input sources will come from cameras and microphones. We will use p5.js, websockets and node.js for real-time interaction. Class time will be split between group improvisation exercises, playing with and critiquing examples and translating design strategies into code and logic.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


IMNY-UT 226-000 (22297)01/24/2022 – 05/09/2022 Fri12:00 AM – 3:00 PM (Early afternoon)at Brooklyn CampusInstructed by Yin, Yue

Renaissance Art (ARTH-UA 9005)

Credits: 4
Duration: 14 Weeks
Dates: Tue

This course is an introduction to Renaissance Art by exploring in depth the historical, political and cultural evolution of Italy and Europe between the 14th and the 15th centuries. This overview will be not confined to works of art but will include social and patronage issues – i.e. the role of the guilds, the differences in private, civic and church patronage – that affected the style, form and content of the Italian rich artistic output, which reached a peak often nostalgically referred to by later generations as the “golden age”. Themes such as patronage, humanism, interpretations of antiquity, and Italian civic ideals form a framework for understanding the works of art beyond style, iconography, technique and preservation. The course analyzes the historical and social background of the beginning of the Renaissance during the 14th century and the impact of patronage on art. It then focuses on the early 15th century art in Italy and Europe and deals with the Medici Family’s age. Lastly it analyzes the ‘golden Age’ of the Renaissance, specifically focusing on Verrocchio, Botticelli, Perugino and Ghirlandaio. By the end of this course, students gain a thorough knowledge of the Italian and European Renaissance Age, developing practical perception and a confident grasp of the material, understanding the relationship between both historical and artistic events and valuing the importance of patronage. As the Renaissance works are often still in their original physical settings, during field-studies to museums and churches in Florence students will have a unique opportunity to experience the works as their original viewers did and as their creators intended.

Art History (Undergraduate)
4 credits – 14 Weeks

Immersive Arts (INTM-SHU 257)

This course aims to provide students with the means to understand immersive media experiences, and conduct experiments from both a practical and a theoretical perspective. The course consists of lectures, research, discussion and studio-based practice. Students will learn to produce stereoscopic – 3D images and photogrammetric 3D models, utilize multi-channel video and sound systems, and be introduced to the Unity game engine and VR hardware. For the final project, students produce VR environments in experimental and meaningful ways. Prerequisite: None. Fulfillment: IMA/IMB elective.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2022)


INTM-SHU 257-000 (17304)09/05/2022 – 12/16/2022 Tue9:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Her, Yun

Machine Learning Fundamentals (INTM-SHU 258)

An introductory course to machine learning aimed at a hands-on engagement and development of an intuitive understanding of related techniques and effects. The course uses the JavaScript language, and the ml5.js and p5.js frameworks to introduce the theory and application of machine learning algorithms. In exercises and assignments, students will experiment with building, using and critiquing machine learning models and datasets. Readings and discussions will cover relevant issues and frame the practice. This course builds on an existing practice of computer programming. Weekly assignments are required. Prerequisite: INTM-SHU 103 Creative Coding Lab Fulfillment: IMA/IMB elective.

Interactive Media Arts (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2022)


INTM-SHU 258-000 (23469)01/24/2022 – 05/13/2022 Tue,Thu4:00 PM – 6:00 PM (Late afternoon)at ShanghaiInstructed by Haider, Gottfried

Responsive Environments: Designing Interactive, Sentient, and Intelligent Spaces (INTM-SHU 138)

In this course, students focus on the study and development of responsive environments, framed within a contextual and critical exploration of the architectural space as a cultural, social and technological phenomenon, and also on the application of practical scenarios for interaction, sentience, and intelligence. Through the making of creative media designs and physical prototypes, students aim to demonstrate how our habitats/spaces/architectures can facilitate novel frameworks for experiencing and living. Prereq for INTM-SHU 138 is Creative Coding Lab OR Interaction Lab OR Application Lab OR Media Architecture Fulfillment: IMA/IMB Elective

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2022)


INTM-SHU 138-000 (17298)09/05/2022 – 12/16/2022 Mon1:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by Didakis, Stavros

Interactive Fashion (INTM-SHU 185T)

Technology is allowing us to see our clothing as an extension of our body. An extension acting as a system that reacts, collects information, and augments our modes of interactions with spaces and people. Historically, what we wear has been used to express our identity as well as complex issues related to class, race, ethnicity, gender, and sexuality. Leila Brillson states: “”What you wear is a part of your identity, and identity is, well, pretty darn political””. Interested in fashion as a form of expression, artists, designers, and architects are now crossing disciplines to explore the realm of fashion. Utilizing computation design, digital fabrication, and electronics they are proposing new wearables to speculate on the future of human existence by exploring the limits of the body. In this course, students will research and work with soft electronics and robotics integrated into textiles to make it possible to add controlled behavior and interactivity with their immediate environment. They will study nature and design wearables, understanding them like a second skin, as well as a soft interface able to gather information and transform itself. Students will also explore the complex geometries and designs allowed by digital design and manufacturing. Furthermore, this course will engage with both theory and practice, and introduce students to a specific design sensibility and methodology in order to design wearables reflecting on religious, social, and political issues. Prerequisite: INTM-SHU 101 Interaction Lab or INTM-SHU 103 Creative Coding Lab. Fulfillment: IMA/IMB Elective

Interactive Media Arts (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2022)


INTM-SHU 185T-000 (23465)01/24/2022 – 05/13/2022 Wed1:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by Godoy, Marcela

Global Media Cultures (INTM-SHU 194)

This course surveys the implications of globalization for the production, circulation, and consumption of media. In this course, we will look across both analog and digital media (radio, TV, film, video, pop music, podcast, etc) in relation to a series of questions: How do media (and media industry) represents localities for a global audience? How can media practices create a feeling of belonging to the world/community? How may global media tell us about different material infrastructure, social imagination, and political desires? Students will explore media phenomena and critically examine media texts often beyond North American experiences. By the end of the class, students will be able to articulate how media connects to global flow of finance, cultural product, labor, and social aspirations.

Interactive Media Arts (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2022)


INTM-SHU 194-000 (23470)01/24/2022 – 05/13/2022 Wed9:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Pan, Weixian

Digital Sculpture (INTM-SHU 228)

This course investigates and illuminates the concepts and the aesthetics of kinetic sculpture and installation art in various forms from creative and historical perspectives. Students will learn to regard sound and performance as part of a sculptural form and learn to work with space. Students will gain woodworking and digital fabrication skills to expand on their physical computing skills to create moving sculpture and installation. The course consists of lectures, readings, and hands-on studio work.

Interactive Media Arts (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2022)


INTM-SHU 228-000 (23472)01/24/2022 – 05/13/2022 Tue1:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by Lee, Inmi

Rapid Prototyping (INTM-SHU 234)

Beginning with a design problem or challenge, and following a period of analysis and research, a designer can begin to draft, prototype, test, and evaluate possible solutions, often repeating these operations several times until the design reaches maturity. Agile software development methodologies, which involve the formation of self-organized cooperative teams, frequent deadlines with deliverables, and a willingness to accept changing conditions and requirements, have radically changed the way software is being produced. Additionally, new applications, such as Fritzing, 123D Circuits, and Eagle have greatly facilitated the process of electronic circuit design. And Computer Aided Design (CAD) applications, for example Rhinocerous and Tinkercad, and newly available digital fabrication equipment have dramatically quickened the pace with which designers can create physical prototypes. Students in this course will be confronted with a series of design challenges for which they have to propose and prototype possible solutions. The first design challenge will entail the entire class working together to produce a software prototype by adopting agile strategies. The second design challenge will involve students in the process of refining a circuit, and will require bringing a prototype from schematic, to breadboard, perfboard, and finally resulting in a printed circuit board. For the third design challenge, students will explore the use of 3D printers, laser cutters, computer numerical control (CNC) machines, and other tools to produce a physical prototype. Students will then be free to work on a personal design challenge for their final project. Prerequisite: Interaction Lab Fulfillment: IMA/IMB elective.

Interactive Media Arts (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2022)


INTM-SHU 234-000 (19655)01/24/2022 – 05/13/2022 Tue,Thu11:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Joyce, Noel


INTM-SHU 234-000 (23789)01/24/2022 – 05/13/2022 Fri11:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Joyce, Noel

Introduction to Mindful Product Management (IMBX-SHU 254)

Technology products and services are increasingly a huge part of how businesses reach their end-customer and Product Managers (PMs) are the ones to lead teams to build software that solve real problems. This course is designed as an introduction course of how PMs do this across a variety of contexts to evaluate customer needs, translate needs into functional requirements, prioritize different aspects of development, work with cross-functional teams, launch a product and create a holistic vision of how customers experience the product. This course will focus on lectures, discussions, case-studies and hands-on exercises that replicate a typical product process at a startup, tech or non-tech company. This course equips students with the mindset, tools, frameworks to mindfully discover, design and build things that make an impact and meet the needs of real humans. We will cover both core product thinking, and also how to translate that into practical ways to make decisions and build great products. Prerequisite: None Fulfillment: Interactive Media Business Elective ; Interactive Media Arts Elective

Interactive Media and Business (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2023)


IMBX-SHU 254-000 (20028)01/30/2023 – 05/12/2023 Thu9:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Wang, Nicole

Introduction to the Technology Innovation Process (IMBX-SHU 105)

This course will introduce the full process for the identification, invention, and implementation of new technologies. With case studies on innovative products from around the world, successes and failures, practical advice, and ’Getting Started’ discussions, students are encouraged to learn from real projects and apply important lessons to their own ideas. Prerequisite: None. Fulfillment: IMA Major Electives; IMB Major Business Elective/Interactive Media Elective; Business and Finance Major Non-Finance Electives; Business and Marketing Major Non-Marketing Electives.

Interactive Media and Business (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2022)


IMBX-SHU 105-000 (17840)01/24/2022 – 05/13/2022 Tue,Thu9:00 AM – 10:00 AM (Morning)at ShanghaiInstructed by Grewell, Christian · Lu, Zhong-Lin

Introduction to Media Industries and Institutions (IMBX-SHU 106)

The traditional understanding of media industries reminds us of mass media such as TV, radio, newspaper etc. Digital technologies, however have reshaped how media is made, consumed, and comprehended by increasingly fragmented audience groups. Self-made public accounts, search-based video streaming platforms, and social media apps refreshed our vision of media and challenged the existing ways of running a successful media. How to develop a thorough understanding of the rapidly changing market? This course is an introduction to the media industries, with a particular focus on the institutional forces (i.e., market structures, law and regulation, technological advancement, and audience dynamics) that shape the content and forms of emerging media. Combining lectures and guest talks, this class will make sense of the key concepts, professional terms, and business logics embedded in the production and operation of the global media industries. Furthermore, we will take case studies approach to examining the economic and social influences of media companies in specific contexts, particularly China, U.S., and U.K. These knowledge, together with the analytical skills that the students will acquire through in-class discussions, will allow them to comprehend and cope with the interplay among technology, market forces, and regulators in a wide array of media companies, including television, film, news, social media, video streaming, and the media-related tech businesses. Prerequisite: None. Fulfillment: IMB major Emerging Media Foundation course or IMB major IMA/IMB elective.

Interactive Media and Business (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2025)


IMBX-SHU 106-000 (21279)02/03/2025 – 05/16/2025 Mon12:00 AM – 3:00 PM (Early afternoon)at ShanghaiInstructed by Froehlich, Fabian

Entrepreneurship Experienced (IMBX-SHU 232)

This practical course will introduce students with knowledge and tools to quickly iterate, validate and gauge business ideas. The course will explore questions such as: How can we validate an opportunity? What is a “value proposition” and how critical is it? What are the most popular business models and can new ones be invented? Why are investors constantly looking for “Product Market Fit”? Why do “Customer Cost of Acquisition” and “Lifetime Value” matter? The course will also provide an opportunity to apply these newly learned methodologies with two projects during the term of the class. The fourteen weeks classes will be divided into two projects where students will work in teams. One project will be focusing on the Chinese market, whereas the second one will be targeting the North American market. For both projects, teams will be experimenting with customers’ feedback, iterating business propositions and identifying key traction factors. At the end of each project, students will present and demo their business idea to their peers and an external audience of entrepreneurs/ business managers in Shanghai. Prerequisite: None Fulfillment: IMA Major Electives; IMB Major Business Elective/Interactive Media Elective; Business and Finance Major Non-Finance Electives; Business and Marketing Major Non-Marketing Electives.

Interactive Media and Business (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2022)


IMBX-SHU 232-000 (17970)01/24/2022 – 05/13/2022 Mon9:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Chou, Gabrielle

Queer and Trans Identity (MCC-UE 1408)

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

In this course, we explore queer and transgender identity through practice, theory, and politics. Approaching media from queer, trans, and intersectional lenses can inform the way we understand the circulation of power around media technologies, and enable us to better understand their histories and cultural contexts. Our approach is grounded in theories, case studies, and readings from communication and media studies. Students are equipped to bring tools from queer theory & trans studies to their everyday encounters with media, technology, and culture.

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