Digital Photography (OART-GT 2013)

This is a standard digital photography course designed for those with little or no experience in photography. This course will emphasize personal expression through the application of technique to the presentation of subject matter. Open Arts will have enough Sony A7r cameras for students to share. If students plan to borrow the DSLR cameras, they are first required to purchase College Student Insurance, (CSI). While it is not required that you own your own digital camera to enroll in this course, it is recommended that you borrow or acquire your own camera for the duration of this course, or if you would like to avoid having to share one of the department’s cameras with another student. If you would like to purchase your own camera, a digital single lens reflex (SLR) or mirrorless digital camera is highly recommended for this course. The camera needs to have manual aperture and shutter speed controls. The purpose of this course is to develop an understanding of the technical and aesthetic aspects of making photographic images. We will apply fundamental photographic techniques such as composition, framing, lighting and manual camera controls to the images we create. We will discuss the way we see, compared to how cameras and lenses see, evaluate the similarities and differences and how that impacts the creation of images and how we analyze them. Students will make photographs that are effective as individual images and photographs that work together in a series. Students will learn how to create a narrative with a series of photographs and express a feeling or mood with a series of photographs. Class discussions will introduce students to a variety of concepts related to visual literacy. Students will also be introduced to the work of historically significant photographers from a broad range of backgrounds. Students will learn how to use Adobe Creative Cloud software to adjust images for print and digital publishing. By the end of the course, students will understand how to use a digital SLR or mirrorless camera to create compelling photographs using manual controls, process their images using Adobe Creative Cloud software and best practices for publishing their images digitally as well as best practices for printing their images. Finally, students will enhance their critical thinking skills while developing a deeper understanding of visual/photographic language. Students are expected to shoot a minimum of 108 exposures (photographs) each week.

Open Arts Curriculum (Graduate)
4 credits – 15 Weeks

Sections (Fall 2021)


OART-GT 2013-000 (7438)09/02/2021 – 12/14/2021 Wed1:00 PM – 4:00 PM (Early afternoon)at Washington SquareInstructed by Ross-Smith, Bayete

Live Video Performance Art (OART-GT 2567)

Credits: 4
Duration: 15 Weeks
Dates: Wed

This course will combine a history of video art and experimental film with practical training in the use of live video performance art technology. Students will explore new ways to create and edit films and videos using VJ software, projections, and multi-channel video surfaces. Workshops will demonstrate concepts and software that can be integrated into the creative process of video performance art and video art installations. COURSE OBJECTIVES At the completion of this course, the student will be able to: Draw inspiration from the recent history of incredible video and multi-media artists. Develop an understanding of audio and visual hardware used by VJ’s. Use live VJ software to manipulate digital media in real time to create Video Performance Art. Use Projection Mapping techniques to project video art onto 3D surfaces. Create original video performance art, video installations, and other performance pieces. Utilize skills to make video art in the professional market.

Open Arts Curriculum (Graduate)
4 credits – 15 Weeks

Intro to Digital Tools (OART-GT 2823)

This course will explore the basic tools of digital imaging. We will cover the three main Adobe products for creative imaging – Illustrator, Photoshop, and InDesign. Through a series of short assignments we will look at various graphic design and layout ideas using Illustrator and InDesign and will touch on the wealth of image enhancement techniques afforded by Photoshop. The short assignments introduce the basics of design, typography and compositing images. Students have the opportunity to complete a small project of their own for the end of the term. Class time will be divided between lectures, critiques, and work in class sessions. This course is not intended to completely cover the software listed, but will give students a fundamental understanding of the possibilities of digital imaging. While the majority of the class focuses on print media (images, books and magazines), we discuss the growing importance of screen output. We do not have time to cover specific web or media projects, but will address transferable skills and understanding. We will incorporate some Adobe apps to augment the desktop applications. Additional reading materials will be distributed during the semester. Students should have access to the Adobe Creative Suite through the NYU license.

Open Arts Curriculum (Graduate)
4 credits – 15 Weeks

Sections (Fall 2021)


OART-GT 2823-000 (7363)09/02/2021 – 12/14/2021 Tue1:00 PM – 4:00 PM (Early afternoon)at Washington SquareInstructed by Fallon, Catherine


OART-GT 2823-000 (7364)09/02/2021 – 12/14/2021 Thu1:00 PM – 4:00 PM (Early afternoon)at Washington SquareInstructed by Fallon, Catherine

Introduction to Virtual Production (SPEC-UT 102)

Introduction to Virtual Production is a class composed of lectures, discussions, screenings, exercises, group critiques and presentations. The course is designed to expose students to the fundamental principles of storytelling through Virtual Production including writing, directing, cinematography, performance, editing, art direction, and technical direction. The course will explore emerging techniques utilizing software and technology. How do you tell a story in this new form of collaboration? How can students apply what is learned to their own creative work? History and theory of Virtual Production will be studied and used to inspire personal and creative work in order to better understand how story through Virtual Production can successfully be expressed and most effectively reach its audience.

TSOA Special Programs (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2021)


SPEC-UT 102-000 (24797)01/28/2021 – 05/10/2021 Tue10:00 AM – 1:00 PM (Morning)at Washington SquareInstructed by Bae, Sang-Jin

Energy and the Enviroment (CORE-UA 9203)

This course explores the scientific foundations of current environmental issues and the impact of this knowledge on public policy. One goal of the course is to examine several topics of pressing importance and lively debate in our society – e.g., global warming, the quest for clean air and water, atmospheric ozone depletion, and the continuing search for viable sources of energy. A parallel goal is to develop the chemical, physical, and quantitative principles that are necessary for a deeper understanding of these environmental issues. The relevant topics include the structure of atoms and molecules, the interaction of light with matter, energy relationships in chemical reactions, and the properties of acids and bases. Throughout the course we also examine how scientific studies of the environment are connected to political, economic and policy concerns. The laboratory experiments are closely integrated with the lecture topics and provide hands-on explorations of central course themes. Overall, this course will provide you with the foundation to carefully evaluate environmental issues and make informed decisions about them.

College Core Curriculum (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2025)


CORE-UA 9203-000 (19275)at NYU Tel Aviv (Global)Instructed by

Great Works in Philosophy (PHIL-UA 2)

Philosophy (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


PHIL-UA 2-000 (10163)01/24/2022 – 05/09/2022 Tue,Thu4:00 PM – 6:00 PM (Late afternoon)at Washington SquareInstructed by Chaplin, Rosalind


PHIL-UA 2-000 (10164)01/24/2022 – 05/09/2022 Tue8:00 AM – 9:00 AM (Morning)at Washington SquareInstructed by Pohl, Stephan


PHIL-UA 2-000 (10165)01/24/2022 – 05/09/2022 Tue9:00 AM – 10:00 AM (Morning)at Washington SquareInstructed by Pohl, Stephan

Art of Dissent (INTM-SHU 236T)

Students in this class will be asked to embrace Theodor Adorno’s notion that, “All art is an uncommitted crime.” First, we will explore the vibrant history of dissent in art, comics, design, film, literature, music, and emerging media through the consideration of work by artist dissidents such as Ai Weiwei, Cindy Sherman, Henry David Thoreau, Henry Rollins, Howard Cruse, Jenny Holtzer, Maya Angelou, Michael Moore, Václav Havel, and more. The work of these people is aimed at raising awareness, at disrupting the status quo, and at holding people, organizations, nations, and / or society itself accountable for wrongs committed. Next, students will individually create bold responses to something of concern for them by adopting the methods of a dissident from history or contemporary practice. Finally, we will form an artist collective and create a campaign of dissent aimed at creating positive change within the organization that we are all part of.

Interactive Media Arts (Undergraduate)
4 credits – 13 Weeks

Creative Game Design and Development (INTM-SHU 247)

We have all played and enjoyed games, but how do people actually design and develop them? How to describe a game from a professional standpoint? What are the basic elements and structure in video game development? How do game designers create an interactive experience for the player? What about prototyping and iterating in development? This course explores these questions and others through playing, analyzing and making games over 14 weeks. Students will understand game not only as an entertaining production and business model but a form of interactive media impacting current life and future. Students will be introduced to game design concepts, emphasizing the development: paper and digital prototyping, develop iteration, interactive narratives design and embedment, object-oriented programming, 2D/3D game art design, sound effects composition and user testing. For the course project, students will work in teams and create games in multiple projects, from board game focusing on gameplay prototype to digital playable experience with creative game art designs. This course leverages Unity, a game engine that uses C# based programming language. Basic knowledge of any programming language will come in handy. Prerequisite: Creative Coding Lab, Interaction Lab or equivalent programming experience. Fulfillment: IMA Major Electives; IMB Major Interactive Media Elective.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


INTM-SHU 247-000 (19666)01/24/2022 – 05/09/2022 Mon9:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Zhang, Xingchen

Realtime Audiovisual Performance Systems (INTM-SHU 280D)

From the history of visual music and abstract film to the contemporary notion of live cinema, this course will be an exploration of the synesthetic relationship between sound and visuals in a real-time performance setting. Dating back as far as the 18th century, systems have been invented to produce images alongside music linking the two through formalized arrangements. Current media technologies make developing such systems both more approachable and more expansive in their scope. Through readings, viewings, and case studies students will gain an understanding of the history and theory of live audiovisuals. During the course students will team up to develop and master a real-time audiovisual system of their own invention. The class will culminate in a show in which they will present their work through a live performance.

Interactive Media Arts (Undergraduate)
4 credits – 13 Weeks

Sections (Fall 2020)


INTM-SHU 280D-000 (22897)09/14/2020 – 12/15/2020 Tue,Thu11:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Parren, Eric

Locative Media (INTM-SHU 283)

With the rise of mobile computing platforms such as smart phones and tablets, location has suddenly become a key element in the production and consumption of media. In this online course, designed for NYU Shanghai Interactive Media Arts majors studying abroad, students will be encouraged to simultaneously explore their unique study away site, as well as to consume, research, critique, and create location-based media for mobile devices. Students will be introduced to GPS (Global Positioning System) technologies through activities such as geocaching and GPS drawing. We will next investigate geocoding, geotagging, and geofencing through the application of JavaScript mapping platforms CartoDB and Google Maps. Students will then explore an emerging technology known as Bluetooth Beacons, which can be used to create custom positioning systems and to facilitate location awareness in mobile devices. Students will be asked to then produce, as a final project, a game that engages participants in a location or locations, as well as in locative media in any number of forms. Note: This is an online course featuring both synchronous and asynchronous learning opportunities. Registration is limited to IMA Majors studying at NYU’s global sites other than New York or Abu Dhabi.

Interactive Media Arts (Undergraduate)
4 credits – 13 Weeks

Sections (Fall 2020)


INTM-SHU 283-000 (22965)09/14/2020 – 12/15/2020 Wed1:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by Belanger, Matthew

Hand Held: Creative Tools for Phones (ITPG-GT 2068)

“The smartphone is not only the primary site for digital communication and consumption, it also hosts emerging forms of media production. Let’s investigate the potential of the mobile touchscreen as a creative instrument! This is a project based course, and we will explore by creating and testing a series of functioning web-based toys – including drawing apps, character creators, and writing tools. You can expect to sharpen your skills in javascript and design. “

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2024)


ITPG-GT 2068-000 (14779)01/23/2024 – 04/30/2024 Tue9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Bittker, Max

Virtual Production (ITPG-GT 2079)

The class will teach how to architect and lead a virtual production by creating a dialogue between the Producer, Director, and Cinematographer in filmmaking with the Technical Producer and Director in creative technology. The class will cover an overview of all of the technical skills required to produce a remote virtual production through the lens of a project manager making administrative and creative decisions. This class will culminate in a real-time 3D project exploring motion capture and virtual production that will adapt a pre-existing cinematic work with the class themes in mind.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Fall 2020)


ITPG-GT 2079-000 (25395)09/02/2020 – 12/13/2020 Tue6:00 PM – 9:00 PM (Evening)at OnlineInstructed by BRYANT, TODD

Imagination and Distributed Learning (ITPG-GT 2075)

When technology advances, teaching styles regress. Every new wave of technology touted as a boon to education — radio, TV, DVDs, the internet — has tended to revive the idea that the ideal class structure is the lecture, where faculty broadcast information to disconnected student recipients. Yet we’ve known for decades that lectures are poor ways to create learning experiences, and that actively involving students–with the class, the teacher, each other–is far more effective. The thesis of Imagination and Distributed Learning is that the range of possible experiences available online is larger, more varied, and more interesting than most of what is on offer from colleges and universities’ online courses. Students will read teaching and learning research, and do field work where they set out to learn something online and reflect on the experience, and then set out to teach something online, and reflect on that experience. The goal of the course will be for students to build up alternatives to existing (and often quite dull) online educational practices today. The final project will be a proposal, plus designs or partial implementation, for online tools or experiences that will create experiences users can learn from. These proposals will be presented to a panel of people managing existing online programs at NYU and elsewhere.

Interactive Telecommunications (Graduate)
4 credits – 11 Weeks

Out of Order: Storytelling Technology (ITPG-GT 2076)

This course is about how to tell stories with your projects. Like a classic linear story, we’ll start at the beginning with the question of how good stories are told. We’ll learn about classical storytelling techniques and conventions from a variety of cultures, genres, and media. Next, we’ll explore what various tech and media can and can’t do in the context of story. We’ll end the semester throwing linearity out the window to create narrative work that engages with the tropes and conventions of non-linear storytelling. Chaos may ensue, as the defining feature of non-linear storytelling is that the author cedes some control of the narrative to the audience. There is no creative writing involved. Students will not be asked to invent new stories for this course—non-writers are welcome! The work of the class will involve reading, reading responses, active class discussion, and group work/play with projects riffing on assigned existing stories and narratives. For example, we might ask students to use a specific canonical story, poem, myth, parable, or film plot as a narrative jumping off point for assignments. The course is co-taught by Kio Stark, a researcher/writer of both fiction and nonfiction and Mia Rovegno, a theater writer/director who focuses on site-specific and immersive work. The semester is divided into three units. Unit 1: Narrative structures. In this unit, we dig into what it means to tell a story. Some of our major themes include: • What are the most commonly used story structures in media such as the novel, graphic novel, film, TV, and theater—and what expectations do they set up for the audience? • What are the techniques, tropes, and conventions of both western and nonwestern storytelling traditions? • What are some approaches that are in dialogue with or rebel against these traditions? • How do we understand and manipulate the audience’s narrative expectations? • What makes a story ‘work’ / how do we define a good or successful story? Unit 2: Using tech to tell a story. In this unit, we will do something that in other contexts is a terrible idea—we will start with the technology. We’ll explore briefly what counts as technology in our conversation, and then play with what specific technologies make possible, complicate, and make impossible when it comes to exploring narrative work. • What can and can’t we do with sensors, motion, projection, AR/VR, paper, film, light, voice etc in the context of the storytelling knowledge we’ve gained in Unit 1? • What unique storytelling conventions might be available to us as makers? • What kinds of objects, interfaces, situations, and places can be experienced as narrative? Unit 3: Non-linear storytelling. In this unit, we will play with situations in which the creators do not have total control over how the narrative is experienced and in what order it unfolds. • How do we use the viewer’s relationship/familiarity with conventions of linear storytelling to engage them in a non-linear narrative? • What are the storytelling conventions we see used in media beyond the page, big screen, and stage, where non-linearity is a common feature? For example, AR/VR, video games, social media, site specific performance, and museum design. • How do we make a story that works in more than one direction? • How do we play with the audience’s expectations? • How can we experiment with the temporal to establish duration and clear beginnings and endings for audience entry and exit? • How can we creatively engage both facility and innovation in a user journey? • How can we explore engagement of the audience’s “role” when the work demands a virtual, immersive or interactive experience? • How can we prime audiences for fluency in our storytelling modalities, without depending on cumbersome directions, real time interceptions or demonstrations of technology? In other words: how do we hide the man behind the curtain?!

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2024)


ITPG-GT 2076-000 (14778)01/22/2024 – 05/06/2024 Mon6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Stark, Kio · Rovegno, Mia

Cybernetics of Sex: Technology, Feminisms, & the Choreography (ITPG-GT 2074)

What can cybernetics, the study of how we shape and are shaped by systems, teach us about the sexual and social reproduction of gender and sexism? How does sex become gender and what are the politics surrounding who gets reproduced? We will explore how social regulatory systems are encoded into technological platforms and disentangle how they produce social pressure and govern behavior through somatic exercises, discussion, and project making. In this class, we will not shy away from difficult conversations and work closely together to cultivate a space of openness and mutual support. Discussion and project-making is core to this class. Together we will read the work of scholars such as Donna Haraway, Ruha Benjamin, Paul Preciado, Silvia Federici, & Audre Lorde. Along with lecture, discussion, and in class activities, students will be encouraged to explore their own research interests and personal histories. When projects are discussed, we will practice communicating ideas through presentation as a medium and will co-create a culture of constructive feedback.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Fall 2021)


ITPG-GT 2074-000 (23969)09/02/2021 – 12/14/2021 Mon12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by

Visual Journalism (ITPG-GT 2071)

This course is designed to provide an overview of visual storytelling in the newsroom. We will explore a variety of narrative formats and design principles, learn about reporting techniques for visual stories, touch on the best practices and ethics of journalism and work on collaborative exercises and assignments.

Interactive Telecommunications (Graduate)
4 credits – 13 Weeks

Sections (Fall 2025)


ITPG-GT 2071-000 (11373)09/05/2025 – 12/05/2025 Fri9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Parshina-Kottas, Yuliya

Designing Club Culture (ITPG-GT 2047)

How can light, sound and design transform the human experience within a given space? How can psycho-geography be manipulated through audio-visual techniques? In what ways have and will technology allow spaces for sonic entertainment to be more immersive and experimental? Through an exploration of audio-visual techniques (i.e. VJing, MIDI-ing devices, sound synthesis, projection mapping, experiments with spatial sonic composition) along with discussions on how counterculture movements have used music and design as a vehicle for political dissent and community building, students will be invited to imagine new club spaces for social contexts beyond pure aesthetics. Assignments will include the development of different forms of interactive spaces for expression. Ableton (and free DAWs), MaxMSP, Isadora, and Unity will be used within this course.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Fall 2021)


ITPG-GT 2047-000 (23971)09/02/2021 – 12/14/2021 Thu6:00 PM – 9:00 PM (Evening)at Brooklyn CampusInstructed by

Seeing Machines (ITPG-GT 2039)

A programming course where we’ll explore various techniques and solutions for tracking and sensing people or objects in space. Students will get familiar with the terminology and algorithms behind many sensing topics such as computer vision, depth cameras, positional tracking, coordinate mapping, machine learning, and pattern recognition. As these subjects are explored, we will also dig into communication, and how this information can be transmitted from one tool to another, for example using OSC, Spout/Syphon, MIDI, DMX/ArtNet. The goal being to use the right tool for the job and not limit ourselves to a particular piece of software. The first classes will consist of theory and in-class exercises covering these techniques, and remaining classes will be dedicated to a special project, which should use a combination of what we’ve learned to create a new work. Students will work in small groups to build this special project, but we’ll review proposals, milestones, and work in progress collectively on every class, encouraging discussion and collaboration.

Interactive Telecommunications (Graduate)
4 credits – 11 Weeks

Time (ITPG-GT 2040)

Time is at once fundamental and mysterious. From the 2000-year-old Antikythera Mechanism to modern cesium-fountain clocks, humans have long sought to understand temporal patterns in nature, and build mechanisms to measure, reflect and predict those patterns. We’re at a unique moment, one in which we’ve developed the ability to perceive relativistic effects on time at the smallest scales, while struggling to think and plan across generations. In this course, we’ll reflect on the deep mysteries of time while also gaining hands-on skills applicable to temporal media and technologies. Topics will range from historical clock and orrery design through modern computer architecture (“A computer is a clock with benefits” writes Paul Ford in Bloomberg’s issue dedicated to code). Practically, we’ll build mechanical and software clocks; experiment with time-series data and time protocols; and survey techniques for digital signal processing and real-time operating systems. Students will execute several short assignments and a final project. Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048) & Intro to Phys. Comp. (ITPG-GT 2301)

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Fall 2025)


ITPG-GT 2040-000 (11368)09/04/2025 – 12/11/2025 Thu9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Feddersen, Jeffery