Experiments in Augmented Reality (ITPG-GT 2037)

Is augmented reality technology about to enter the mainstream? AR platforms have finally become widely accessible to artists, designers, and technologists thanks to recent advances in mobile performance and a new collection of powerful computer vision techniques. As such, the medium offers rich possibilities for experimentation and a chance to rethink how we experience the intersection of the physical and digital. In this course, students will acquire an understanding of basic concepts and techniques necessary to prototype and build simple AR experiences – with a consideration of not just visual but also aural AR. We’ll supplement practical exercises with an overview of the history of AR, and discuss the ethical, legal, and societal considerations cropping up around this topic. Our tool of choice will be Unity, but we will go over prototyping techniques outside of the platform to speed up the design process. If there is interest, we will cover how to get started building projects in openFrameworks, mobile, or web AR – and discuss why or when you might want to work within other platforms. Even though code samples will be provided, students are highly encouraged to have a basic understanding of Unity or at least have taken an introductory programming course. A working knowledge of Unity can be gained through Unity tutorials (https://unity3d.com/learn/tutorials) or Lynda (https://www.nyu.edu/lynda).

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Fall 2021)


ITPG-GT 2037-000 (22657)09/02/2021 – 12/14/2021 Mon6:00 PM – 9:00 PM (Evening)at OnlineInstructed by

Music Interaction Design (ITPG-GT 2475)

This class is a project development studio for interactive music projects —that is, pieces of music that are not linear, but rather offer multiple dimensions for listeners to explore (on their phones in a crowded subway, at an abandoned factory in Palermo, back on their couches after a long day, at a classical concert hall). Students will take a project from concept to execution over several iterations, applying Interaction Design principles and techniques. During the first half of the semester, they will gather aural and visual references, compose graphic notations, and create interactive studies to explore specific elements of their composition. This work will lead to the implementation of the midterm project: a functional, high-fidelity prototype. For their final projects, students will evaluate their midterm pieces from the perspectives of music, visual design and interaction design, and refine them to produce an expressive piece of interactive music. ICM or equivalent experience is required. Some experience in making or producing music will be useful, but is not required.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2020)


ITPG-GT 2475-000 (22929)01/28/2020 – 05/05/2020 Tue12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Pereira Hors, Luisa

Playful Experiences (ITPG-GT 2467)

Credits: 4
Duration: 14 Weeks
Dates: Thu

Forget the screen. People want to be part of the action. They don’t want to watch detectives and control superhero avatars. They want to solve the mystery and be the hero. They want to experience it. We see this craving for playful experience in everything from immersive theater to escape rooms to the Tough Mudder to gamified vacation packages. Designing live experiences for large audiences that demand agency offers a distinct set of challenges, from how much choice you give each participant to how many people you can through the experience. We’ll look at examples from pervasive games to amusement parks to immersive theater, examining both the design choices and technology that make the experiences possible. Along the way we’ll create large, playful experiences that put the participant at the center of the action.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Veillance (ITPG-GT 2469)

he course title, “Veillance” is a reference to the root of “surveillance” and “sousveillance”, watching from above and watching from below respectively. As digital media becomes a greater part of our everyday lives, it is important to understand the new forms of surveillance that it enables as well as to harness these capabilities and perhaps to create systems of sousveillance. Through the course, we’ll critically examine technologies that have become integral part of our lives; the technologies that drive the internet, the capabilities of web browsers, mobile phones, and the emerging class of networked devices such as IP cameras and Amazon’s Alexa and Google Home. Through the course of this examination, we’ll look at how this technology works, the policies that govern their use, what their benefits are, and finally look at what we are giving up by embracing them. This will be a hands-on endeavor; we’ll develop software to illustrate their use and misuse as well as looking for ways that we can harness their “veillance” capabilities for creative, educational, and possibly subversive purposes. Of course, in this process, we’ll pay particular attention to ethical and moral concerns. The course will have weekly reading and technical assignments, encompasses group work, and will culminate final projects.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2020)


ITPG-GT 2469-000 (23068)01/29/2020 – 05/06/2020 Wed12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Van Every, Shawn

Intro to Wearables (ITPG-GT 2189)

With emerging research and development with soft circuit technologies and its integration into textile and clothing design, the garment as a reactive interface opens up new possibilities in engendering self-expressions, sensory experiences and more. This 14-week class is to introduce students to this realm by creating connections between hardware engineering and textile crafting. The class is for students with basic physical computing knowledge to explore the possibility of wearables, and arouse discussion about the potential in re-imagining our relationship with personal devices, textiles and garment design as an interactive media.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2020)


ITPG-GT 2189-000 (23074)01/27/2020 – 05/11/2020 Tue6:00 PM – 9:00 PM (Evening)at Brooklyn CampusInstructed by Zhu, Jingwen

Choreographic Interventions (ITPG-GT 2175)

This course re-conceives interactive media as a form of choreographic intervention. Instead of asking how moving bodies can control media, we will ask how interactive systems can influence movement. How do you make someone feel soft inside? How do you shake an entire room? How do you orchestrate duets between strangers? To accomplish this, the class facilitates a semester-long collaboration between ITP students and dancers from the Barnard/Columbia Dance Department. Choreographers will learn to apply computational thinking to choreography and creative coders will learn to apply choreographic thinking to computation. To whatever extent possible, we will attempt to embody code. Using computer vision and visual media, we will look at directing both how people move (quality of movement) as well as where they move (pathways and spatial relationships). We will evaluate the strengths and weaknesses of the various sensing technologies available to us today. How wide is the gulf between what we can see and feel (strength, hardness, contortion) and what a computer can see and interpret (locations, contours, velocity, acceleration)? Class time will be split between movement exercises, playing with examples and deconstructing code. The class will culminate in a final showing of student work. All classes will take place at NYU with a separate weekly technical lab for ITP students.

Interactive Telecommunications (Graduate)
4 credits – 12 Weeks

Sections (Spring 2020)


ITPG-GT 2175-000 (22932)01/31/2020 – 04/24/2020 Fri3:00 PM – 6:00 PM (Late afternoon)at Brooklyn CampusInstructed by Yin, Yue

Collective Play (ITPG-GT 2176)

Rules of play shape competitive games from checkers to football. But how do rules of interaction shape everyday life? And what happens when there are no established conventions and the rules are being made up as we go along as they have been for the past 6 months of living almost exclusively online? In this course, we will explore, code and test design strategies for playful, serious and bizarre group interactions while at the same time interrogating both what it means to play and how individual identities and group behaviors emerge. (The interactions we create in this class will be designed specifically for synchronous, in-person, embodied experiences.) Some of the questions we will ask and attempt to answer: What motivates participation? What hinders it? When does participation become oppressive? What’s the difference between self-consciousness and self-awareness? Who has power? Who doesn’t? Are leaders necessary? What’s the difference between taking turns and engaging in conversation? What happens when the slowest person sets the pace? And most importantly, what happens when there are no rules? Interaction inputs we will play with will include: mouse, keyboard, mobile device sensors, and microphone. Outputs can include visuals, text and sound. We will use p5, 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 Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2025)


ITPG-GT 2176-000 (11384)01/22/2025 – 04/30/2025 Wed12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Yin, Yue

Synthetic Architectures (ITPG-GT 2177)

Credits: 4
Duration: 14 Weeks
Dates: Wed

For better or worse humanity is heading down the virtual rabbit hole. We’re trading an increasingly hostile natural environment for a socially networked and commercially driven artificial one. Whether it’s the bedrooms of YouTube streaming stars, the augmented Pokestops of Pokemon Go, the breakout rooms of a Zoom meeting, or even the “airspace” of Airbnb; we are witnessing a dramatic transformation of what occupying space means. The socially distanced measures as a result of the COVID-19 pandemic have only accelerated this societal embrace of the virtual. So where are these dramatic spatial paradigm shifts occurring? Who owns and occupies these spaces? Who are the architects and what historical and ethical foundations are they working from? What world do they want to build for humanity and where does the creative individual fit into it? Will it be a walled garden, a role-playing adventure or a tool for creating more worlds? The course will ask students to embrace the role of virtual architect, not in the traditional brick-and-mortar sense of constructing shelter, but in terms of the engagement with the raw concept of space. However this virtual space must be considered and evaluated as a “site,” that is activated and occupied by real people and all the limitations of physical space that they bring with them from the real world. This is the foundation of synthetic architecture; simulated space met with biological perception. This conceptual architecture is free from the confines of physics but host to a whole new set of questions: How do we embrace the human factors of a dimensionless environment? How do we make or encourage meaningful interactions within the limits of current technology? New models of interaction must inform and shape the architecture of virtual space – what does that look like? How can architecture and aesthetics inform the creation of virtual environments and immersive narratives? How do we acutely consider the psychological and social impacts of the worlds we design and what is the metaphorical ground plane to make sense of this virtual world, unbound by physics? About Jonathan Turner: http://www.jonathanwilliamturner.com/about/

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Mobile Lab (ITPG-GT 2180)

One of the most transformative consumer products in history, the iPhone remains the standard bearer for great design and user experience. With the latest version of iOS and the introduction of the iPhone X, 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. We will cover both the design and technical elements that pertain to end-to-end mobile app development. Topics will include augmented reality, the Internet of Things, new interfaces for musical expression, voice interaction, wearables, and others… While the class will involve iOS programming instruction, the instructors will help facilitate coding using an established code base to ensure technical skills are not a bottleneck to implementation. Students should expect to spend additional time outside of class learning Swift and other related programming concepts. Full-time access to an iOS device and a Mac laptop running the latest operating systems are required. As part of the design process, we’ll host workshops and guest critiques with designers from top studios around New York City. At the end of the class, students will have a working app to add to their portfolios and a strong basis for future mobile application work.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2020)


ITPG-GT 2180-000 (23066)01/27/2020 – 05/11/2020 Thu3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by Lam, Nien · Buys, Sebastian

Exploring Concepts From Soft Robotics (ITPG-GT 2125)

Credits: 4
Duration: 14 Weeks
Dates: Fri

Because the full potential of the emerging field of soft systems is unrealized, there are countless opportunities for curious innovators to discover or develop novel soft systems. Soft robotic skills and techniques also open up a world of possibilities for large scale or surprising artwork. This course teaches hands-on fabrication techniques for constructing simple pneumatic actuators from cast silicone and heat-sealed mylar, and challenges participants to design and build their own. Lectures and discussion center on concepts from soft innovation history, the current state-of-the-art, and sister disciplines of bio-inspired and hybrid (soft/hard) robotics. Consideration of both brand new soft materials, from a class visit to Material ConneXion library, and everyday overlooked soft mechanisms, found in average retail stores, will require participants to look at softness through a new lens. Final projects will be the development of an original soft/flexible/hybrid research or artistic concept presented with context, material swatches with justifications for choices, and physical or modeled proof-of-concept. About Kari Love: http://www.karimakes.com

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Light and Interactivity (ITPG-GT 2133)

Credits: 4
Duration: 15 Weeks
Dates: Tue

We use light in all aspects of our lives, yet we seldom notice it. Most of the time, that’s no accident. Lighting in everyday life, well-designed, doesn’t call attention to itself. Instead it draws focus to the subjects and activities which it supports. In this class, you’ll learn how lighting is used for utilitarian, expressive, and informational purposes. We’ll consider the intersection of lighting design and interaction design, paying attention to how people interact with light. We’ll practice both analyzing lighting and describing its effects, in order to use it more effectively. On the technical side, you’ll learn the basics of the physics of light, its transmission and perception. We’ll talk about sources of light, both current and historical. We’ll work with computerized control systems for lighting and modern light sources, and we’ll create a number of lighting designs for different purposes. You’ll get practice building AC and DC electronic circuits, programming microcontrollers for physical interaction, and learning digital communications protocols such as DMX512 and HTTP and REST. Projects in this class will range from indicator lighting on devices to task and wayfinding lighting in everyday environments to stage and environmental lighting. We won’t spend time on projection or light used for purely expressive purposes, but will look at how to put light to work instead. We’ll focus our attention on lighting the subject at hand, whether that subject is a person, a living environment, or a workspace. This class will be production-intensive throughout the course of the spring semester. Second-year students will not be able to combine the assignments in this class with their thesis projects, though some of the skills may be complementary.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Electronic Rituals, Oracles and Fortune-Telling (ITPG-GT 2120)

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.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2020)


ITPG-GT 2120-000 (22892)01/27/2020 – 05/11/2020 Tue12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Parrish, Allison

Subtraction (ITPG-GT 2719)

Subtractive fabrication is a common manufacturing process that produces durable and functional objects. This class will cover multiple techniques on machining and milling raw material into custom parts. We will focus on both traditional and digital fabrication tools: lathe, CNC router, 4 axis mill, etc. We will cover CAD, CAM, and machine setups as well as research affordable desktop milling solutions for personal shops. The class will be hands on and fabrication heavy, paying close attention to precision, accuracy, and craftsmanship. There will be weekly fabrication exercises, a midterm, and a final project. It’s mill-er time.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2020)


ITPG-GT 2719-000 (22906)01/30/2020 – 05/07/2020 Thu9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by Light, Benjamin

Homemade Hardware (ITPG-GT 2767)

Hardware is not hard, and rapidly prototyping circuit boards is easier than ever with new tools available at ITP. Students will learn how to grow from a breadboard to a custom surface mount board, all without leaving the floor. This class is about artists and designers taking control of their hardware, and exploring the potential of embedding their projects into the world around them. Students will learn the multitude of tools and processes required to make a DIY circuit board. These include Eagle CAD, micro-milling machines, drawing schematics, ordering parts, surface-mount components, acid etching, solder paste and stenciling, reflow, pick-and-place, and others. In-class demonstrations will be done for each of the above, and students will complete assignments using online reference notes and videos. Two smaller projects and one final project will be assigned (3 total), each a circuit of the student’s’ choosing. These three assignments will be designed to work off the most recently taught subjects, and to get the students to fail early. It’s a lot of new material to be learning across multiple domains, so the students will need the entire semester to iterate.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2024)


ITPG-GT 2767-000 (14754)01/26/2024 – 05/03/2024 Fri9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Sigler, Andrew

Playful Communication of Serious Research (ITPG-GT 2974)

Credits: 4
Duration: 14 Weeks
Dates: Mon

Exhibition design is the art of marrying experience and information. The best do so seamlessly; the very best surprise and delight you along the way. In this class you will explore the craft of interactive exhibition design through practice. Working in small groups, you will select an NYU researcher whose work is of interest to you and create an interactive experience that presents this research to a broader, public audience. In the process, you will learn to interrogate content and form, audience and environment, medium and message to create a meaningful and playful exhibit experience.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Connected Devices and Networked Interaction (ITPG-GT 2565)

Credits: 4
Duration: 15 Weeks
Dates: Tue

The World Wide Web no longer stops at the edge of your screen. When it comes to products, if it powers up, it talks to another device. This class provides an overview of methods for connecting the physical world to web-based applications. We’ll consider what the emerging interaction patterns are, if any, and we’ll develop some of our own as needed. This class can be seen as a narrower and more interaction design-based complement to Understanding Networks. The latter class provides a broader overview of the dynamics of communications networks, while this class focuses specifically on the challenges of connecting embedded devices to web-based services. Neither class is a prerequisite for the other, however. This class will introduce network connection techniques for devices using microcontrollers like the Nano 33 IoT and MKR series or ESP8266 and processors running an embedded operating system like the Raspberry Pi. Prerequisites: Intro to Physical Computing and Intro to Computational Media, or equivalent experience with the topics covered in those classes. Learning Objectives: Students will gain an understanding of the basics of network programming for devices with limited computing power. They will learn about current protocols for communication between devices and networked servers, and about the rudiments of security for that communication. Reading: There will be an article or two to read each week, to foster discussion about the design of connected things. Assignments: There will be several one-week software and hardware assignments to get familiar with different technologies and communications protocols, and one hardware and software final application project.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

The Nature of Code (ITPG-GT 2480)

Credits: 4
Duration: 14 Weeks
Dates: Wed

Can we capture the unpredictable evolutionary and emergent properties of nature in software? Can understanding the mathematical principles behind our physical world world help us to create digital worlds? This class focuses on the programming strategies and techniques behind computer simulations of natural systems. We explore topics ranging from basic mathematics and physics concepts to more advanced simulations of complex systems. Subjects covered include physics simulation, trigonometry, self-organization, genetic algorithms, and neural networks. Examples are demonstrated in JavaScript using p5.js (https://p5js.org). Much of the class time will be dedicated to in-class exercises and self-study as the course is available online through a video series (https://www.youtube.com/user/shiffman/playlists) and textbook (http://natureofcode.com/book).

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

The World, Pixel By Pixel (ITPG-GT 2273)

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.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Live Image Processing & Performance (ITPG-GT 2422)

This course teaches the ins and outs of using image processing software with an aim towards some type of real-time use (e.g. a performance or installation). The class looks at ways to manipulate different visual media (time-based, still, vector, and rendered) in real-time to allow students to develop interesting real-time performance systems. While the focus of this class is on using Max for visual work (through a software package called Jitter), it also looks at how to integrate interactive elements (sound, physical interfaces, etc.) into the work. Class time is spent on interface design and software development issues as well. The class explores some interesting capabilities of the software in terms of real-time camera input and tracking, generative graphics systems, and media transcoding. Throughout the class students develop and share ideas on live performance as a medium for visual expression, and learn the software tools necessary to put these ideas into practice in the form of idiosyncratic performance systems. A final presentation in the form of a group performance will be arranged. Students should have some working knowledge of Max/MSP before taking this class.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2020)


ITPG-GT 2422-000 (22920)01/29/2020 – 05/06/2020 Wed12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Romein, Matt