Duration: 15 Weeks
Dates: Fri
Duration: 15 Weeks
Dates: Fri,Mon,Wed
Elect. Engineering – ECE UGRD (Undergraduate)
4 credits – 15 Weeks
Elect. Engineering – ECE UGRD (Undergraduate)
4 credits – 15 Weeks
Elect. Engineering – ECE UGRD (Undergraduate)
4 credits – 15 Weeks
Elect. Engineering – ECE UGRD (Undergraduate)
3 credits – 15 Weeks
Computer Science (Undergraduate)
4 credits – 15 Weeks
Computer Science (Undergraduate)
4 credits – 15 Weeks
Computer Science (Undergraduate)
4 credits – 15 Weeks
This introductory course in engineering problem solving and computer programming is for all undergraduate engineering students without prior programming experience in any language. The course covers the fundamentals of computer programming and its underlying principles using the MATLAB programming language. Concepts and methods are illustrated by examples from various engineering disciplines. Useful numerical techniques and their applications to real-world problems in science and engineering are also discussed. ABET competencies: a, e, k. | Corequisite: EX-UY 1.
Computer Science (Undergraduate)
3 credits – 15 Weeks
CS-UY 1133-000 (17100)01/28/2021 – 05/10/2021 Fri9:00 AM – 10:00 AM (Morning)at Brooklyn CampusInstructed by
CS-UY 1133-000 (17101)01/28/2021 – 05/10/2021 Fri11:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by
CS-UY 1133-000 (17102)01/28/2021 – 05/10/2021 Fri12:00 AM – 1:00 PM (Early afternoon)at Brooklyn CampusInstructed by
CS-UY 1133-000 (17103)01/28/2021 – 05/10/2021 Fri2:00 PM – 3:00 PM (Early afternoon)at Brooklyn CampusInstructed by
CS-UY 1133-000 (16932)01/28/2021 – 05/10/2021 Mon,Wed9:00 AM – 10:00 AM (Morning)at Brooklyn CampusInstructed by
Computer Science (Undergraduate)
4 credits – 15 Weeks
Computer Science (Undergraduate)
4 credits – 15 Weeks
Computer Science (Undergraduate)
3 credits – 15 Weeks
Biomolecular Science (Undergraduate)
1 credits – 15 Weeks
This course covers states of matter, chemical thermodynamics and equilibria, kinetics, acid-base chemistry, electrochemistry, introduction to organic chemistry, natural and synthetic polymers. The course is required for students in the Biomolecular Science Program. | Prerequisite: CM-UY 1004 or CM-UY 1014. Corequisite: EX-UY 1.
Chemistry (Undergraduate)
4 credits – 15 Weeks
CM-UY 1024-000 (19120)01/27/2020 – 05/11/2020 Tue3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by Pollack, Myron
CM-UY 1024-000 (19121)01/27/2020 – 05/11/2020 Tue2:00 PM – 3:00 PM (Early afternoon)at Brooklyn CampusInstructed by Pollack, Myron
CM-UY 1024-000 (19122)01/27/2020 – 05/11/2020 Mon6:00 PM – 7:00 PM (Evening)at Brooklyn CampusInstructed by Mishiyev, Robert
CM-UY 1024-000 (19123)01/27/2020 – 05/11/2020 Mon5:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by Mishiyev, Robert
CM-UY 1024-000 (19124)01/27/2020 – 05/11/2020 Fri9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by Roy, Debasish
CM-UY 1024-000 (19125)01/27/2020 – 05/11/2020 Fri8:00 AM – 9:00 AM (Morning)at Brooklyn CampusInstructed by Roy, Debasish
CM-UY 1024-000 (19126)01/27/2020 – 05/11/2020 Fri12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by Roy, Debasish
CM-UY 1024-000 (19127)01/27/2020 – 05/11/2020 Fri11:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Roy, Debasish
CM-UY 1024-000 (19128)01/27/2020 – 05/11/2020 Tue,Thu11:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Sun, Donghong
Shader Lab is an introduction to shaders for game designers that are artists first, and technicians second. This course attempts to bridge gaps in the necessary knowledge and establish the contextual foundation to allow students to make sense of the disparate sub-disciplines necessary to meaningfully express themselves aesthetically in a rendered environment. Ultimately, Shader Lab is a primer for students seeking to create unique and expressive aesthetics for their digital games. The course empowers designers by providing a conceptual and functional understanding of 3D rendering in order to enable the design and implementation of their personal style.
This class is an overview of the field of games that approaches them from several theoretical and critical perspectives. No special theoretical background or prior training is needed to take the course, but to have had a broad practical experience with and basic knowledge of games is a distinct advantage. Also, an interest in theoretical and analytical issues will help. You are expected to actively participate in the lectures, which are dialogic in form, with ample room for discussion. The course will prepare the student to: Understand and discuss games from a theoretical perspective, as well as the components of a game; Apply new theories and evaluate them critically; Assess and discuss game concepts and the use of games in various contexts; Analyze games, and understand and apply a range of analytical methods.
Generative machine learning models open new possibilities for creating images, videos, and text. This class explores the idea of how artists, designers and creators can use machine learning in their own design process. The goal of this class is to learn and understand some common machine learning techniques and use them to generate creative outputs. Students will learn to use pre-trained models, and train their own models in the cloud using Runway. For each week, we will discuss the history, theory, datasets, application of the machine learning models, and build experiments based on the model. In addition to Runway, we will be using JavaScript libraries like the p5.js, ml5.js, and TensorFlow.js, and software like Photoshop, Unity and Figma. Students are expected to have taken ICM (Introduction to Computational Media), or have equivalent programming experience with Python or JavaScript. A list of ML models we will be covering: Image generation: StylanGAN: https://github.com/NVlabs/stylegan BigGAN: https://github.com/ajbrock/BigGAN-PyTorch Style Transfer Fast-style-transfer: https://github.com/lengstrom/fast-style-transfer Arbitrary-Image-Stylization: https://github.com/tensorflow/magenta/tree/master/magenta/models/arbitrary_image_stylization Semantic Image Segmentation/Synthesis Deeplab: https://github.com/tensorflow/models/tree/master/research/deeplab Sapde-coco: https://github.com/NVlabs/SPADE Image-to-Image Translation: pix2pix: https://phillipi.github.io/pix2pix/ pix2pixHD: https://github.com/NVIDIA/pix2pixHD Text Generation LSTM gpt-2: https://github.com/openai/gpt-2
Interactive Telecommunications (Graduate)
2 credits – 6 Weeks
ITPG-GT 2054-000 (23367)01/31/2020 – 03/13/2020 Fri9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by Shi, Yining
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
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
Interactive Telecommunications (Graduate)
4 credits – 14 Weeks
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
ITPG-GT 2767-000 (14754)01/26/2024 – 05/03/2024 Fri9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Sigler, Andrew
Interactive Telecommunications (Graduate)
2 credits – 6 Weeks
As a response to developing technologies, artists working in areas of new/digital media are continually inventing new concepts for self-expression – interactivity, the passage of time and resolution, just to name a few. Yet these concepts are new only in the sense that they are being adapted to new media. For example, the notion of interactivity, frequently observed as original and specific to the user-interaction component of computer-mediated works, was equally, if differently, specific to Gianlorenzo Bernini’s 17th-century Baroque sculpture and architecture. Indeed the very concept of new media, and the concomitant implication of critically significant artistic development, applies throughout history. Oil revolutionized painting in the Renaissance, as did house-paint (on canvas) in the 1950s; in the 1910s, the found object indelibly altered definitions of art, the importance of the object being subsumed by that of the concept in the 1960s. This course examines how artists working before the boom of digital technology utilized other media, techniques and approaches to effect formal, conceptual and experiential dynamics comparable to those being investigated by new media artists today. The objective of the course is to provide students with not only knowledge of the immensely rich history of artistic creativity, but also a platform through which that knowledge might be utilized to reconsider new media strategies of artistic expression. It is the goal that through observation, discussion, reading and projects (both written and hands-on), students acquire mental tools to approach their own work with an expanded understanding of artistic possibility. Organized thematically, each class focuses on a different concept derived from the field of new media production and examined with regard to artistic precedents. The course focus primarily, though not exclusively, is on 20th/21st-century art. It is conducted as a combination lecture/discussion class. Critical theory is incorporated into the readings and discussions, but this is not strictly a theory course. The course has been conceptualized and designed to enhance understanding through a variety of means, from basic observation, to exploratory conversations, to more rigorous thinking informed by lectures, readings and focused discussions.
Interactive Telecommunications (Graduate)
2 credits – 5 Weeks
ITPG-GT 2586-000 (23425)01/31/2020 – 03/06/2020 Fri9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by Krantz, Georgia