Duration: 6 Weeks
Dates: Tue
Interactive Telecommunications (Graduate)
2 credits – 6 Weeks
Interactive Telecommunications (Graduate)
2 credits – 6 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 – 5 Weeks
ITPG-GT 2805-000 (23274)03/25/2020 – 04/29/2020 Wed3:00 PM – 6:00 PM (Late afternoon)at Brooklyn CampusInstructed by Kim, Su Hyun
ITPG-GT 2805-000 (23277)01/29/2020 – 03/04/2020 Wed3:00 PM – 6:00 PM (Late afternoon)at Brooklyn CampusInstructed by Dillon, Katherine
Interactive Telecommunications (Graduate)
4 credits – 14 Weeks
You live with illusions. The nature of these illusions has long been described in mystical practices but is now increasing corroborated by modern research such as neuroscience, behavioral economics, social psychology, embodied cognition, and evolutionary psychology. What does this have to do with computational media? With technology, we have the ability to revisit some of these vestigial illusions that made sense in ancient environments but that might limit our personal happiness or the overall functioning of modern society. Will the computer’s ability to run more objective statistical analysis on data gathered tirelessly over time, across individuals and locations allow us to more accurately see ourselves and the world as it is. Can we build computer interfaces that give a fuller expression of our experience when we are not limited by an illusory view of ourselves? The insights into how into how to reach people more fully comes with a responsibility to then ask what should say to them. As the computers are able to understand us better than we understand ourselves will we relinquish control to them? At a practical level, the class looks at interfaces for digitizing signals from the less consciously controlled parts of your body using things like biosensors and cameras. It then moves on to opportunities for finding insights in from patterns in the mounds of already digitized expression you have produced every day for years, for instance in your email. Then we look at the possibility of bypassing consciousness with techniques like subliminal priming to affect behavior. Finally, we will look at how we can use things like browser extensions to manipulate shared media in an attempt to counter some filter bubble effects that emerge at a group level based on the illusions discussed in this class. This class will use skills from Physical Computing and ICM.
Interactive Telecommunications (Graduate)
2 credits – 8 Weeks
ITPG-GT 2975-000 (22862)01/27/2020 – 03/23/2020 Mon3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by O’Sullivan, Daniel
Interactive Telecommunications (Graduate)
4 credits – 15 Weeks
Interactive Telecommunications (Graduate)
2 credits – 6 Weeks
Code without content gets boring fast. This seven week course will show you how to create stories around which you can weave the technology learned in other classes. When content comes first, interesting problems arise to solve. Participants will get solid grounding in how to tell a visual story using words and images in a traditional format, so then they can take that format and reimagine it in entirely new and unique ways. The first few classes are devoted to getting basic comic skills. The remaining classes will hone and expand these abilities while posing the question: what can be done differently, and how can technology add to what we have created? At the end of the semester you will have a something that sets you apart; – original content AND technological know how. Students will combine words and images, look at each other’s work, look at examples of published works. Reimagine how these stories can be told in new and unique ways. This a demanding course. There is a lot of work involved, they will end up with a lot of original content. During the first half we look at and make traditional comics. Second half we experiment with comic format WHILE honing storytelling skills. Relevant speakers will come in to discuss what they do and how they work etc.
Interactive Telecommunications (Graduate)
2 credits – 6 Weeks
ITPG-GT 2925-000 (22870)01/28/2020 – 03/10/2020 Tue9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by White, Tracy
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
Interactive Telecommunications (Graduate)
4 credits – 14 Weeks
Interactive Telecommunications (Graduate)
4 credits – 14 Weeks
Interactive Telecommunications (Graduate)
4 credits – 14 Weeks
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
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
This course aims to provide students with the critical thinking and practical skills for creating effective and compelling interfaces. We will dissect what a compelling user experience is and discuss and apply design methods for creating one. Throughout this 14-week course we will examine a wide range of examples of interfaces with a focus on understanding the attributes of a successful interface and applying proven research, mapping and testing techniques. The class format will include lectures, case studies, student presentations, discussions of readings and in-class design exercises. The format is very hands-on with assignments that focus on problems that are typical of those a UX designer will encounter in the professional world.
The interactive project will illustrate students’ unique interests as well as evidence of competency within the field of interactive media production. Students are encouraged to develop their project around a theme previously explored in their work. Projects will be presented and critiqued repeatedly throughout the capstone process to peers, faculty, and industry professionals. A final presentation of the interactive project will be delivered late in the semester. The research paper (4000-5000 words) will focus on at least one aspect of the interactive project: e.g. culture, theory, philosophy, or history, the project context, and/or production methods. For example, students may write about their project’s reception by a set of specific users, or by users who are part of a larger culture, society, or market. It is important that students think beyond the project itself and situate it in a broader context accessible through research. The research paper will include an annotated bibliography of the books and other resources they used for their research. Students will also be guided in the production of an online portfolio to showcase their work and accomplishments to the outside world. Graduates will be evaluated by their portfolio when applying for jobs, graduate school, artist residencies, grants, and the like. Portfolios will be tailored to the demands of each student’s future goals and target audience.
This course is designed to provide students with hands-on experience working with computational media (programming, creative coding, etc.) and data. The forms and uses of computational media and its application are explored in a laboratory context of experimentation and discussion.
Interactive Media Arts (Undergraduate)
4 credits – 14 Weeks
IMNY-UT 220-000 (23514)01/28/2020 – 05/07/2020 Tue,Thu6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Higgins, Colleen
This course will provide a foundation for understanding modern web development with a focus on front end technologies and accessing public data. The forms and uses of these technologies are explored in a laboratory context of experimentation and discussion.
Students will create two well-designed single-page web applications, including one that leverages public APIs and digital services from a wide range of existing web products. The goal of the course is for students to learn how to think holistically about an application, both by designing a clear user experience and understanding the algorithmic steps required to build it.
We live in a world where we have more data, computational power, and access to digital connectivity than ever before. But how do we make sense of the promise inherent in this reality while holding space for the challenges that it presents for different groups and communities? How do we situate the technologies that we have come to take for granted? And more importantly, how do we leverage an artist’s perspective to creating active responses that interrogate and hint at the potential for different futures? This course examines emergent technological fields, spanning topics like data collection/representation, digital archives, artificial intelligence, social algorithms, and automation and asks how the technologies inherent to each can be leveraged for artistic response, creation, and critique. While this course is primarily conceptual and art theory-based, the content covered will be technical in nature and students will be tasked with making three creative responses to the content in the tradition of the new media, digital, and conceptual art worlds.
Interactive Media Arts (Undergraduate)
4 credits – 14 Weeks
IMNY-UT 205-000 (23270)01/28/2020 – 05/07/2020 Tue,Thu9:00 AM – 10:00 AM (Morning)at Brooklyn CampusInstructed by Onuoha, Chisom
This course is designed to provide students with hands-on experience working with interactive and emerging applications for creating immersive experiences, with a focus on designing for virtual reality headsets. The class will also touch on related technologies, methods, and fields including experience design, virtual painting, augmented reality, interactive installation, and 360 video/audio. The course materials will also include readings and discussions on prior art/relevant critical texts.
“In this course, students learn how to create musical systems –pieces that incorporate randomness, interact with their listeners, or evolve over time, in the browser. We will start by creating audiovisual instruments and sample-based interactive songs, as students review their p5.js skills and are introduced to the Tone.js music library. Then, we will turn to a structured exploration of the elements of music, focusing on rhythm, melody, timbre, and harmony. For each, we will hold listening sessions, represent and manipulate the element in code, and interact with it via a range of existing interfaces. Students will explore the possibilities that computation and interactivity open up by designing and implementing a series of interactive studies. The last few weeks of the semester will be dedicated to introducing algorithmic composition techniques such as Markov Chains and Neural Networks. During this time, students will also develop their final project: an interactive/generative musical piece that builds on their previous classwork. Throughout the course, students are encouraged to bring in their musical tastes and interests into the classroom. This class is a good fit for students who are interested in: – Creating interactive music pieces and digital instruments. – Deepening their understanding of how music works. All musically-curious students are welcome: previous experience with music and audio will be useful, but is not required. – Continuing to develop coding skills. Creative Coding or equivalent programming experience is required.”Prerequisite: Creative Computing (IMNY-UT 101)
Assistive technology is a term that includes a wide variety of technologies for people with disabilities. This two-point survey course is designed to provide students with an overview of the field of assistive technology. Field trips, readings, and guest speakers will provide students with an understanding of current research and development as well as processes used in determining appropriate technologies. Weekly assignments and a final research project.