Designing Your Voice: Synthetic Sounds From Circuits (ITPG-GT 3046)

Course Description: In this 14-week course, students will explore sound design fundamentals through modular synthesizers, leveraging the capabilities of microcontrollers. Modular synthesizers are a type of electronic musical instrument used to generate, manipulate, and shape sound through the interconnection of individual modules, or components. This course is designed to equip students with the skills and creative prowess required to craft their own unique devices that adhere to the Eurorack design format; a popular modular synthesizer standard. The curriculum blends the art of sound design with the technical aspects of hardware synthesizer architecture, building skills so that by the end of this course students will have the competence to bring their sonic visions to life in physical form through thoughtful interaction. By harnessing the modular nature of these components, students will work independently, taking into consideration the designs of their peers to ensure seamless compatibility between their devices, resulting in a distinct ‘voice’; a term used to describe a collection of components that define the signal path of a synthesizer. The first half of the course will focus on sound design coding techniques utilizing the Teensy microcontroller, with the second half dedicated to developing tangible hardware design skills. Prerequisites: Intro to Physical Computing No sound design/musical experience is required.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Sections (Spring 2024)


ITPG-GT 3046-000 (14811)01/22/2024 – 05/06/2024 Mon9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by

On Permanence: The Lifecycle of Art in Digital Works (ITPG-GT 3045)

“What does it mean to make something that lasts? In this 7-week studio, we will attempt to understand the collective hallucination that is the Internet, while rationalizing the intersection of permanence, mutation, utility and ownership in creative digital work. To support this investigation, we will: – Use hands-on workshops to understand and build various forms of generating digital art – Consider the implications of storage and longevity – Have a working knowledge of marketplace capabilities, and their influence on the art that they contain – Expand on our understanding of verifiable ownership, blockchain and otherwise, and how it can have impact beyond the digital landscape Through this class, you will develop work that considers time as a critical axis, be it the longevity of the outcome, or the impermanence of the idea. Work may live on the blockchain, utilize generative ai frameworks, or manifest as a performance in a snowstorm.”

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Sections (Spring 2025)


ITPG-GT 3045-000 (12292)01/24/2025 – 03/07/2025 Fri9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by

Designing for Messy Humans (ITPG-GT 3047)

Credits: 4
Duration: 14 Weeks
Dates: Mon

“How can we create services – digital or otherwise – that scratch psychological itches in ways that take into consideration the uncontrollable nature of users? In this course, we marry the art of design with the science of psychology. The offspring of this match is complicated, unexpected and never predictable – but indelibly informed by both its binary and analogue parentage. Leaning on a variety of international case studies that tickle our human passion for enquiry, for storytelling, for sensation, and for sense-making, plus short philosophical readings about the nature of the indefinable, each class will dissect what we know about something inherently human (from beauty to joy to elegance), and how technologists and machine-makers have tried to predict it. We will spend time in this course reverse engineering black boxes and imagining how they could have been designed otherwise. The final project will be an “”””engine”””” or machine – mock-up, paper design or working prototype – that proposes to produce the solution to a messy human question every single time. The course will be divided into three thematic sections of three classes each: a theory week, an analysis week, and a prototyping week. Each thematic section will examine single-topic human “needs” frequently designed for in apps and tech. Students will be expected to take part in group discussions, and brainstorming sessions that will imagine systems that could achieve that topic. Latterly, the last session will be workshops, in which students will work together or alone on their own projects based on one topic of their choice.”

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

New Portraits (ITPG-GT 3042)

Credits: 2
Duration: 6 Weeks
Dates: Thu

“””Portraiture stands apart from other genres of art as it marks the intersection between portrait, biography, and history. They are more than artworks; when people look at portraits, they think they are encountering that person,”””” says Alison Smith, chief curator at the National Portrait Gallery in London. For thousands of years, artists have used cutting-edge tools and resources to create portraiture, giving viewers a glimpse into the subject’s life. A successful portrait embraces technology to bring the viewer closer to the subject but is not overshadowed by it. In this course, we will delve into portraiture through the lens of volumetric capture using the Depth Kit system. Through hands-on assignments, students will learn the entire pipeline of volumetric capture, from configuring the system to capturing our subjects and final output. Simultaneously, we will focus on fundamental aspects of portraiture, such as lighting, storytelling, production techniques, and historical foundations. The course will explain the techniques and considerations involved in creating volumetric portraits. We will explore various approaches to capturing subjects, employing advanced technologies to record their presence in 3D. Students will gain proficiency in the Depth Kit system to produce high-quality volumetric portraits that can be integrated into different mediums, including game engines, augmented reality (AR), or traditional 2D outputs.”

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Surveillance in the Simulation (ITPG-GT 3037)

Credits: 2
Duration: 6 Weeks
Dates: Fri

“Surveillance is the most successful business model in cyberspace, maybe the most successful business model anywhere in history. But the internet is changing. New regulations, new technologies, new consumer preferences, new ways of making money, a new generation of technologists promising change. Will surveillance capitalism continue to be the dominant modality in the online world of the future? And if not, what would replace it? In this class we’ll examine the contemporary state of the surveillance industry and the technical infrastructures that underpin it, such as cookies, requests, and browser fingerprinting. And then look to the promised technologies of the future, from the cryptographic web3.0 to the metaverse to our own hypothesized models for the future of digital existence.”

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Live! (ITPG-GT 3004)

This course focuses on designing, developing and delivering multimedia live performances via a virtual platform. The class will have an emphasis on experimenting with different possibilities of virtual performances, pushing the boundaries of the performative medium, and using emerging technologies to create experiences that allow for the unfolding of engaging narratives, and/or generate compelling visuals in real time. We will look at various examples of both online and offline performances, explore how we can apply the technologies we have learned to design performative systems, and discuss methods we can use to make our performances more engaging. Students will practice quickly coming up with ideas and performing in class. A few weeks into the course, students will propose final project ideas and then develop the performances in the following weeks with support from the instructor. The class will culminate in a virtual event featuring solo and/or group performances by the students.

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Sections (Spring 2025)


ITPG-GT 3004-000 (11430)01/22/2025 – 03/05/2025 Wed6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Wang, Carrie

Designing Curiosity Portals (ITPG-GT 3008)

By exploring and dissecting the field of STEM education, we will research how STEM education currently exists with clear biases and gatekeeping. Through that we intend to create a framework to challenge the biases and design more inclusive and accessible pathways. As a class we will engage in discussions around spaces (community/public spaces and private spaces), STEM as an inclusive element, and definitions of accessibility. The hope is to yield an experience where students can observe, inspire (or get inspired) by mundane things around their day to day lives and connect them to STEM experiences that might seem rather oblivious. Students will create assignments in dialogue with “making with everyday objects”, STEM pedagogy practice, social/emotional learning in spaces, and human-centered design. Students will be exposed to STEM literacy pedagogy, will curate a pop-up space, practice comprehensive user-testing, and reconstruct the framework around accessible and universal design. Students will engage in critical thinking, critiques, visiting artist lectures, field trips and class discussions. About Sharon De La Cruz: https://www.sharonleedelacruz.com/about-me, https://khushbukshirsagar.weebly.com/about.html

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2024)


ITPG-GT 3008-000 (14799)01/26/2024 – 05/03/2024 Fri12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by De La Cruz, Sharon

R&D Studio: Feature, Smart, and Super Phones (ITPG-GT 3009)

In this special format studio class, students will investigate techniques and frameworks to challenge the socioeconomics of planned obsolescence. We will research, design, and develop projects that rethink our strained relationship with smartphones and re-imagine the future of “old” devices. This is a production-heavy, four-credit course, where students will contribute to original research, and develop projects that combine HCI, design, and critical theory. Prerequisites include an open mind, the drive to make, and graduate-level Physical Computing.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2024)


ITPG-GT 3009-000 (14800)01/23/2024 – 04/30/2024 Tue3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by Galvao Cesar de Oliveira, Pedro

Therapeutic Sensory Immersion – VR Focused (ITPG-GT 3006)

The use of digital technology in mental health treatment, recovery, support, and prevention is rapidly gaining acceptance. For instance: The FDA recently approved the VR therapeutic EaseVRx to treat pain. Researchers recently found that exposure to natural environments in VR can provide emotional well-being benefits for people who cannot access the outdoors. Strobing lights can be tuned to stimulate temporary harmonic brain wave patterns usually only found in people who have been meditating for decades. Apps which help you track your mood could facilitate gaining knowledge and awareness of one’s mood patterns and thus help maintain emotional well-being. ASMR videos are reported to be effective in inducing sleep for those susceptible to insomnia, and assuaging a range of symptoms, including those associated with depression, anxiety and panic attacks. This class will focus on the use of technology to activate any and all of our senses to aid in mindfulness and meditation, distraction therapy, body awareness and acceptance, and more, via the use of tools and techniques shown to have a direct impact on our physiology as well as supportive and accessible user experience design with broad applications in other areas. Prerequisite: Basic coding and physical computing About Brian Lobser: http://light.clinic

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2024)


ITPG-GT 3006-000 (14797)01/26/2024 – 05/03/2024 Fri6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Lobser, David

Electricity and Light (PH-UY 1223)

Credits: 3
Duration: 15 Weeks
Dates: Tue,Thu
Credits: 3
Duration: 15 Weeks
Dates: Tue,Thu,Fri
Credits: 3
Duration: 15 Weeks
Dates: Tue,Thu,Fri
Credits: 3
Duration: 15 Weeks
Dates: Tue,Thu,Fri
Credits: 3
Duration: 15 Weeks
Dates: Tue,Thu,Fri
Credits: 3
Duration: 15 Weeks
Dates: Tue,Thu,Fri
Credits: 3
Duration: 15 Weeks
Dates: Tue,Thu,Fri
Credits: 3
Duration: 15 Weeks
Dates: Tue,Thu,Fri

Second of two introductory courses in general physics for non science or engineering majors. (Not an acceptable substitute for PH-UY 2023 or PH-UY 2033) Electric forces and fields. Electric potential and capacitance. Electric current. Magnetic forces and fields. Faradays law and inductance. Maxwell’s Theory of Electromagnetism. Electromagnetic waves. Light and Color. Geometrical optics. Image Formation. Interference and diffraction. | Prerequisite(s): PH-UY 1213 or PH-UY 1013; Co-requisite: EX-UY 1.

Physics (Undergraduate)
3 credits – 15 Weeks

Introduction to Mechanical Engineering (ME-UY 1012)

Credits: 2
Duration: 15 Weeks
Dates: Tue

This course introduces students to the range of mechanical engineering and emphasizes the basic principles and devices for storing and using energy, directing motion and satisfying needs. Case studies look at design issues and related ethical and professional practice issues. Emphasis is on a mindset of exploration. Engineering standards and standard parts. Teams work on and present two design challenges. | Prerequisite: Only first-year students are permitted to enroll in this course.

Mechanical Engineering (Undergraduate)
2 credits – 15 Weeks

Re-decentralizing the Internet (ITPG-GT 3032)

Decentralization has become a buzzword in the technology space, and there is much more to decentralized technology than NFTs and cryptocurrency. In this course, we will examine the fundamental concepts of the existing internet infrastructure, work to define what decentralization means, learn about the “why” of decentralization, survey the landscape of decentralized, distributed, and p2p protocols, and develop decentralized applications. We learn about will examine the implementation of decentralized technology and throughout the course, we will look at different use cases of decentralization such as evading censorship, protecting privacy, and creating resilient applications. We will also consider ethical questions about the decentralization movement—how will it grow, who benefits from decentralization, and whether a decentralized internet is even a good solution at all. We will examine the underlying technologies that enable decentralization, as well as looking at the current implementations of decentralized protocols and apps built on top of decentralized protocols. Finally, we will touch on adjacent topics such as local networks, mesh networking, and p2p networks. While this course will cover a breadth of decentralized and self-hosted applications, we will steer away from decentralized financing and NFTs and instead focus on decentralized information sharing. The goal of the class is to challenge students to think critically about the future of the decentralized web and develop applications that leverage these technologies. Students with or without a background in networking are both highly encouraged to enroll.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Fall 2023)


ITPG-GT 3032-000 (21891)09/08/2023 – 12/15/2023 Fri9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by

Shared Minds (ITPG-GT 3033)

“What capabilities does computational media have for depicting and conveying the experience of our minds? In this course we will start out using 3D graphics to depict the conventional physical reality that appears before us. Then we will turn inward to reflect the multidimensional reality of our minds, using artificial neural networks. Finally we return to embodied interfaces connected with cloud networking and databases to share with other people. The class will operate at a conceptual level, inviting students’ empirical psychological and philosophical investigations of the nature of their experience and how to convey it with art and story. It will ask students to look critically at existing computational media’s tendencies to bore, divide or inflame its users. But this is also very much a coding class where students will prototype their own ideas for new media first with 3D graphics using the threejs library, and then with machine learning models like Stable Diffusion using Huggingface APIs or Colab notebooks and finally with networking and databases using Firebase or P5 Live Media. Students can substitute other coding tools but game engines will not work for this class. The coding is in javascript, with a possible touch of python, and is a natural sequel to Introduction to Computational Media.” Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048)

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Fall 2025)


ITPG-GT 3033-000 (11392)09/03/2025 – 12/10/2025 Wed12:00 AM – 2:00 PM (Early afternoon)at Brooklyn CampusInstructed by O’Sullivan, Daniel

Fabricating Mechanical Automatons (Batteries Not Included) (ITPG-GT 3034)

How do we make things move, produce sounds, or maybe even emit light without batteries? Through this course, each student will design their own purely mechanical automaton. We will learn how to use simple materials and tools to hand prototype mechanisms in their early stages. CAD software will be used to refine the designs and then a series of traditional and digital fabrication tools (various wood shop tools, laser cutter, CNC, 3D printers, etc.) will be used to produce the final pieces. We will learn how to work iteratively in the shop through weekly exercises, and a midterm and final project.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Fall 2023)


ITPG-GT 3034-000 (21893)09/07/2023 – 12/14/2023 Thu9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by

Game Design & the Psychology of Choice (ITPG-GT 3028)

“As game and interaction designers we create systems and choices that can either prey upon our psychological foibles or help us avoid decision pitfalls. It is our responsibility to understand how we decide, to consider the ethics of the systems we create and to practice designing systems in a purposeful manner. Game Design & The Psychology of Choice will provide interaction and game designers with an understanding of the factors that influence behavior and decision-making by looking at the intertwining of cognitive psychology and economics through the development of behavioral economics. These disciplines study behavior on the individual and group level, often revealing some of the why behind the rules of thumb and folk wisdom that game designers come to intuitively. But understanding the why—why we fall into decision traps; why certain tradeoffs tax our brain more than others; why we are overconfident about our abilities; why certain decisions make us uncomfortable—allows us to more purposefully apply our design craft, both in and out of games. Finally, as a class, we will take what we learn about how we think and create series of game experiences based around key cognitive science concepts. Assignments may include: •Mod a cognitive science experiment into a game or experience •Analyze and present a game through the lens of cognitive science and behavioral economics •Create game or experience based around a particular insight from cognitive science or behavioral economics”

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Fall 2025)


ITPG-GT 3028-000 (11391)09/03/2025 – 12/10/2025 Wed6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Parker, Matthew

BioDesigning the Future of Food (ITPG-GT 3030)

For centuries, food production practices such as permaculture fostered ecosystems intended to be sustainable and self-sufficient, while producing nutrient-dense food. Modern farming has introduced harmful monoculture practices proven to cause collateral destruction of biodiversity and seasonal harvesting, distancing us from our food ecosystems. The future of food can be regenerative or continue to contribute to massive health and environmental issues. How can we challenge ourselves to regain connection to our food system? How might we use innovation, personal prowess, design, and biotechnology to reimagine healthier ecosystems? This course examines the historical context of the food ecosystems and encourages students to identify with these systems that we (in urban settings) are disconnected with. Students will build a project around exploring innovative approaches to the future of food and our relationships with it. These projects will incorporate design, technology, science, and research elements.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Fall 2024)


ITPG-GT 3030-000 (15738)09/06/2024 – 12/11/2024 Fri3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by Huggins, Nikita