The history and culture of the ancient Israelite societies of biblical times and the Greco-Roman period seen from the perspective of the process of urbanization and the role of cities in the development of classical Judaism, covering the period from c. 1250 b.c.e. through the third century c.e. Surveys the history and achievements of these cities and their contribution to the development of law and social organization, prophetic movements, history of Israelite religion and early Judaism, and the background of Christianity. The Bible and ancient Jewish texts preserve much evidence for the history of ancient Israel; and archaeological excavations, as well as the discovery of ancient writings in Hebrew and related languages, have added to our knowledge. In addition, new discoveries in the Dead Sea Scrolls contribute greatly to our understanding of the history of Judaism and the emergence of Christianity. Throughout, we remain focused on the growth of cities and their role in the creation and development of ancient Israel’s culture and literature.
Games 101 is the foundational course for the NYU Game Center. The focus of Games 101 is game literacy – a shared understanding of games as complex cultural and aesthetic objects. The class incorporates lectures, discussion, readings, and writing assignments, but the primary activity of the class is critical play – playing games in order to better understand and appreciate them. The class covers games on and off the computer, including classic and contemporary board and card games, sports, and games on the PC, internet, and consoles.
We are inundated by data, but data alone do not translate into useful information. Statistics provides the means for organizing, summarizing, and therefore better analyzing data so that we can understand what the data tell us about critical questions. If one collects data then understanding how to use statistical methods is critical, but it is also necessary to understand and interpret all the information we consume on a daily basis. This course provides these basic statistical approaches and techniques. This course may not be acceptable as a substitute for any other Probability and Statistics course. For Sustainable Urban Environments (SUE) students, please see your advisor. Note: Not open to math majors or students who have taken or will take MA-UY 2054 or MA-UY 2224 or MA-UY 3014 or MA-UY 3514 or ECE-UY 2233 or equivalent.
This course covers: Library of Functions, functions of one variable. Limits, derivatives of functions defined by graphs, tables and formulas, differentiation rules for power, polynomial, exponential and logarithmic functions, derivatives of trigonometric functions, the product and quotient rules, the chain rule, applications of the chain rule, maxima and minima, optimization. The definite integral, the Fundamental Theorem of Calculus and interpretations, theorems about definite integrals, anti-derivatives. MA-UY 1324 is for students who wish to take MA-UY 1024 but need more review of precalculus. MA-UY 1324 covers the same material as MA-UY 1024 but with more contact hours per week, incorporating a full discussion of the required precalculus topics. | Prerequisite: Placement Exam or MA-UY 912 or MA-UY 914. Corequisite: EX-UY 1.
This course MA-UY 1424 is for students who wish to take MA-UY 1124 but need more review of precalculus. MA-UY 1424 covers the same material as MA-UY 1124 but with more contact hours a week, incorporating a full discussion of the required precalculus topics. | Prerequisites: MA-UY 1022 or MA-UY 1024 or MA-UY 1324. Note: credit for this course may be used to satisfy the minimum credit requirement for graduation. Corequisite: EX-UY 1
The course covers all aspects of supplying electric power to the Internet of Things devices and systems. Energy harvesting, conversion, and storage are discussed. Rectifiers, inverters, and dc-dc converters are analyzed and designed. Examples of wired and wireless power transfer systems for battery charging are provided. CAD software for power electronics is introduced. Just-in-time coverage of electric circuit concepts makes the course accessible to any student with an engineering math and physics background. | Prerequisite: MA-UY 2034 and PH-UY 2023; or instructor’s permission.
This course offers a solid grounding in the basic issues and techniques of parallel and distributed computing. The material covers the spectrum from theoretical models of parallel and distributed systems to actual programming assignments. | Prerequisite: (CS-UY 2134 or CS-UY 1134) and (CS-UY 2124 or CS-UY 1124) (C- or better) and CS-UY 3224.
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.
From Karlheinz Stockhausen and Kraftwerk to D.A.F. and the Euro disco of Snap! – the first seven weeks of class considers the history of German electronic music prior to the Fall of the Wall. We will particularly look at how electronic music developed in Germany before the advent of house and techno in the late 1980s. One focus will be on regional scenes such as the Düsseldorf school of electronic in the 1970s with music groups such as Cluster, Neu! And Can, the Berlin school of synthesizer pioneers like Tangerine Dream, Klaus Schulze and Manuel Göttsching or Giorgio Moroder’s Sound of Munich. Visits will be made to experience Oskar Sala’s Trautonium – an early proto-synthesizer with which he created the sounds for Hitchcock’s The Birds – at the Musikinstrumenten Museum and the location of the Zodiak Free Arts Lab, an experimental club founded by Conrad Schnitzler and Hans-Joachim Roedelius. Students will be expected to competently identify key musicians and recordings of this creative period. The second half of the course looks more specifically at the arrival of Techno, a new musical movement, and new technology in Berlin and Germany in the turbulent years after the Fall of the Berlin Wall, up to the contemporary moment. Indeed, Post-Wall East Berlin, full of abandoned spaces and buildings and deserted office blocks, was the perfect breeding ground for the youth culture that would dominate the 90s and led Techno pioneers and artists from the East and the West to take over and set up shop. Within a short space of time Berlin became the focal point of a new culture, attracting enthusiastic followers from all over the world to clubs such as ‘Tresor’ and ‘E-Werk’. Among those early techno aficionados were writers, artists, photographers, musicians and fashion designers. Techno quickly developed into a lifestyle and mass movement, finding its most exhilarating expression in the Love Parade and, recently, the club/movement Berghain. As students consider Berlin’s slow transformation from divided city in those anarchic and pioneering days of the early 90s into the bustling, world-class nightlife capital it is today, they will also consider the changing and controversial cultural and socio-economic landscape of the city, and how Berlin continues to retain its uncompromising, avant-garde ethos. Students will be expected to write final research paper drawing on issues discussed in class and in the readings.
Inspired by the Japanese art of Chindōgu, this class will introduce a playful and whimsical approach to learn industrial design. In this 14-week studio format class, students will develop gadgets, inventions, and electronic devices that present absurd solutions to problems, while learning concepts and techniques of design ideation, prototyping, model making, CMF (color, material, and finishes), and manufacturing. This is a production heavy four-credit course, where students will learn about industrial design and tangible interactions. Prerequisite: Intro to Phys. Comp. (ITPG-GT 2301)
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).