Journalistic Inquiry: The Written Word (JOUR-UA 101)

Journalism (Undergraduate)
4 credits – 14 Weeks

Sections (Fall 2023)


JOUR-UA 101-000 (8832)at Washington SquareInstructed by


JOUR-UA 101-000 (23456)


JOUR-UA 101-000 (10147)09/05/2023 – 12/15/2023 Tue,Thu9:00 AM – 10:00 AM (Morning)at Washington SquareInstructed by De La Hoz Arias, Felipe


JOUR-UA 101-000 (9303)09/05/2023 – 12/15/2023 Mon,Wed6:00 PM – 8:00 PM (Evening)at Washington SquareInstructed by Borak, Donna


JOUR-UA 101-000 (8735)09/05/2023 – 12/15/2023 Mon,Wed6:00 PM – 8:00 PM (Evening)at Washington SquareInstructed by Reed, Anika


JOUR-UA 101-000 (8677)at Washington SquareInstructed by


JOUR-UA 101-000 (9796)


JOUR-UA 101-000 (20665)09/05/2023 – 12/15/2023 Tue,Thu6:00 PM – 8:00 PM (Evening)at Washington SquareInstructed by Surico, John

History of Italian Cinema (ICINE-UT 1103)

The Italian Cinema is a good way to study the whole Italian history, society, ideology and behaviours. The students will have the opportunity to know such authors as Rossellini, De Sica, Fellini, Antonioni, Visconti, Pasolini, Bertolucci, who are well known in the US. The course will also focus on the difference between auteur films and genre films (comedy, roman-mythological, western, melodrama); it will stress the gender point of view, the problem of a national identity, the role of the film industry. Strong attention will be paid to the relationship between Italian film and literature, art history, television and other disciplines.

Undergraduate

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

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

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

Shakespeare and the Elizabethan Stage: Text and Performance (ENGL-UA 9412)

Credits: 4
Duration: 14 Weeks
Dates: Tue
Credits: 4
Duration: 14 Weeks
Dates: Tue

This course provides an introduction to the dramatic work of Shakespeare and his contemporaries. Students read and attend representative comedies, tragedies, and histories, their selection to be determined by the plays actually in production in and around London, particularly at the Barbican, New Globe, and Stratford to which at least one excursion will be made. Special attention will be given to the playhouses and the influence they had on the art of the theatre, actors’ companies, and modes of production and performance. Lectures and discussions will focus on the aesthetic quality of the plays, their relationship with the audiences (then and now), the application of the diverse attitudes and assumptions of modern critical theory to the Elizabethan stage, the contrasting structures of Shakespearean and non-Shakespearean drama, the new emphasis on selfhood and individuality, and the major themes of hierarchy, order, and justice, the conflict of Nature and Fortune, the role of Providence, the ideals of love, and the norms of social accord. Opportunities will be given to investigate the interrelations of the plays and other arts, including film, opera, and ballet.

English (Undergraduate)
4 credits – 14 Weeks

TV Nation: Inside and Out of The Box (FMTV-UT 1086)

TV Nation: Inside and Out of the Box gives students the opportunity to experience, first hand, how the world of network television works from two points of view: business and creative. Students will gain an understanding of the business aspect through the vantage point of the network executives and programmers. They will also learn the creative process from development to pitching, from the vantage point of writers and producers in the industry. In TV Nation, students will role play the entire process as the key players who put together a season for broadcast and cable networks. This course allocates as a Craft for Film & TV majors. COURSE SUBJECT TO DEPARTMENTAL FEES.

Undergraduate

Applied Audio for Video (MPATE-UE 1225)

Credits: 3
Duration: 15 Weeks
Dates: Tue

A continuation of MPATE-UE 1010. This is an advanced & detailed study of the audio-visual production & post-production process including digital recording techniques, with special emphasis on synchronization & the interfacing of SMPTE time code. Sound design, advanced Foley topics, * creative workflow in audio post production will also be discussed.

Music Technology (Undergraduate)
3 credits – 15 Weeks

Outside The Box: Site-Specific Immersive Explorations (ITPG-GT 3029)

This course introduces students to modalities for creating site-specific and immersive art and performance. Assignments will examine the work of artists who challenge the limitations of the physical, psychological and transactional spaces that have come to define conventional production models. Students will regularly receive prompts from which collaborative work will be workshopped, generated and presented. The sites and practices explored will de-center script/text as spine, institutional space as gathering place, linear storytelling as narrative, and separation between audience and artist as social contract. Through group performance projects and presentations, students will investigate how Site evokes Narrative and Event differently in brick & mortar, virtual, historic, liminal, dead, found, contested, democratized and community spaces. Our work will unpack the challenges and opportunities presented when we relinquish creative control of such unfixed elements as serendipity, impermanence, improvisation, audience agency, public space, weather, and pandemic.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Fall 2023)


ITPG-GT 3029-000 (21888)09/11/2023 – 12/11/2023 Mon6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Rovegno, Mia

Seeing Machines (ITPG-GT 3031)

A programming course where we’ll explore various techniques and solutions for tracking and sensing people or objects in space. Students will get familiar with the terminology and algorithms behind many sensing topics such as computer vision, depth cameras, positional tracking, and coordinate mapping. As these subjects are explored, we will also dig into communication, and how this information can be transmitted from one tool to another, for example using OSC, Spout/Syphon, MIDI, DMX/ArtNet. The goal being to use the right tool for the job and not limit ourselves to a particular piece of software.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Spring 2025)


ITPG-GT 3031-000 (11434)01/27/2025 – 05/05/2025 Mon6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Zananiri, Elie

Multisensory Design (ITPG-GT 3027)

Our users have senses that they use to perceive information in different ways. Some perceive best through sight, some through hearing, others through touch. Designers often prioritize visual information, excluding those who benefit from other sensory modalities. In this class, we’ll take a multisensory approach to design that makes interfaces more accessible to disabled and nondisabled users. Students will learn how to design for the senses (think tactile controls combined with atmospheric sounds and olfactory or taste experiences), while gaining an understanding of the assumptions we make about our users’ sensory preferences. Students should come with prior experience with physical computing and fabrication techniques and can expect to learn technical processes for the user research, usability testing, and iterative design of multisensory interfaces. Over the course of 14 weeks, students will design an interface for the 5 senses (sight, hearing, touch, taste, smell), culminating in one final project that includes at least 3 sensory modalities.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Sections (Fall 2024)


ITPG-GT 3027-000 (15736)09/05/2024 – 12/12/2024 Thu6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Race, Lauren

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

MoCap for the Archive (ITPG-GT 3021)

“How can motion capture (MoCap) be used to archive, preserve, and share intangible heritage forms, such as performing arts, rituals, and other social practices and traditions? This course approaches motion capture through the lens of ethnography — drawing on techniques of observation, participation, and qualitative design research. This class will offer an overview of different motion capture technologies, such as 2D-3D pose estimation and depth mapping, with a practical focus on learning the OptiTrack system at ITP. We will start by covering the basics of OptiTrack and build up to other workflows and techniques used across animation, game design, and virtual production (e.g. OptiTrack to Unreal Engine or Unity).” Prerequisite: CL: Hypercinema (ITPG-GT 2004)

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Sections (Fall 2025)


ITPG-GT 3021-000 (11385)09/03/2025 – 10/15/2025 Wed6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Mehta, Ami

Canvas for Coders (ITPG-GT 3016)

Your web browser is a digital canvas for 21st-century artists. While being one of the most common mediums today, web space has infinite possibilities for new aesthetics. This course covers Three.js fundamentals, providing students with the skills and insights to create arts in web 3D. This course requires ICM or equivalent coding experience. Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048)

Interactive Telecommunications (Graduate)
2 credits – 7 Weeks

Sections (Fall 2025)


ITPG-GT 3016-000 (11382)10/23/2025 – 12/11/2025 Thu6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Park, Joo Hyun

Listening Machines (Digital Synesthesia: Seeing Sound) (ITPG-GT 3018)

“In even the tiniest fragment of digital sound (especially music) there lies a multiplicity of information hidden within. Using audio analysis techniques, this data can be distilled into a vast array of characteristics that describe various different features of the sound. These include things like the loudness, pitch, or the spectrum of frequencies being detected. Through additional analysis, these data points can be used to detect higher level musical features representing things like tempo, rhythm, or melody. Furthermore, the sound and music information can be used to train deep learning models that can then make accurate predictions (eg. what a sound is, what genre a song is, what mood a song evokes). Or, we can use machine learning for generative purposes using the data to guide the creation of new sounds, synthesizers, or even entire songs. The preceding are activities that fall under the areas of digital signal processing, music information retrieval, and machine learning, a trifecta that form the technological foundation for the research area known as machine listening. With a focus on ambient sound and music, this class will explore how tools and techniques from the field of machine listening can become a powerful aspect, or even strategy, in the realm of creative applications. This course will not cover, nor will it assume knowledge of, the underlying technical aspects of machine listening, or music theory. Resources for further pursuance of each week’s topics will be provided but will not be required for class. Instead, our aim will be on understanding what these techniques are doing, when and where to apply them, and how to access and apply them effectively through powerful software libraries. This high level approach will allow us to keep our efforts directed towards creative experimentation without becoming bogged down. Ultimately, students will synthesize the semester’s work into their own creative application involving sound. Here are some examples of the types of projects this class could support: An app that visualizes audio through graphics or DMX/LED lighting to create synesthesia-like effects An automatic system for transcribing music based off of a recording or real-time input A music remixing system where tracks are automatically selected, spliced, processed, and rearranged A musical instrument that adapts to its player based on real-time analysis of the played sound A synthesizer that uses machine learning to optimize and tune its parameters A music education software that visualizes rhythm and melody for the purpose of instruction A rhythm game that derives its gameplay from music information (Guitar Hero, Rock Band, DDR) A tool that analyzes the health of a machine based on its sound through a contact microphone The course will be taught in JavaScript with ICM-level programming experience recommended. No formal training in sound or music is expected or required. This course will be a great fit for any student that is interested in sound and wants to explore it more deeply. Please feel free to reach out to me via email with any questions about the class.”

Interactive Telecommunications (Graduate)
2 credits – 7 Weeks

Sections (Fall 2023)


ITPG-GT 3018-000 (21877)09/11/2023 – 10/23/2023 Mon6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by

Introduction to Psychology and Its Principles (APSY-UE 2)

Introduction to the fundamental principles of psychology, emphasizing both the unity & the diversity of a field that spans major theoretical & research areas, including biological bases of human behavior, learning, development, motivation, & social and abnormal behavior. Links between theory & classic as well as contemporary research are a recurrent theme. Liberal Arts Core/MAP Equivalent – satisfies the requirement for Society & the Social Sciences

Applied Psychology (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2023)


APSY-UE 2-000 (11013)01/23/2023 – 05/08/2023 Tue,Thu9:00 AM – 10:00 AM (Morning)at Washington SquareInstructed by Brito, Natalie


APSY-UE 2-000 (12169)01/23/2023 – 05/08/2023 Thu7:00 PM – 7:00 PM (Evening)at Washington SquareInstructed by Collado, Amarfi


APSY-UE 2-000 (12170)01/23/2023 – 05/08/2023 Thu8:00 PM – 8:00 PM (Evening)at Washington SquareInstructed by Collado, Amarfi


APSY-UE 2-000 (12171)at Washington SquareInstructed by


APSY-UE 2-000 (12172)at Washington SquareInstructed by


APSY-UE 2-000 (12337)01/23/2023 – 05/08/2023 Fri10:00 AM – 11:00 AM (Morning)at Washington SquareInstructed by Sanchez, Nathalia


APSY-UE 2-000 (12338)01/23/2023 – 05/08/2023 Fri11:00 AM – 12:00 AM (Morning)at Washington SquareInstructed by Sanchez, Nathalia


APSY-UE 2-000 (21776)at Washington SquareInstructed by

American Cinema: 1960 to Present (FMTV-UT 324)

Offered in the spring semester only. Course level: Intermediate. 4 points. No prerequisite. Over the last 50 years the American Cinema has produced a remarkably rich abundance of entertaining, exciting, and challenging films. This course is designed to provide a survey of the wealth of styles, forms, purposes, and approaches to filmmaking that developed and emerged in this era. While Hollywood has obviously served as the dominant mode of filmmaking in this country, a significant of other filmmaking practices have continued to operate and sometimes thrive outside of it. Beyond the attention paid to Hollywood narrative cinema as it has changed and evolved over this half-century, we will also consider documentaries, avant-garde and experimental works, independent narraive cinema, and “cult” films. Consequently, we will be screening a variety of films, including works by such notable American filmmakers as Steven Spielberg, Francis Ford Coppola, Quentin Tarantino, George Romero, John Singleton, and Michael Moore.

Undergraduate