Light and Interactivity (ITPG-GT 2133)

Credits: 4
Duration: 15 Weeks
Dates: Tue

We use light in all aspects of our lives, yet we seldom notice it. Most of the time, that’s no accident. Lighting in everyday life, well-designed, doesn’t call attention to itself. Instead it draws focus to the subjects and activities which it supports. In this class, you’ll learn how lighting is used for utilitarian, expressive, and informational purposes. We’ll consider the intersection of lighting design and interaction design, paying attention to how people interact with light. We’ll practice both analyzing lighting and describing its effects, in order to use it more effectively. On the technical side, you’ll learn the basics of the physics of light, its transmission and perception. We’ll talk about sources of light, both current and historical. We’ll work with computerized control systems for lighting and modern light sources, and we’ll create a number of lighting designs for different purposes. You’ll get practice building AC and DC electronic circuits, programming microcontrollers for physical interaction, and learning digital communications protocols such as DMX512 and HTTP and REST. Projects in this class will range from indicator lighting on devices to task and wayfinding lighting in everyday environments to stage and environmental lighting. We won’t spend time on projection or light used for purely expressive purposes, but will look at how to put light to work instead. We’ll focus our attention on lighting the subject at hand, whether that subject is a person, a living environment, or a workspace. This class will be production-intensive throughout the course of the spring semester. Second-year students will not be able to combine the assignments in this class with their thesis projects, though some of the skills may be complementary.

Interactive Telecommunications (Graduate)
4 credits – 15 Weeks

Open Source Cinema (ITPG-GT 2865)

The medium of motion pictures will be will be transformed by virtual reality technologies. But the emerging hybrid form will likely have less to do with the iconic VR headset and immersion, than in the newly possible flow of expression in the other direction, out of the participant. This class looks at the true potential of virtual reality as its mutability, to put ordinary users in the role of director of visual media as they already are in their dreams and fantasies. Democratizing media by breaking it down into discrete more easily remixable parts has historically, from DNA to alphabets to movable type led to an explosion of expression and knowledge creation. Motion pictures, perhaps our most convincing medium, is now undergoing such a transformation thanks to virtual reality technologies. Specifically, we will look at how tools like depth cameras, motion capture, and machine learning can treat a scene as a collection of elements instead of a collection of pixels. We will work with the real-time 3D rendering capabilities available, even in your phone, for the instant contrivance of visual reality using compositing, the transformation of images and models as well as virtual camera moves. The class will also consider how the more conceptual dissection of film by cinema scholars and psychologist into things like plots and character types might be templated into reusable formulas for non-experts to create an emotionally satisfying dramatic arcs.

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Sections (Spring 2020)


ITPG-GT 2865-000 (22861)03/25/2020 – 05/06/2020 Wed3:00 PM – 5:00 PM (Late afternoon)at Brooklyn CampusInstructed by O’Sullivan, Daniel

100 Days of Making (ITPG-GT 2793)

Credits: 2
Duration: 6 Weeks
Dates: Tue

Iteration and its impact on your creative process is the theme of this class. The format of the course turns its head on the traditional class structure and instead of focusing on syllabus that builds to a final project, the course is focused on a daily, iterative practice. Students will identify a theme, idea or topic they would like to explore over the course of 100 days and must commit to making or producing a variation on that idea and posting social evidence of their work every day for 100 days. Projects can focus on building, writing, drawing, programming, photographing, designing, composing or any creative expression. In parallel to the making, in-class lectures will examine the work of artists whose work has been defined by iteration and discuss the role of discipline and routine in the creative process.

Interactive Telecommunications (Graduate)
2 credits – 6 Weeks

Rest of You (ITPG-GT 2975)

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

Sections (Spring 2020)


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

Energy (ITPG-GT 2466)

Credits: 4
Duration: 14 Weeks
Dates: Mon

From the most ephemeral thought to the rise and fall of civilizations, every aspect of your life, and indeed the universe, involves energy. Energy has been called the “universal currency”by prolific science author Vaclav Smil, but also “a very subtle concept… very, very difficult to get right” by Noble physicist Richard Feynman. It is precisely this combination of importance and subtlety that motivates the Energy class at ITP. Maybe you fear the existential threat of anthropogenic climate change, or maybe you just want your pcomp projects to work better. Either way, the class will help you understand energy quantitatively and intuitively, and incorporate that knowledge in your projects (and perhaps your life). How? Building on skills introduced in Physical Computing, we will generate and measure electricity in order to see and feel energy in its various forms. We will turn kinetic and solar energy into electrical energy, store that in batteries and capacitors, and use it to power projects. We will develop knowledge useful in a variety of areas, from citizen-science to art installations, and address topics such as climate change and infrastructure access through the lens of energy. Students will build a final project using skills learned in the class. To accommodate pandemic restrictions, students will have the option to do more or less hands-on work or research as their situation allows, and support material such as an annotated supply list will help students tailor material expenses to their interests. Prior Physical Computing or equivalent experience required.

Interactive Telecommunications (Graduate)
4 credits – 14 Weeks

Interdisciplinary Proj: Photo/Video, Performance/Installation (ART-UE 1995)

Credits: 3
Duration: 15 Weeks
Dates: Wed

Course ​will provide a forum in which to explore & engage the relationship between photography, performance & contemporary art. Through class assignments & readings in contemporary theory we will develop a critical vocabulary for an understanding of the relationship between photography & performance & a forum in which to challenge & push our individual art practice to the next level.

Studio Art (Undergraduate)
3 credits – 15 Weeks

Art & Ideas: Art World Today – Berlin & Beyond (ARTCR-UE 9153)

Credits: 3
Duration: 14 Weeks
Dates: Thu

The contemporary art world is a convoluted interplay of aesthetics & economics; ego & idealism. How can an emerging artist navigate its layers & idiosyncrasies? Through readings of theory & criticism, lectures, discussions, site visits, guest speakers, & student responses in the form of multimedia projects and art writing, this course explores contemporary art’s mechanisms & current discourse, always keeping Berlin’s local context in mind.

Art Theory & Critical Studies (Undergraduate)
3 credits – 14 Weeks

Capstone (IMNY-UT 400)

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.

Undergraduate

Introduction to Assistive Technology (IMNY-UT 241)

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.

Undergraduate

Machine Learning for Language Understanding (DS-UA 203)

This course covers widely-used machine learning methods for language understanding—with a special focus on machine learning methods based on artificial neural networks—and culminates in a substantial final project in which students write an original research paper in AI or computational linguistics. If you take this class, you’ll be exposed only to a fraction of the many approaches that researchers have used to teach language to computers. However, you’ll get training and practice with all the research skills that you’ll need to explore the field further on your own. This includes not only the skills to design and build computational models, but also to design experiments to test those models, to write and present your results, and to read and evaluate results from the scientific literature.

Data Science (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


DS-UA 203-000 (9643)01/24/2022 – 05/09/2022 Wed2:00 PM – 3:00 PM (Early afternoon)at Washington SquareInstructed by Bowman, Samuel


DS-UA 203-000 (9644)01/24/2022 – 05/09/2022 Tue3:00 PM – 4:00 PM (Late afternoon)at Washington SquareInstructed by

Nature of Code (INTM-SHU 254)

The Nature of Code is an intermediate course based on Daniel Shiffman’s The Nature of Code course at NYU ITP and was adjusted for undergraduate students. This course explores the fundamentals of programming, such as Object-Oriented Programming, and the application of simple principles of mathematics and physics in order to recreate natural behaviors in a digital environment. Prerequisites: This class uses p5(p5js.org) and requires Interaction Lab, Communication Lab, Application Lab, or similar programming background. Knowledge of other languages, such as Processing, three.js and OpenFrameworks, is also encouraged.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2020)


INTM-SHU 254-000 (23412)02/03/2020 – 05/15/2020 Wed5:00 PM – 8:00 PM (Late afternoon)at ShanghaiInstructed by Moon, Jung Hyun

Introduction to Animation (INTM-SHU 243)

Tangible heritage (site, object, and structure) and intangible heritage (motif, icon, character, textile, wardrobe, music, performance, language and ritual) are unseparated parts of the cultural heritage. The narrative and messaging of cultural heritage can be preserved by moving sequences, motion design and animation. The richness of heritage contents can be further disseminated and known by the dynamic media. This course aims to utilize animation and motion media to depict and preserve the richness of cultural heritage contents. 3D animation and motion graphics techniques will be addressed and applied to the storytelling. Students will be guided to research the Asian cultural heritage contents including the tangible and intangible heritage. They will further explore the visual design and production pipeline of animation. Visiting expert of interactive media design and intangible heritage performance will get involved to share the insights to the students. Prerequisite: None. Fulfillment: IMA/IMB elective.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2022)


INTM-SHU 243-000 (17303)09/05/2022 – 12/16/2022 Mon,Wed4:00 PM – 5:00 PM (Late afternoon)at ShanghaiInstructed by Chen, Wu Wei

Working with Electrons (INTM-SHU 130)

This class focuses on the curiosity behind the greatest discovery of electromagnetism. By replicating experiments both with magnetic and electrical fields, we will explore the major breakthroughs that enabled us to power up devices, connect people, and store information. During the course we will have seminar discussions analyzing texts that contextualize the lab experiments and we will work toward conclusions on the implications of these discoveries. We will analyze different perspectives that led to the development of theories about the electromagnetic field, radio waves transmissions, and the quantum properties of electrons. Students will propose their own creative experiments, linking their personal interests with how electrons behave. As part of their final project report, they will submit an essay describing the technical methodology, critical framework, and the results of their experiment. Throughout the course they will acquire a working knowledge of components like capacitors, lasers, antennae, and circuit prototyping tools. Prerequisites: None Fulfillment: CORE ED; IMA/IMB elective.

Interactive Media Arts (Undergraduate)
4 credits – 16 Weeks

Sections (Spring 2021)


INTM-SHU 130-000 (18327)01/25/2021 – 05/14/2021 Wed4:00 PM – 7:00 PM (Late afternoon)at ShanghaiInstructed by Cossovich, Rodolfo

Interaction Lab (INTM-SHU 101)

In this foundation course students will be asked to think beyond the conventional forms of human computer interaction (i.e. the keyboard and mouse) to develop interfaces that consider the entire human body, the body’s capacity for gesture, as well as the relationship between the body and its environment. Students will learn the fundamentals of electronics and programming as they build projects using the Arduino microcontroller platform. Arduino is a small computer based on open source hardware and software. When used in conjunction with various sensors and actuators, Arduino is capable of gathering information about and acting upon the physical world. In addition to these physical computing techniques, students will also learn to harness the methods of traditional computation. The fundamentals of programming will be explored using the Processing programming language. Processing has a simplified syntax and an approachable computer graphics programming model, making it an ideal platform for first-time programmers. Students will gain a deeper appreciation of the expressive possibilities of computation as they learn to author their own software and systems and not simply use off-the-shelf solutions. Additional topics will include algorithmic drawing and animation techniques, digital modeling and fabrication, data exchange, manipulation, and presentation, as well as control of images, audio and video, including computer vision techniques. Structured weekly exercises are aimed at building specific skills, however students are free to pursue their own diverse interests in their midterm and final projects. Prerequisite: None. Fulfillment: CORE AT; IMA Major Other Foundation; IMB Major Emerging Media Foundation.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2022)


INTM-SHU 101-000 (17258)09/05/2022 – 12/16/2022 Tue,Thu9:00 AM – 11:00 AM (Morning)at ShanghaiInstructed by


INTM-SHU 101-000 (17259)09/05/2022 – 12/16/2022 Tue,Thu11:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by


INTM-SHU 101-000 (17266)09/05/2022 – 12/16/2022 Tue,Thu1:00 PM – 3:00 PM (Early afternoon)at ShanghaiInstructed by


INTM-SHU 101-000 (17267)09/05/2022 – 12/16/2022 Tue,Thu3:00 PM – 4:00 PM (Late afternoon)at ShanghaiInstructed by


INTM-SHU 101-000 (17269)09/05/2022 – 12/16/2022 Fri11:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by


INTM-SHU 101-000 (17270)09/05/2022 – 12/16/2022 Fri1:00 PM – 3:00 PM (Early afternoon)at ShanghaiInstructed by

Communications Lab (INTM-SHU 120)

In this foundation course students will explore the possibilities of emerging media by successively producing projects that make use of digital images, graphics, audio, and video. The course is designed to provide students with a framework to effectively communicate and tell stories through digital means. Students learn through hands-on experimentation in a laboratory context and the principles of interpersonal communication, media theory, and human factors will be introduced in readings and investigated through discussion. Adobe Creative Cloud and other relevant software applications will be examined to establish a diverse digital toolkit. Both traditional and experimental outputs will be explored. Weekly assignments, group and independent projects, as well as documentation of projects will be assigned in each of the core areas of study. Prerequisite: None. Fulfillment: IMA Major Other Foundation; IMB Major Emerging Media Foundation.

Interactive Media Arts (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2022)


INTM-SHU 120-000 (17284)09/05/2022 – 12/16/2022 Mon,Wed1:00 PM – 2:00 PM (Early afternoon)at ShanghaiInstructed by


INTM-SHU 120-000 (17285)09/05/2022 – 12/16/2022 Mon,Wed2:00 PM – 4:00 PM (Early afternoon)at ShanghaiInstructed by


INTM-SHU 120-000 (17286)09/05/2022 – 12/16/2022 Mon,Wed4:00 PM – 5:00 PM (Late afternoon)at ShanghaiInstructed by


INTM-SHU 120-000 (17287)09/05/2022 – 12/16/2022 Mon,Wed5:00 PM – 7:00 PM (Late afternoon)at ShanghaiInstructed by


INTM-SHU 120-000 (17289)09/05/2022 – 12/16/2022 Thu1:00 PM – 3:00 PM (Early afternoon)at ShanghaiInstructed by


INTM-SHU 120-000 (17291)09/05/2022 – 12/16/2022 Thu3:00 PM – 4:00 PM (Late afternoon)at ShanghaiInstructed by


INTM-SHU 120-000 (17292)09/05/2022 – 12/16/2022 Thu4:00 PM – 6:00 PM (Late afternoon)at ShanghaiInstructed by


INTM-SHU 120-000 (17293)09/05/2022 – 12/16/2022 Thu6:00 PM – 7:00 PM (Evening)at ShanghaiInstructed by

Intro to 3D Game Animation (GAMES-UT 207)

Intro to Game Animation builds a foundation for animating in interactive media. From a basic overview to a deep dive into the animation process, this course will teach students how to craft a performance to create unique characters and tell a story. Students will be taught to look through the eyes of an animator, investigating how successful games utilize animation principles, and how these principles and techniques functionally serve overall game design. This class encourages students learn through practical experience, teaching familiarity with the animation principles in a 3D environment. This class is beneficial for an artist seeking to be an animator. This class will also benefit developers and designers by providing them a better understanding of the importance of animation and how it fits into the game development pipeline, providing a comprehensive understanding of the game industry as a whole.

Undergraduate

Level Design Studio (GAMES-UT 162)

This course focuses on the theory and practice of level design for 3D video games. Students will develop fluency in conveying experience design goals and building 3D spaces, gaining a practical understanding of architecture, lighting, and CG texturing for digital spaces — as well as a more abstract awareness of architectural theory — culminating in a long-term hands-on level design project.

Undergraduate