Outside The Box: Site-Specific + Immersive Explorations (Topics in ITP) +

Mia Rovegno | Syllabus | ITPG-GT.2379 | Mon 6:00pm to 8:30pm in 370 Jay St, Room 408 Meetings:7-First Half
Last updated: March 24, 2025

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.

User Experience Design +

Peiqi SU | Syllabus | ITPG-GT.3017 | Fri 12:20pm to 2:50pm in 370 Jay St, Room 411 Meetings:7-First Half
Last updated: March 24, 2025

This 2-pt 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, apply proven research techniques for approaching and defining UX problems and apply design frameworks including mapping and testing techniques. The class format will include lectures, discussion, in-class design exercises and a final project. 

Week 1: what is UX

Week 2: inclusive research methods

Week 3: frameworks for defining a problem

Week 4: understanding behavior and motivation

Week 5: mapping flow and visual strategies, final project intro 

Week 6: testing methods and future UX

Week 7: final projects

Dynamic Web Development +

Dynamic Web Development introduces the fundamentals of building “full stack” web applications. This course will focus on modern, client- and server- side web technologies and provide practical methods for approaching web development for creative and functional applications. The core technologies used in this course are HTML5, JavaScript, Node.js with the Express framework, and MongoDB database. Students will learn to design, develop, and deploy web applications and gain the necessary skills to extend and explore web development independently.

Prerequisite: ICM

Multisensory Design +

Lauren Race | ITPG-GT.2375 | Thur 6:00pm to 8:30pm in No Room Required (Brooklyn) Meetings:7-First Half
Last updated: March 24, 2025

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.

Designing for Well-Being +

Steve Downs | ITPG-GT.3000 | Fri 12:20pm to 2:50pm in 370 Jay St, Room 410 Meetings:7-Second Half
Last updated: March 24, 2025

This course would focus on the questions of 1) what makes people healthy? and 2) how can we design tools and environments that support healthy lifestyles? Key topics to be covered include public health concepts like the multiple determinants of health and the social-ecological framework, plus a little evolutionary biology; the role of behavior in health, key tenets of behavioral economics and behavior change strategies; and systems thinking concepts from Donella Meadows and others. Students will come away with a much more sophisticated understanding of the complex system of factors and forces that affect people’s health; understanding of key systems concepts and some techniques for understanding systems; and experience designing for behavior at scale. A potential final project could be to reimagine/redesign a popular commercial service so that it would have a more health-producing impact — or, alternatively, to focus on designing changes to the ITP environment that would promote better health for students, faculty and staff.

About Steve Downs: www.stevedowns.net

Synthetic Identity: Building Expressible Individuality Across Mediums (Topics in ITP) +

Scarlet Dame | Syllabus | ITPG-GT.2379 | Thur 3:20pm to 5:50pm in 370 Jay St, Room 411 Meetings:7-Second Half
Last updated: March 24, 2025

I hope to teach a class about synthetic identity and how the architecture, operation, and misuse of technical, social, and political systems has shaped the narratives that we use to tell the stories of who we are and what we’re meant to do. Different technologies present different perceivable surface areas of our identity and distort our presentations in way both harmful and liberating. Can we trace the ways the uniqueness of the individual leaks past the boundaries of different mediums, say handwriting, print, email, SMS, voice, video chat, and virtual reality? Can we explore generative AI not as a stepping stone to general intelligence, but as a already extant synthetic identity – full of perspective, narrative, voice, tone, history, context, presentation, etc. Can we construct a general model for the properties of synthetic identity? Can we use this to create identities that are stored within different physical and digital mediums and that are able to generate and express themselves? Can we encode and represent parts of ourselves, our environments, and the changes we wish to see in the world and place them in direct relationship with others?

Intro to Fabrication +

Time to get your hands dirty. Prototypes need to be created, motors have to be mounted, enclosures must be built. Understanding how things are fabricated makes you a better maker. But hardware is hard. You can’t simply copy and paste an object or working device (not yet anyway), fabrication skills and techniques need to be developed and practiced in order to create quality work. You learn to make by doing. In this class, you will become familiar and comfortable with all the ITP shop has to offer. We will cover everything from basic hand tools to the beginnings of digital fabrication. You will learn to use the right tool for the job. There will be weekly assignments created to develop your fabrication techniques. There will be in class lectures, demos, and building assignments. Emphasis will be put on good design practices, material choice, and craftsmanship.

Innovation at Speed (Topics in ITP) +

Melissa Parsey | Syllabus | ITPG-GT.2379 | Mon 6:00pm to 8:30pm in 370 Jay St, Room 411 Meetings:7-Second Half
Last updated: March 24, 2025

How do you get more teens to participate in sport? Ensure that generative AI tools don’t perpetuate bias? Or make the process of renting a car suck less? These are some the big, broad questions you’ll tackle as part of this course.

The format: Each week you’ll be tasked with a new, real-world challenge to address as part of a team. To help you, subject-matter experts in research, strategy and design will share valuable, relevant knowledge and frameworks for you to pressure-test. Your team will be expected to use these frameworks to break-down the problem, ideate quickly and present-back solutions. The form and shape of these solutions is for you to define. The only limitation is time.

The goal is to help you hone your skills through rapid, practical application, while also exposing you to new methodologies and expertise that can elevate your craft. Innovation is a practice, not just a process, and at the end of 7 weeks we hope you’ll be more confident approaching ambiguous questions and working with others to shape new, unexpected solutions.

We can’t predict the future, but we know the questions we’ll need to collectively solve will only become bigger, and more urgent. This is a bootcamp for everyone and anyone who’s up for taking them on.

Disrupting (with) Technology: Computational Political Action (Topics in ITP) +

Theo Ellin Ballew | Syllabus | ITPG-GT.2379 | Fri 12:20pm to 2:50pm in 370 Jay St, Room 410 Meetings:7-First Half
Last updated: March 24, 2025

This course explores “disruptive” political action that employs new technology. We look at initiatives with various ends and means—some noble, some explosively controversial, and others patently abhorrent. The level of “disruption” also varies extremely—from bureaucratic inconvenience to civilian casualties. However, all the actions express ideological or political protest, either by disrupting technology-driven systems themselves, or by appropriating technology to disrupt non-technical systems of power. Organized via mode of disruption, the class will focus less on the political ends of each action, and more on the modes of achieving those ends. We will also read theorists like Audre Lorde, Laboria Cuboniks, Tung Hui-Hu, Mark Fisher, Hito Steyerl and McKenzie Wark, to help us think about how/when/if recent technology may disrupt, rather than preserve, the status quo. In a world where our technology seems ever more aligned with hegemonic power structures, we must look at the moments where it is used, instead, to veer from them—if we are to see that technology clearly at all. Students will leave the class with a solid grasp of what it means for technology to be complicit in political disruption. Throughout, students will keep an ideation journal in the medium of their choosing, in which they plan their own disruptions and document one guided mini-disruption.

The Art of Projection Mapping (Topics in ITP) +

Motomichi Nakamura | Syllabus | ITPG-GT.2379 | Tues 3:20pm to 5:50pm in 370 Jay Street Room 450 Meetings:7-First Half
Last updated: March 24, 2025

The course aims to teach the technical and artistic aspects of
Projection Mapping, enabling the creation of immersive and
experiential art installations. The focus extends beyond acquiring the
necessary technical skills for producing Projection Mapping works; it
also emphasizes the effective use of the medium to bring concepts to
life. Encompassing various types of projection mapping, such as
outdoor mobile projection, interactive wall, and holographic
projection, the curriculum encourages students to experiment with the
medium as much as possible. The goal is to produce work that
authentically represents each artist and achieves a harmonious balance
between art and the technologies they employ.

Experiential Comics: Interactive Comic Books for the Fourth Industrial Revolution +

Tony Patrick | ITPG-GT.2072 | Thur 12:20pm to 2:50pm in Online Meetings:7-Second Half
Last updated: March 24, 2025

Juxtaposed to traditional comics, Experiential Comics combines emergent tech, unconventional comic book art/structure, and game engines to offer users a more immersive, continuous storyworld experience. Challenging the status quo of classic and contemporary digital comics, students will explore new technologies/world-building techniques better suited to craft innovative comic book narratives and formats –worthy of the Fourth Industrial Revolution.

Students will ingest a brief history of classic and digital comics formats, collaborate with comic book artists to design engrossing characters, engage in world-building sessions, play with Unity/Unreal engines to generate avatars/ virtual environments, work with actors in motion capture/volumetric capture studios, learn the latest iteration of the Experiential Comics format, and share their unique expressions of Experiential Comics in a final presentation.

Throughout a 7-week period, the course will be divided into 7 themes 1) The Disconnection of Digital Comics 2) Classic and Unconventional Comics Continuity 3) Marvel vs DC vs Insert Your Universe Here 4) Fourth Industrial Revolution Technologies 5) Capture & Creation 6) Infinite Engagement and Unlocking Immersive Format 7) Experiential Comics Presentations. Each weekly class will be divided into two halves 1) Exploration of Theme/Discussion 2) Process, Practices, & Play.

This course requires CL: Hypercinema or equivalent experience.

MoCap for the Archive +

Ami Mehta | Syllabus | ITPG-GT.3021 | Wed 6:00pm to 8:30pm in 370 Jay St, Room 411 Meetings:7-First Half
Last updated: March 24, 2025

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)

On Becoming: Finding Your Artist Voice +

Tanika Williams | Syllabus | ITPG-GT.3023 | Fri 09:30am to 12:00pm in 370 Jay St, Room 412 Meetings:7-First Half
Last updated: March 24, 2025

On Becoming is a two-part professional development course. Finding Your Artist Voice (part one) filters your fears and apprehensions so you can declare your creative process and practice courageously. The seven-week system will help you proclaim your artistic identity, theoretical underpinnings, and trajectory with clarity, precision, and commanding written language. Students will build personalized masterplans and workflows to facilitate measurable professional growth while learning to catalog and archive their work. Students will develop a working artist biography, artist statement, and fully documented work samples. For the final project, students will be supported in selecting and submitting a post-graduate fellowship, residency, grant, or open call!

Performing Online +

Molly Soda | Syllabus | ITPG-GT.3022 | Mon 09:30am to 12:00pm in 370 Jay St, Room 410 Meetings:7-First Half
Last updated: March 24, 2025

This course explores the ways that we perform on and for the Internet. We’ll take a look at how artists have used social media, live-streaming, and multi-user online spaces as a site for performance. Students will conduct their own interventions with the web as a virtual stage.

Note: Performance is a broad and amorphous term! You are encouraged to take this course even if you do not consider yourself a performer or someone who wants to be in front of a camera.

The Medium of Memory +

Simone Salvo | ITPG-GT.3019 | Wed 09:30am to 12:00pm in 370 Jay St, Room 413 Meetings:7-First Half
Last updated: March 24, 2025

What is the medium of memory? In this 14-week studio class, we will dig into this question through creative storytelling. Starting from a lens-based practice, this class will introduce traditional and bleeding-edge documentary methods to inform our own varied approaches to activating archival material. Through weekly “readings” (articles, podcasts, films), written reflections, and creative assignments, we’ll explore:

• how technology has impacted our relationship to memory;
• how visual interventions can can surface alternative narratives;
• how to make under- and unrecorded histories visible, and call into question the power dynamics embedded in “official” records; and
• how we might recast objects and sites of memory-keeping, like heirlooms, journals, and memorials, as a mode of engaged preservation.

Mid-way through the course, students will identify either personal or collective histories to open up to their own individual creative reexamination, memorialization, or transformation––each producing a final project with the technology and approaches of their choosing that serves to answer the question we started with––what is the medium of memory?

Canvas for Coders +

Joohyun Park | Syllabus | ITPG-GT.3016 | Thur 6:00pm to 8:30pm in 370 Jay St, Room 409 Meetings:7-Second Half
Last updated: March 24, 2025

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)

Bioprinters & Biofabrication for Artists (Topics in ITP) +

Matt Griffin | Syllabus | ITPG-GT.2379 | Fri 12:20pm to 2:50pm in 370 Jay St, Room 411 Meetings:7-Second Half
Last updated: March 24, 2025

Biofabrication has existed as a concept for many decades to refer to technologies for fabricating living tissue constructs in the field of tissue engineering and regenerative medicine. The collective ambition across thousands of scientists, hospitals, and labs remains the creation of entire solid human organs to address the urgent demand for transplantable living organs that the donor system is unable to meet. Within this research are also approaches to organ-on-a-chip/microphysiological systems that are already transforming the trajectory of how we develop medicines, evaluate cosmetics and materials without animal testing, and finally gain more systemic understanding of pivotal under-researched areas such as human reproductive health and the behavior of nimble systemic cancers.

But this phrase has now also been co-opted by industrial design and product development as the label for the customer and designer driven movement to get beyond traditional manufacturing methods towards sustainable and nature-inspired approaches that lean on living organisms and biological materials as the means to create new materials and products. Everything from fibers and textiles, “vegan leather,” and carbon-capturing construction materials, to fully compostable packing peanuts and highly optimized hypoallergenic skin contact materials that outperform conventional animal-grown hairs and synthetic fibers.

This course gleefully embraces both of these definitions at the same time!

This Topics in ITP 2-credit course starts with the students modifying off-the-shelf low-costs 3D printers into a syringe-extruder bioprinting platform suited to FRESH bioprinting, a unique form of embedded fabrication that is well suited to a range of compelling biomaterials and biofabrication targets within the scope of what materials are safe for students to handle and process in the ITP Materials Kitchen. By building these extruders, modifying these printers, and learning to process a wide range of unique biomaterials, students will have mastered the skills needed to build, tune, and operate this equipment in future collaborations with local area science labs and startups. As a bonus, this course works directly with the inventors of the open source FRESH bioprinting process to evaluate and test unreleased new innovations in bioprinter extruder designs, and the students will join the instructor to participate as affiliates in the collaborative FRESH scientific community, including sharing back improvements in machine modification, slicing, and machine operation with other scientists and physicians working with FRESH.

On the biofabrication side, the “analog materials” that we use with the FRESH bioprinters that mimic the natural extracellular matrix (ECM) of biological systems are not only a means of testing and exploring the type of embedded fabrication used in “direct writing” delivery of living cells, these materials are also the key materials used in the industrial design research into sustainable design via biofabrication: collagen, gelatin, alginate, hyaluronic acid, fibrin, chitosan, PEG, and several others. Drawing on a wide range of safe biomaterial exploration introduced by molecular gastronomy and sustainable materials research, students will learn protocols and modifications of materials that may prove useful to them elsewhere in their art and design practices.

It might be something of a lucky coincidence that both the biological research and new materials research overlap with so many of their materials exploration, but this course will make a claim that these parallel efforts share commonalities. This course aims to introduce students to this pioneering technology with attention to how creative technologists might also repurpose these approaches for working with their own target materials and objectives, intervening with these technologies. The creative problem solving that scientists, engineers, clinicians, and biomaterials experts go through to find their route to sustaining living cells and tissues parallels how artists, designers, engineers, and architects look to harvest new properties and capabilities out of their materials. Just as the bioprinting platforms we construct in this course are flexible to multiple goals and materials processes, we will encourage our thinking to also look to learn unexpected properties and potentials from the materials and protocols we encounter.

Design Research +

This course will focus on a range of human-centered design research and innovation workshop methodologies including Design Thinking, LEGO Serious Play, Lean UX, Google Ventures Sprints, Gamestorming, Futurecasting, and Service Design. Students will look for design opportunities within the unprecedented challenges that we are currently facing as global citizens. Students will define a problem space based on the drivers that they’re most interested in exploring and will have the option to work alone or form small design research teams. They will learn how to conduct primary and secondary research, creating deliverables such as personas, journey maps, concept canvasses, and prototypes. Students will be required to apply design research approaches and workshop methodologies, develop and test a rapid prototype and then share their work in a final presentation.

Bioprinting & Biofabrication for Artists & Designers (Topics in ITP) +

Matt Griffin | Syllabus | ITPG-GT.2379 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: March 21, 2025

Biofabrication has existed as a concept for a very long time to refer to technologies for fabricating living tissue constructs, with the aim of creating entire solid organs. But only within the past fifteen years have scientists and engineers created machine platforms suited to repeatable results that bring them closer to their goals, bringing into existence 3D bioprinters with a wide array of strategies and materials. Some of this development was made possible by scientists modifying, manipulating, or reverse engineering open-source 3D printers and RepRaps to create the equipment they needed. (Technology that many at ITP may already have familiarity with.) The initial machine-assisted fabrication stage is often only the starting point for much longer research studies in tissue engineering and regenerative medicine, involving the translations of form, chemistry, cell-types, and biomaterials and other interventions that make it possible for scientists to collaborate with cells and living systems to produce living matter. Sometimes (often!) the fabricated structures contain no cells themselves: they are a biomaterial scaffold, or similar forms that are more about making the conditions right for the next stage of the experiment. 

And this leads to a compelling opportunity for artists and designers. The creative problem solving that scientists, engineers, clinicians, and biomaterials experts go through to find their route to living cells and tissues parallels how artists, designers, engineers, and architects produce their work. While not every student at ITP intends to become a bioengineer, many are interested in biological systems, biomaterials and bioplastics, mycelium forming, and bio-inspired design. This course draws on a selection of open-source bioprinting & biofabrication processes (that are closely tied with 3D printing technology) to introduce students to this pioneering technology with attention to how artists and designers might also repurpose these approaches for working with their own target materials and objectives, intervening with these technologies.

On Permanence: The Lifecycle of Art in Digital Works +

Tarikh Korula | Erin Sparling | Syllabus | ITPG-GT.3045 | Fri 09:30am to 12:00pm in Meetings:7-First Half
Last updated: November 11, 2024

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.

Whatever Generative AI is Doing Now (Topics in ITP) +

Derrick Schultz | Syllabus | ITPG-GT.2379 | Fri 3:20pm to 5:50pm in Meetings:7-Second Half
Last updated: November 11, 2024

This course will be a survey of current generative AI tools, with an emphasis on open source tools that any artist can build into their practice. Topics will include LLMs, and image and video generation. We will cover practical applications as well as the theory behind these set of technologies and how that theory influences their outputs. We’ll explore everything using Google Colab and ComfyUI, as well as other APIs and services that can be integrated into creative coding frameworks and media production environments. No prior coding experience beyond Introduction to Computational Media is needed for this course.

Live! +

Carrie Sijia Wang | ITPG-GT.3004 | Wed 6:00pm to 8:30pm in Meetings:7-First Half
Last updated: November 11, 2024

This course engages students in a dynamic series of workshop-style experiments, looking into different possibilities of live-streamed performance. Through an exploration of language, media, time, space, body, and object, students are encouraged to develop their unique artistic voices while utilizing the class as a platform for performative inquiry into subjects of individual interest.

Throughout the course, we will examine a wide range of examples, spanning from durational performances by artists such as Tehching Hsieh and Marina Abramović, to online interactive performances that invite audience participation. We will explore how we can apply emerging technologies to design live-streamed projects that tell stories, convey ideas, and express feelings.

A few weeks into the course, students will propose final project ideas and develop the performances in subsequent weeks with support from the instructor. The class will culminate in a virtual event featuring live-streamed projects by the students.

Storytelling for Project Development (Topics in ITP) +

Sharon De La Cruz | Syllabus | ITPG-GT.2379 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 11, 2024

This course challenges how you use technology to tell a story. We will start with storytelling linear basics and progress towards non-linear storytelling and new media arts considerations. This course is helpful for participants who want more grounding in storytelling, want to strengthen their voice, and are interested in building worlds beyond the one we currently experience. This course considers a range of mediums but does not expect you to be an expert in any; it allows you to experiment and explore different mediums throughout the semester.  

We will spend the beginning of the semester researching and engaging in small assignments based on storytelling basics, primarily focused on writing and prepping storyboards and scripts, basics of visual design, and interaction design. Our midterm will ask the class to retell the same story by translating a prose text into the medium of your choice. The last section of the course will focus on a survey of new media storytelling. Students will concentrate on a final project which asks them to present a story (original or adopted) via the medium of their choice. Final projects are critiqued based on storytelling techniques discussed in class, clarity of story, and presentation. You do not have to come in with a project in mind; however, if you do, there will be plenty of space in your final assignment to explore it, considering the techniques practiced in class.

Motion Capture and Live Performance +

Matt Romein | ITPG-GT.2999 | Mon 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 11, 2024

Motion Capture and Live Performance is a studio class in which students will learn how to use the OptiTrack Motion Capture System and Unreal Engine to create live performance with digital assets, environments, and characters. Students will work on group projects, culminating in a final performance presented to the class and guests. We will learn about performance tools, staging conventions, design considerations, and more in service of exploring what makes a digital performance compelling to a live audience. This will be supplemented with readings and viewings that serve as the basis for discussions that critically explore how avatars and capture tools are being used in art, entertainment, and social spaces.

Interactive Multi-Screen Experiences +

John Henry Thompson | ITPG-GT.3002 | Fri 09:30am to 12:00pm in Meetings:7-Second Half
Last updated: November 11, 2024

We experience screens daily in many forms: in our hands, on our desktops, on walls and public installations as we travel. This course will explore the creative possibilities of real-time interactive and reactive art on screens in various forms. Using the recently developed p5VideoKit we will create standalone installations. p5VideoKit is a new library of live video effects – building on p5js – presented as a dashboard for mixing video in the browser. This library allows the user to apply visual effects to live video from connected cameras and sensors or streaming from devices on the internet. p5VideoKit is open source and can be extended with the user’s p5js code for a plethora of visual effects and interactivity. One possible application of p5Videokit would be a public facing installation allowing anonymous people on the street to use their hand held devices to interact with large street facing screens, thereby collaborating on real time creation of “digital graffiti”.

Building on ICM, students will learn how to adapt simple sketches into components of p5VideoKit so that algorithms can be quickly composited and orchestrated into more complex works. Students will also learn how to edit and share code beyond the p5js editor, use nodejs/javascript to automate deployment of installations, and remotely configure dedicated computers with long running installations. Several dedicated computers and screens will be available to preview installations on the floor and street facing areas of the 370 Jay Street campus.

Prerequisites: ICM or equivalent coding experience.

About John Henry Thompson: http://johnhenrythompson.com

Restorative Spaces (Topics in ITP) +

John Henry Thompson | Najma Dawood | Syllabus | ITPG-GT.2379 | Wed 09:30am to 12:00pm in 370 Jay Street Room 450 Meetings:7-First Half
Last updated: November 11, 2024

Taking time to unwind is restorative and essential given the nature of our lives and the media rich environments inhabit. This couldn’t be any more true than it is for those attending interactive and digital media programs in NYC.

There are many ways individuals and groups engage in this from taking walks in parks to meditation or yoga. Recently, more immersive environments have begun to pop up that leverage sound and projection.  In this class, students will explore these new opportunities for developing restorative spaces, augmented with immersive technology, and more.

Art as Activism: Empowering Creative Change Makers through Socially Engaged Art Practice (Topics in ITP) +

Camila Morales | Syllabus | ITPG-GT.2379 | Mon 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 11, 2024

Art as Activism: Empowering Creative Change Makers through Socially Engaged Art Practices” offers a hands-on curriculum for aspiring artists, designers, and creative technologists, inviting them to explore the intersection of art and technology as a catalyst for social change. This course introduces students to socially engaged art and design practices by presenting case studies and guest lectures by artists and technologists at the forefront of this field. Throughout the semester students will examine fundamental questions about the role of art and technology in fostering equity, social and environmental justice while emphasizing ethical considerations and community engagement in the digital realm.

Students will develop a final project researching a specific topic to apply concepts and techniques learned throughout the semester to foster tangible real-world transformations. In a world increasingly shaped by technological advances, this course equips students to emerge as empowered changemakers, capable of leveraging their creative and technological skills to enact meaningful and lasting impact.

Expressive Environments: Building 3D Worlds (Topics in ITP) +

Thomas Martinez | Syllabus | ITPG-GT.2379 | Thur 12:10pm to 2:40pm in Meetings:7-First Half
Last updated: November 11, 2024

In this course, we will explore the history and practice of virtual world building for art, games, and (sub)cultural expression. Lessons will be structured around the Unity game engine, but participants will be encouraged to experiment with socially networked creator tools such as Roblox, and Second Life as well. Coursework will take the form of creative, and technical exercises, with some critical responses to readings and other media. Guiding our practice will be an attunement to our own creative voice, and the ways in which it can take shape in virtual worlds. Students will come away with a broad grounding in contemporary approaches to game and immersive experience design through an art context. The class will culminate in a student showcase of experimental and interactive 3D works. Though some instruction in computer programming will be covered, no previous coding experience is required.

New Portraits +

Alan Winslow | Syllabus | ITPG-GT.3042 | Wed 6:00pm to 8:30pm in 370 Jay St, Room 410 Meetings:7-First Half
Last updated: November 11, 2024

“””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.”

Surveillance in the Simulation +

Theodora Rivendale | Syllabus | ITPG-GT.3037 | Wed 6:00pm to 8:30pm in Meetings:7-Second Half
Last updated: November 11, 2024

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.

Big LEDs +

Aaron Parsekian | ITPG-GT.2481 | Wed 6:00pm to 8:30pm in Meetings:7-Second Half
Last updated: November 11, 2024

Light Emitting Diodes or LEDs are used creatively all around us. They have the ability to emit light at different colors and intensities instantly and from very tiny points. How can we make creative visual works out of these amazing devices? What construction methods can we use to make those works reliable?

Big LEDs will cover the process of designing large LED systems. We will cover LED array hardware and how to map pixels from computer generated media onto them. We will go through every major part of the hardware – different styles of LED arrays, drivers and gateways, cables, data protocols, and how to safely power all of them. We will learn to use the pixel mapping softwares Enttec ELM and Madmapper. We will also cover the paperwork needed to furnish a professional LED installation, including drafting riser diagrams, plan, section, and elevation views, creating a bill of materials, and writing instructions for users and installers.

This year’s final project will be a site-specific LED sculpture installed in a public space at 375 Jay St. The installations will be able to display student chosen media that can be viewed for one minute. Students will work either in groups or alone and can choose from one of four installation options to present on:

– A prepared square section of 2.0mm pitch LED video tiles (approx 256px x 256px, 2’-6” x 2’-6”)
– A prepared low-resolution sculpture with diffused linear elements (approx 500px, 2’-6” x 5’-0” overall)
– A student conceptualized LED video tile project
– A student conceptualized low-resolution project

Because of this year’s pandemic, unprecedented changes have come to the professional world of LED installations. As a result, we will be using remote tools such as networked-based cameras, remote desktop applications, and virtual private network connections to watch and operate the final projects. We will spend class time setting these tools up together. The two prepared options for the final project will be installed and maintained by the instructor.

Introduction to Quantum Technologies +

Greg Shakar | ITPG-GT.3003 | Mon 6:00pm to 8:30pm in Meetings:7-Second Half
Last updated: November 11, 2024

Being in two places at once. A particle that’s also a wave that’s also a particle. Having a value of both zero and one at the same time. These are some of the phenomena encountered in Quantum Physics, where nature at its smallest scales manifests. Where fundamental components of matter like electrons and protons interact with “quanta” of energy like photons of light.

Computers that leverage the surprising rules of the quantum world are on the verge of a revolution. These Quantum Computers will solve problems in minutes that would take today’s supercomputers billions of years to compute.

In this course, we learn about Quantum Computing while exploring the underlying quantum physics that makes them so powerful. We’ll also look at other quantum technologies like Quantum Dots, Quantum Sensors, MRI, and 2D Materials.

Coursework will include programming algorithms on a simulator, and running programs on actual Quantum Computers in the cloud. In class we’ll do Quantum Physics experiments using lasers, mirrors, and a microwave oven among other tools.

Data Storytelling for Memory Making and Social Resilience (Topics in ITP ) +

John Henry Thompson | Shindy Johnson | ITPG-GT.2379 | Mon 3:20pm to 5:50pm in Meetings:7-Second Half
Last updated: November 11, 2024

This course will use the open source The COVID-19 Impact Project as an entry point to explore humanizing data on systemic inequity and injustice on a global and local scale.

In this course we will:

● Explore and invent creative uses of data for advocacy and change.
● Discover how data flows from public github repositories and tools needed to visualize the data.
● Review other data-centric open source projects for the public good and discuss the questions they are trying to answer or problems they are trying to solve.
● Examine and draw inspiration from historical and contemporary data visualizations developed by advocates for social justice and the public good.
● Use data visualization as a scaffold to explore ways to support community driven mourning and memorialization after mass death events.

Students can choose to participate as creatives, artists, javascript coders, p5js explorers, UI/UX designers, citizen journalists, data science explorers or social justice advocates.

Course Outline
● Open Source Projects for the Public Good
● Data: Sourcing, Humanizing and Creating Visual Narratives from Data
● Storytelling with and from Data
● Data storytelling as a scaffold to support grief, ritual and memorialization after mass death events

** Students wishing to pursue their final projects beyond the class will be provided with information about resources at NYU for supporting student projects that amplify underrepresented narratives.

** Students wishing to continue their participation in The COVID-19 Impact Project after the course ends should notify us as we are seeking grant funding to implement viable concepts.

Through the Lens: Modalities of AR +

Maya Pruitt | Syllabus | ITPG-GT.2368 | Mon 6:00pm to 8:30pm in Meetings:7-First Half
Last updated: November 11, 2024

In this course, students will explore the fundamentals of augmented reality by dissecting the interaction between camera, computer, and user. Each week we will focus on a different AR modality: image, face, body, environment, and object, and consider their real-world applications. Through weekly explorations, we will examine the existing affordances of AR as well as their impact. This course will culminate in a final project, and our tool of choice will be Lens Studio. Course syllabus: https://docs.google.com/document/d/1wMWVnDdzgz2bbsCNp7jRAiCe1job4glq61o67sWAP00/edit?usp=sharing

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 11, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Hand Held: Creative Tools for Phones (Topics in ITP) +

Max Bittker | Syllabus | ITPG-GT.2379 | Thur 09:30am to 12:00pm in Meetings:7-First Half
Last updated: November 11, 2024

The smartphone is not only the primary site for digital communication and consumption, it also hosts emerging forms of media production. Let’s investigate the potential of the mobile touchscreen as a creative instrument!
This is a project based course, and we will explore by creating and testing a series of functioning web-based toys – including drawing apps, character creators, and writing tools. You can expect to sharpen your skills in javascript and design.

100 Days of Making +

Karalyn C Lathrop | Syllabus | ITPG-GT.2793 | Tues 09:30am to 12:00pm in Meetings:7-All Semester
Last updated: November 11, 2024

100 Days of Making is a 2pt course that offers students the opportunity to pursue a creative passion or interest and develop or refine a skill over a 100-day period. Students choose a topic of interest and produce an expression of that topic every day for 100 days. For examples of past projects see here: https://itp.nyu.edu/classes/100days/. The course meets every other week over the course of the 14-week semester. Class time is spent discussing student progress and reflecting on students’ creative journey.

Students are encouraged but not required to start their project on or near January 1. There will be a meeting for enrolled students to discuss project ideas prior to the winter break.

About Christina Dacanay: www.cdacanay.com
About JJ Esquizo: http://www.juanjose.xyz/ &  Instagram: @juanjose_xyz

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 7, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Immersive Web +

Staff | Syllabus | IMALR-UT.XXXX | TBD Meetings:
Last updated: November 5, 2024

In Immersive Web, students break out beyond the confines of static 2D web pages and explore the affordances created by 3D. This course hopes to introduce new avenues for creative expression and experimentation via the web and promote practical web development skills through experiential learning. Students use libraries such as Three.js, A-Frame, Theatre.js, GSAP, Lenis, and more to create dynamic and immersive web-based experiences that push the boundaries of what is possible online. While there are no course prerequisites for this course, students are expected to have some familiarity with web development principles and technologies, specifically HTML, CSS, and Javascript.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 5, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 4, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 4, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 4, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 4, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 4, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: November 4, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: October 30, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Biophilic Experiences – activating our sensory relationship to nature +

Leslie E Ruckman | ITPG-GT.2361 | Fri 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: October 28, 2024

As the scale of human impact on global climate and ecosystems deepens, we see the need to alter our trajectory, to be more inclusive of other species in our imagining of the future. This class sets out to investigate the relationships we humans have with nature and non-human animals, to dive deep into the meaning and utility of being in relationship, and ultimately to translate these ideas into tangible, multimedia experiences that expose a larger audience to a multi-species worldview.

This class sits at the intersection of art, science, and technology. It combines studio practice and research with example case studies and critical texts. Together, we will meet artists, designers and scientists who build multispecies futures through urban ecology, biology, and public art. This class is for students who are eager to develop XD (experience design) and storytelling skills. The course follows a research-driven process that results in a design proposal and proof-of-concept that can be pitched to a public arts org.

Data Storytelling for Memory Making and Social Resilience (Topics in ITP) +

John Henry Thompson | Shindy Johnson | ITPG-GT.2379 | Mon 3:20pm to 5:50pm in Meetings:7-Second Half
Last updated: October 11, 2024

This course will use the open source The COVID-19 Impact Project as an entry point to explore humanizing data on systemic inequity and injustice on a global and local scale.

In this course we will:

● Explore and invent creative uses of data for advocacy and change.
● Discover how data flows from public github repositories and tools needed to visualize the data.
● Review other data-centric open source projects for the public good and discuss the questions they are trying to answer or problems they are trying to solve.
● Examine and draw inspiration from historical and contemporary data visualizations developed by advocates for social justice and the public good.
● Use data visualization as a scaffold to explore ways to support community driven mourning and memorialization after mass death events.

Students can choose to participate as creatives, artists, javascript coders, p5js explorers, UI/UX designers, citizen journalists, data science explorers or social justice advocates.

Course Outline
● Open Source Projects for the Public Good
● Data: Sourcing, Humanizing and Creating Visual Narratives from Data
● Storytelling with and from Data
● Data storytelling as a scaffold to support grief, ritual and memorialization after mass death events

** Students wishing to pursue their final projects beyond the class will be provided with information about resources at NYU for supporting student projects that amplify underrepresented narratives.

** Students wishing to continue their participation in The COVID-19 Impact Project after the course ends should notify us as we are seeking grant funding to implement viable concepts.

Topics in ITP: Innovation at Speed +

Melissa Jackson-Parsey | Syllabus | ITPG-GT.2379 | Mon 6:00pm to 8:30pm in Meetings:7-Second Half
Last updated: March 7, 2024

How do you get more teens to participate in sport? Ensure that generative AI tools don’t perpetuate bias? Or make the process of renting a car suck less? These are some the big, broad questions you’ll tackle as part of this course. 

The format: Each week you’ll be tasked with a new, real-world challenge to address as part of a team. To help you, subject-matter experts in research, strategy and design will share valuable, relevant knowledge and frameworks for you to pressure-test. Your team will be expected to use these frameworks to break-down the problem, ideate quickly and present-back solutions. The form and shape of these solutions is for you to define. The only limitation is time. 

The goal is to help you hone your skills through rapid, practical application, while also exposing you to new methodologies and expertise that can elevate your craft. Innovation is a practice, not just a process, and at the end of 7 weeks we hope you’ll be more confident approaching ambiguous questions and working with others to shape new, unexpected solutions. 

We can’t predict the future, but we know the questions we’ll need to collectively solve will only become bigger, and more urgent. This is a bootcamp for everyone and anyone who’s up for taking them on.

Topics in ITP: Music Design and Discovery +

Elliot Cole | Syllabus | ITPG-GT.2379 | Mon 12:10pm to 2:40pm in Meetings:7-Second Half
Last updated: March 7, 2024

Students will gain competency in the music production and performance software Ableton Live through a series of creative exercises. These exercises are heuristics in the sense that they’re designed to help students find well-formed musical solutions quickly and improvisationally, without presupposing a background in musical theory or performance.

I’ll introduce these technical topics alongside their artistic applications: audio editing (collage), midi (rhythm/melody/harmony), synthesis and effects (sound design), randomness (generative systems design), recording, and interfacing with external sensors, controllers and data (instrument design).

Weekly assignments will solidify skills explored in class.

Topics in ITP: Outside The Box: Site-Specific + Immersive Explorations +

Mia Rovegno | Syllabus | ITPG-GT.2379 | Mon 6:00pm to 8:30pm in Meetings:7-First Half
Last updated: March 7, 2024

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.

Topics in ITP: The Art of Projection Mapping +

Motomichi Nakamura | Syllabus | ITPG-GT.2379 | Tues 3:20pm to 5:50pm in Meetings:7-First Half
Last updated: March 7, 2024

The course aims to teach the technical and artistic aspects of
Projection Mapping, enabling the creation of immersive and
experiential art installations. The focus extends beyond acquiring the
necessary technical skills for producing Projection Mapping works; it
also emphasizes the effective use of the medium to bring concepts to
life. Encompassing various types of projection mapping, such as
outdoor mobile projection, interactive wall, and holographic
projection, the curriculum encourages students to experiment with the
medium as much as possible. The goal is to produce work that
authentically represents each artist and achieves a harmonious balance
between art and the technologies they employ.