Project Development Studio +

Pedro Galvao Cesar de Oliveira | Syllabus | ITPG-GT 2564 | Tues 3:20pm to 5:50pm in 370 Jay Street Room 450 Meetings:14
Last updated: March 31, 2026

This is an environment for students to work on their existing project ideas that may fall outside the topic areas of existing classes. It is basically like an independent study with more structure and the opportunity for peer learning. This particular studio is appropriate for projects in the area of interactive art, programing, physical computing and digital fabrication. There are required weekly meetings to share project development and exchange critique. Students must devise and then complete their own weekly assignments updating the class wiki regularly. They also must present to the class every few weeks. When topics of general interest emerge, a member of the class or the instructor takes class time to cover them in depth. The rest of the meeting time is spent in breakout sessions with students working individually or in groups of students working on related projects.

Visual Journalism +

Yuliya Parshina-Kottas | Syllabus | ITPG-GT 2071 | Wed 12:20pm to 2:50pm in 370 Jay St, Room 408 Meetings:14
Last updated: March 31, 2026

This course is designed to provide an overview of multimedia storytelling in the service of journalism, with a focus on visual narratives. We will explore a variety of digital and physical story formats, deep-dive into information design principles, create visual explainers and data visualizations based on original reporting, touch on the best practices and ethics of journalism and work on collaborative exercises and assignments. The goal of this class is to help you leverage your current skills to report, develop, design and build a fully-realized news story.

Understanding Networks +

Tom Igoe | Syllabus | ITPG-GT 2808 | Tues 3:20pm to 5:50pm in 370 Jay St, Room 408 Meetings:14
Last updated: March 31, 2026

Interactive technologies seldom stand alone. They exist in networks, and they facilitate networked connections between people. Designing technologies for communications requires an understanding of networks. This course is a foundation in how networks work. Through weekly readings and class discussions and a series of short hands-on projects, students gain an understanding of network topologies, how the elements of a network are connected and addressed, what protocols hold them together, and what dynamics arise in networked environments. This class is intended to supplement the many network-centric classes at ITP. It is broad survey, both of contemporary thinking about networks, and of current technologies and methods used in creating them.

Prerequisites: Students should have an understanding of basic programming. This class can be taken at the same time as, or after, Intro to Computational Media or an equivalent intro to programming. Some, though not all, production work in the class requires basic programming. There is a significant reading component to this class as well.

Learning Objectives

In this class, you will learn about how communications networks are structured, and you will learn how to examine those structures using software tools. By the end of this class, you should have a working knowledge of the following concepts:

* The basics of network theory, some history of the internet and the organizations and stakeholders involved in its creation and maintenance
* The Open Systems Interconnect (OSI) model and standard internet protocols such as Internet Protocol (IP), Transmission Control Protocol (TCP) , Universal Datagram Protocol (UDP), and Hypertext Transport Protocol (HTTP). 
* Network addressing, private and public IP addresses
* What hosts, servers, and clients are and a few ways in which they communicate
* What a command line interface  (CLI) is and how to use the tools available in one
* The basics of internet security
* How telecommunications networks are similar to other infrastructural networks, like power and transportation, and how they are different.

Web Tools for Creative Work (Topics in ITP) +

Aidan Nelson | ITPG-GT 2378 | Tues 09:30am to 12:00pm in 370 Jay St, Room 408 Meetings:14
Last updated: March 31, 2026

Software tools make our creative workflows possible.  They allow us for us to create and edit media, design and sketch new ideas, build interactive experiences and more. Good tools expand our abilities.  The best tools can begin to feel like an extension of ourselves, allowing us to work quickly and joyfully without considering the underlying interface. Increasingly, creative software tools use web-based interfaces, making our work collaborative and portable.

This course asks students to create new web-based tools for creative work. Week to week, it will consist of a series of assignments on identifying a creative need, scoping, designing and developing a web-based software solution as well as readings and reflections on the software tools which make our creative workflows possible.

From a technology standpoint, students will learn the fundamentals of building full-stack web applications using web technologies (HTML, CSS and JavaScript) as well as server-side tools (Node.js). We will start with ‘vanilla’ web technologies before introducing a series of open-source frameworks (React & Next.js) and component libraries which allow us to work in a more modular and collaborative way as developers.

Creative Image Generation (Topics in ITP) +

Yuguang Zhang | Syllabus | ITPG-GT 2378 | Fri 3:20pm to 5:50pm in 370 Jay St, Room 409 Meetings:14
Last updated: March 31, 2026

Recent years have seen unprecedented advancements in text-to-image / text-to-video AI models, sparking widespread attention, discussion, and mainstream adoption of these innovative co-creative tools. This has led to a mix of reactions, ranging from excitement and curiosity to concern, anger, and even offense. Alongside this, the growth of open-source models is democratizing access to these AI tools, extending their use beyond experts, tech giants, and professional technologists.

In this 14-week course, we will go over the landscape of text-to-image / text-to-video AIs and dive deep into some of the most well known ones (such as Stable Diffusion, Flux, CogVideoX, Hunyuan, etc.), to see what potential they have in terms of exploring new modes of content creation and helping us re-examine our language pattern. This will be a practice + technique course comprised of three modules: Text-to-Image AIs and Tools, Model Customization, and Text-to-Video AIs. In each module, there will be a hybrid of practice + technique sessions that focus on different topics such as building good prompting practices, image synthesizing, using Python to train models for customized visuals, building workflows with ComfyUI, and creating animations from text. We’ll also discuss how such tools could intervene in the workflows of artists and technologists, what they can provide for researchers, and what are the caveats and things we should look out for when we’re creating with these AIs.

Pre-requisites: Introduction to Computational Media (ICM) or the equivalent.

Time +

Jeffrey Feddersen | Syllabus | ITPG-GT 2040 | Mon 3:20pm to 5:50pm in 370 Jay St, Room 409 Meetings:14
Last updated: March 31, 2026

“A computer is a clock with benefits” writes Paul Ford in Bloomberg’s issue dedicated to code. Time, at once fundamental and mysterious, is of course a basic part of any time-based media, but uniquely more so for programmed media that can evolve as it runs. In this course, we’ll reflect on the deep mysteries of time while also building hands-on skills that will improve our command of temporal media and technologies.

Specific topics will range from the marvelous engineering of historical clocks and orreries through modern computer architecture. We’ll draw inspiration from a technological tradition stretching back at least 2000 years to the Antikythera Mechanism that includes humanity’s earliest efforts to understand temporal patterns in nature. Practically, we’ll build mechanical and software clocks; experiment with time-series data and time protocols; and survey techniques for digital signal processing and software state transitions.

Students will improve their skills in:

– Extracting meaning from data in time-series sets, like sequential sensor readings in a physical computing project or a public API;
– Creating experiences with a beginning, middle and end; a narrative arc;
– Getting to the “metal” in microcontrollers and CPUs;
– Integrating real-time clock modules and network time protocols with projects;
– Using programmatic timelines and variable ‘tweening’ to add grace and sophistication to our creations

Students will execute production assignments throughout the semester. Students should have taken or be taking physical computing, a programming course, or have equivalent experience.

Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048) & Intro to Phys. Comp. (ITPG-GT 2301)

Shared Minds +

Dan O'Sullivan | Syllabus | ITPG-GT 3033 | Wed 12:20pm to 2:50pm in 370 Jay St, Room 410 Meetings:14
Last updated: March 31, 2026

This class asks students to think about thinking. Based on first person introspection, meditation and readings in psychology, students will examine the experience of their minds. Then we look at how computation, in particular recent developments in AI, can better work as a medium to capture and share that experience. Class time is evenly divided between conceptual discussions around the psychology of media, looking at student work, and then learning coding skills for the following week. The early course materials direct students towards developing and implementing multi-user web apps to improve our society’s social media ecosystem but final projects often take different directions. 

On the technical side, the class gently picks up from any introductory javascript coding class.  Compared to Creative Computing it moves away from the p5.js in favor of vanilla javascript in an environment like Visual Studio Code assisted by AI.  The class encourages students to find a healthy balance of using “vibe coding” while maintaining the ability to specify overall architecture and debug individual lines of code. In particular the technologies covered are Replicate.com’s API’s for Machine Learning Models for generation and relation of text and images, Firebase tools for server based databases, realtime sharing, storage and authentication. Libraries like UMAP for dimension reductions, Three.js for realtime rendering, P5LiveMedia for Audio and Video sharing, and Colab for running python notebooks.

Each week students will post a quick sketch experimenting with the technology as well a short written response to a prompt based on a short reading or video.

Prototyping Electronic Devices +

Deqing Sun | Syllabus | ITPG-GT 2845 | Fri 09:30am to 12:00pm in 370 Jay St, Room 407 Meetings:14
Last updated: March 31, 2026

The most difficult part of prototyping is not the building process, but the process of deciding how to build. If we choose proper technology for prototypes, we can improve their robustness and simplicity.

This course will cover available and affordable technologies for ITP students to build prototypes. The course will start with soldering, wiring and LED basics. Then students will design an Arduino compatible board in Eagle, get it fabricated, assembled. And then using the debugger to dig deeper to understand how a microcontroller works.

The class will also cover multitasking, signal processing, communication, document writing and advanced skills beyond the Intro to Physical Computing class.

Each session will have lectures followed by in-class practices with guidance. The 14-week long assignment is called Do It Once – Do It Again. Bringing an idea or ongoing projects is highly encouraged.

This course requires Physical Computing or equivalent experience.

Prerequisite: Intro to Phys. Comp. (ITPG-GT 2301)

New Interfaces for Musical Expression +

David Rios | Syllabus | ITPG-GT 2227 | Mon 3:20pm to 5:50pm in 370 Jay St, Room 408 Meetings:14
Last updated: March 31, 2026

In this course students create digital musical instruments and do a live performance using them. Over the semester, we look at examples of current work by creators of musical interfaces, and discuss a wide range of issues facing technology-enabled performance – such as novice versus virtuoso performers, discrete versus continuous data control, and the relationship between musical performance and visual display. Readings and case studies provide background for class discussions on the theory and practice of designing controllers for musical performance. Students design and prototype a musical instrument – a complete system encompassing musical controller, algorithm for mapping input to sound, and the sound output itself. A technical framework for prototyping performance controllers is made available. Students focus on musical composition and improvisation techniques as they prepare their prototypes for live performance. The class culminates in a musical performance where students (or invited musicians) will demonstrate their instruments. Prerequisites: ITPG-GT.2233 (Introduction to Computational Media) and ITPG-GT.2301 (Physical Computing)

Prerequisite: ICM / ICM: Media (ITPG-GT 2233 / ITPG-GT 2048) & Intro to Phys. Comp. (ITPG-GT 2301)

Multisensory Storytelling in Virtual Reality and Original Flavor Reality +

Winslow Porter | Syllabus | ITPG-GT 3026 | Wed 6:00pm to 8:30pm in 370 Jay Street Room 450 Meetings:14
Last updated: March 31, 2026

Just a friendly heads up for this class: Unreal Engine experience is necessary because it is our primary tool for both creating and experiencing projects during the semester. If you don’t have a solid understanding by September 2026 you will likely fall behind and it won’t be as fun 🙂

In this course, we will explore how to create immersive narratives that leverage our full suite of senses like touch, taste and smell as well as lesser-known ones like space, time, balance and scale. We will dig into the history of experiential storytelling, starting from immersive theater and Smell-O-vision to cutting-edge haptics and mind-bending illusions of proprioception. To help center this back in practical applications, we will also explore how this evolving art is commonly used in exhibition design, experiential marketing and brick and mortar retail. The class will be a healthy mixture of game theory and experience-based learning (meaning there will be field trips and many multisensory VR projects to explore).
Some AI tools will commonly be taught and implemented. I strongly encourage their use on the production side, not the creative side. 

We will dig into the process of making the immersive experiences Forager (SXSW, NAB, SIGGRAPH) and Tree VR ( Sundance, Tribeca, TED), looking at both the project files and all the work that went into ideation and pre-production. 
All of this will culminate in a show exhibiting all your final projects in the Media Commons ballroom.

Game Design and the Psychology of Choice +

Melissa Parker | Syllabus | ITPG-GT 3028 | Wed 6:00pm to 8:30pm in 370 Jay St, Room 410 Meetings:14
Last updated: March 31, 2026

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

Future of Media and Technology +

Art Kleiner | ITPG-GT 2297 | Wed 6:00pm to 8:30pm in 370 Jay St, Room 408 Meetings:14
Last updated: March 31, 2026

This course covers the next several years of evolution in technology, culture, and other trends. It uses scenario planning, a technique for considering complex interrelationships that can’t be predicted, distinguishing predetermined elements from critical uncertainties, and exploring the underlying patterns that influence events. Students will conduct original research on significant trends, use those trends to develop compelling, sophisticated, plausible stories about possible futures, and present the futures – and the strategies they suggest – to a public audience. The course will take place at a pivotal moment of historical uncertainty: recovering from a global pandemic, with AI and other digital technologies crossing a threshold, and dramatic political and economic tensions. All of these, and more, affect media development – and are deeply affected by them. The goal of the course is to enable you to make more robust decisions now in the face of uncertainty — applicable to planning for technological change, starting a business, plotting a career or making major life decisions. This class has developed a longstanding following at ITP because it helps us make sense of complex issues without oversimplifying them. In a climate of candid, respectful discussion and debate, the class explores theories about system dynamics, long-wave organizational and societal change, and economic and technological development.

Addendum from former student:

As I wake up to the serious news of Ukraine, I am reminded of the prediction that I and my classmates Jerllin Cheng and Susanne Forchheimer made while taking a class at NYU-ITP called “Future of New Media,” taught by the great Art Kleiner , which is easily one of the most important classes I’ve ever taken in my life. In this class, Art taught us the craft of prediction in order to make tech art/products that speak to the near future.
It was 2014, and using his strategic workflow, he asked our class to predict what would 2020 be like. Although no one predicted a pandemic, some did predict things likes smart homes etc. But our group was bold enough to predict a “Cyber Cold War,” given Russia’s annexation of Crimea and other developments in China going on during the time of the class. Our presentation went into interesting detail that speculated the end of an open internet, and a further lockdown of borders and increase in video chats for that reason (which did happen in 2020 but for the pandemic), but let’s hope that is not the case now!
Certainly no fear-mongering happening here- just wanted to share that we made a pretty good prediction and that Art Kleiner’s method is incredible (buy his books). Our hearts are with Ukraine and the world.

Designing for Digital Fabrication +

Daniel Rozin | Syllabus | ITPG-GT 2890 | Wed 12:20pm to 2:50pm in Meetings:14
Last updated: March 31, 2026

The ability to digitally fabricate parts and whole pieces directly from our computers or design files used to be an exotic and expensive option not really suitable for student or designer projects, but changes in this field in the past 5 years have brought these capabilities much closer to our means, especially as ITP students. ITP and NYU now offer us access to laser cutting, CNC routing, and 3D stereolithography. In this class, we will learn how to design for and operate these machines. Emphasis will be put on designing functional parts that can fit into a larger project or support other components as well as being successful on a conceptual and aesthetic level. In this class, we will discover methods to design projects on CAD applications for total control of the result, and we will develop algorithmic ways to create designs from software (Processing) to take advantage of the ability to make parts and projects that are unique, customizable, dependent on external data or random. The class will include 3 assignments to create projects using the three machines (laser, router, 3D) and the opportunity to work on a final project.

Computational Text from A to Z +

This course is a survey of programming strategies and techniques for the procedural analysis and generation of text-based data. Topics include analyzing text based on its statistical properties, automated text production using probabilistic methods, and text visualization. Students will learn server-side and client-side JavaScript programming and build single-page web applications as well as bots for social media networks. Additionally, this course will critically investigate and explore open-source and commercial machine learning models for text and image generation. The course includes weekly homework coding exercises and an open-ended final project.

Computational Approaches to Narrative +

Allison Parrish | Syllabus | ITPG-GT 2198 | Fri 3:20pm to 5:50pm in 370 Jay St, Room 407 Meetings:14
Last updated: March 31, 2026

Beginning with the release of Crowther and Woods’ “Colossal Cave Adventure” in 1977, the potential and unique affordances of computation as a means of storytelling have become more and more apparent. Combining approaches from literary theory, anthropology, computational creativity and game design, this class considers how narrative structure can be represented as data and enacted through computation, and invites students to implement practical prototypes of their own interactive and procedurally-generated narratives using a variety of technologies.

Topics include (but are not limited to) hypertext fiction, “choose your own adventure”-style branching narratives, text adventures, visual novels, story generation from grammars and agent-based simulations. Students will complete a series of bite-size weekly assignments to present for in-class critique. Each session will also feature lectures, class discussion, and technical tutorials.

Prerequisites: Introduction to Computational Media or equivalent programming experience.

Alter Egos: Assuming New Identities Through Costume and Performance +

Ali Santana | Syllabus | ITPG-GT 3024 | Fri 12:20pm to 2:50pm in 370 Jay St, Room 407 Meetings:14
Last updated: March 31, 2026

Throughout history, musicians have channeled their creativity into outrageous fashion statements and invented personas: think MF DOOM, Sun Ra, Ghostface Killah, Daft Punk, Leikeli47 and Rammellzee. By embracing their alter egos in extreme and outlandish ways, artists have found their authentic creative voices. This course will introduce participants to the art of masquerade using their resourcefulness to create costumes from found materials, and performance as an exploration in creative expression using new media and technology. Students will be introduced to ideas surrounding abstract storytelling, experimental audio + video production, and A/V performance using a combination of technical and hands-on approaches.

This course requires CL: Hypercinema or equivalent experience.

Prerequisite: CL: Hypercinema (ITPG-GT 2004)