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Course Criteria
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4.00 Credits
Credits: 4 Prerequisites: DMS 341 or DMS 342 Corequisites: None Type: SEM/LAB Making independent video art: camera work, editing, acting, and directing. Group exercises and critiques. Requires video production and postproduction outside of class.
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4.00 Credits
Credits: 4 Prerequisites: DMS 341 or DMS 342 Corequisites: None Type: SEM/LAB Making independent video art: camera work, editing, acting, and directing. Group exercises and critiques. Requires video production and postproduction outside of class.
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4.00 Credits
Credits: 4 Prerequisites: portfolio review, or permission of instructor Corequisites: None Type: SEM Explores issues and techniques in the area of sound design and audio production. Contextualizes the relation between image and sound by drawing from many media forms, existing and/or original, to create and visually represent sound.
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4.00 Credits
Credits: 4 Prerequisites: DMS 11 or DMS 155; DMS 110, DMS 59 or permission of instructor Corequisites: None Type: SEM Comprehensive investigation of the emerging field of Games Studies, the critical analysis of games and interactive environments made possible by the computer. Addresses different theoretical perspectives that view games and gaming as historical, social, cultural. aesthetic, technical, performative, and cognitive phenomenon. Examines how video games encompass an increasingly diverse set of practices, populations, and locations from fantasy footballl to multi-player medieval fantasy, from simulations of real life to alternate realities, from fanatics to activists, from nightclubs to competitive arenas to public streets to the classroom; from consoles to mobile phones, to large screen projections. Analyses not only popular games but interactive installations, pervasive games, mixed and virtual reality environments. Discusses the interdisciplinary nature of a cultural practice which depends on art, artificial intelligence, computer graphics, interface design, human computer interaction, psychology, narrative, networking, and technical innovation. Asks why interactive experiences are so popular, and tries to understand the social and cultural implications of games and gaming.
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4.00 Credits
Credits: 4 Prerequisites: None Corequisites: None Type: LEC/LAB Examines the history of the so-called avant-garde, from the Russian and French avant-garde of the 190s to the postwar European and American experimental milieu. While focusing principally on Europe and North America, the course gives attention to related developments in Africa, Asia, and South America, depending on availability. Questions of methodology, canon, genre, marginality, oppositionality, plagiarism, primitivism, originality, and ideology come into theoretical play while we examine the Institutional Mode and its discontents.
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4.00 Credits
Credits: 4 Prerequisites: None Corequisites: None Type: SEM Introduces students to major concepts in D animation and motion graphic design. Topics include developing concepts, rotoscoping, interpolated animation, and composing animation with video. Surveys the history of animation, fine arts animation, and contemporary trends in motion graphic design. Students will produce a finished portfolio of animation and motion graphic design work. (Production intensive design course.)
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4.00 Credits
Credits: 4 Semester: Prerequisites: None Corequisites: None Type: LEC Locative Media is an emerging field of art and technology practices that incorporate location, data, mobile computing and wireless networks in positing alternate modes for inhabiting contemporary public space. Some of these practices offer new insights into issues related to place and modes of spatial occupation. This seminar will focus on Locative Media practices situated within urban environments, and seek to establish a critical context within which to evaluate some of their key claims and aspirations. Drawing on a broader discourse involving the technological mediation of urban experience, the course will combine readings in social theory, spatiality, technology and urban form with an examination of specific art practices of the Surrealists, the Situationists, conceptual and performance art from the 60 s and 70 s, and more recent projects in Locative Media. Concepts of mapping, psycho-geography, participatory networks, and hybrid spatial experiences will be examined in relation to how we locate and orient ourselves within, navigate through, and inhabit the contemporary city. Students will have the option of producing either a research paper or a project, working independently or in collaboration with others.
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4.00 Credits
Credits: 4 Prerequisites: None Corequisites: None Type: SEM Explores issues relating to culture and technology. Focuses on advanced readings and fiction pertaining to cyberculture. Critically analyzes technology including social meanings of technological tools, formalist and socialist art practices, the organic body vs. the mechanical engine, cyborgs, artificial intelligence, virtual reality, and robotics.
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4.00 Credits
Credits: 4 Prerequisites: DMS 11 or DMS 155; DMS 110 Corequisites: None Type: SEM Production course on the design of computer based games. Games are considered as a new art form and in order to create compelling games, students must be aware of the particularities of the form in both structural and aesthetic terms. Clearly the most important difference between games and other art forms are the interactive and interpersonal dynamics of gaming. However, game design draws on many other disciplines (writing, drawing, graphic design, architecture, and programming), and that familiarity with the assumptions and languages of these disciplines is essential for a game designer. Core issues of games design; what is a game what is the nature of play what makes good game play what is the most effective use of sound and visuals in a game how can narrative be used in games and what are the roles of presence, engagement, and interactivity in games Encourages experimental thinking about the boundaries and possibilities of computer games. Students work in teams to produce a series of short games projects. Focuses on creativity and experimentation. Thorough, hands-on grounding in the process of game design, from conception to play-testing, and fosters the skills required to produce, examine, and critique games.
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4.00 Credits
Credits: 4 Prerequisites: DMS 11 or DMS 155; DMS 110, DMS 59 or permission of instructor Corequisites: None Type: SEM Interactive stories set in immersive 3D virtual worlds are a staple of science fiction. Devices that allow people to inhabit personalized stories and interact with computer characters are described in Neuromancer, Star Trek, and Ray Bradbury s short story, The Vveldt. In the 1980s and 1990s industry insiders believed that a marriage between video games and Hollywood movies was imminent. Meanwhile, writers were excited by the non-linear and interactive potential of hypertext, but killer interactive fiction has not emerged. This course will examine interactive narrative in theory and practice. We will look at the reasons why interactive fiction is so difficult to create and study. Encourages students to create their own interactive fiction.
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