Exploration of interactive digital media using a programming environment designed for creative use, such as Max/MSP. The primary content of this course will be presented in a series of themes that provide the basis for the exploration of computational art through fundamental tools needed for the analysis, evaluation, and creation of interactive computational art works, including the exploration of generative art, sound manipulation and effects, video manipulation and effects, and 2D graphics in run-time environments. Emphasis on cultural analysis about the important role that computational media have in the arts, as well as integration of key ideas and computer programming methods. Students will put these concepts in practice through the development their own projects. Course Credit Exclusion: DATT 1000.
Explores the creation of interactive and immersive virtual worlds in run-time environments using a programming environment designed for creative use, such as Max/MSP. Built on a foundation of skills gained in DATT 1010, this course will focus on real-time 3D and the creation of real-time generative 3D object transforms, worldbuilding, mise-en-scene in real time interactive 3D, and simple agent-based systems. The content of this course will be presented in a series of themes that provide the basis for the exploration of 3D worldbuilding in computational art. Emphasis on cultural analysis about the important role that computational media have in the arts, as well as integration of key ideas and computer programming methods. In developing their own projects, students will put these concepts in practice. Open to non-majors.
Prerequisite: DATT 1010 Introduction to Interactive Digital Media I, or by permission of the instructor. Course Credit Exclusion: DATT 1000.
Offers students a survey of digital media through an investigation of historical and theoretical sources that explore the intersection of art and technology. Potential topics include cybernetics, artificial intelligence, human-computer interfaces, artScience, hypertext, net technologies, and the philosophy of science. Course credit exclusion: FA/FACS 1100 3.00.
Explores the techniques of non-linear multimedia asset creation as used in sound, video, and image editing software tools such as video editors, visual effects (VFX) software, digital audio workstations (DAW), digital audio editors, and vector and raster image editors. Topics of the course techniques are essential for asset creation in computational arts including the use of the timeline editor, compression techniques, distribution and file formats, plug-ins and effects. Artists, composers, and theorists relevant to the subjects will be presented to provide theoretical and critical context to the work. Students will put theoretical concepts in practice through a series of small studies leading up to a final project. Open-source software tools will be used in this course wherever possible. Open to non-majors.
Introduces students with little or no experience in the creation of new media works to the issues and techniques that will enable them to engage critically and creatively with the area. In the relatively short history of new media, a new language and tool set have become pervasive in the world of art making. This course provides students with an introduction to interactive new media. Using HTML, JavaScript, and Photoshop, students will engage with the web as a creative medium. Projects will be based in a variety of new media genres including net.art, blogs, interactive narrative, and randomness. Not open to Digital Media BA majors. Course credit exclusion: FA/FACS 1939 3.00.
Explores embodied approaches to combining hardware, software and materials to create art works. Students will be introduced to the world of physical computing: combining simple computers (e.g. Arduino), sensors, LEDs, motors etc. in physical forms. Prerequisite: Second-year standing or permission of the Instructor. Course credit exclusion: FA/FACS 3933 3.00.
Builds on the material covered in Introduction to Physical Computing to explore new forms of engagement and interaction in specific areas including: wearable computing, wired and wireless communication, and instrument creation. Students will develop a larger work for public presentation. Prerequisite: FA/FACS 3933 3.00 or FA/DATT 2000 3.00 or permission of the Instructor. Course credit exclusion: FA/FACS 4933 3.00.
Explores relationships at the intersection of math, art and creative coding by providing a survey of mathematical concepts and techniques that support creation processes in contemporary code-based art and performance practices. Students review mathematical concepts and apply them in the creation of creative coding exercises. Topics include modular arithmetic, number systems, boolean algebra, combinatorics, vectors, trigonometry, coordinate systems and linear algebra and their application in the creation of generative artworks, and the use of math concepts in the creation of computational artworks, such as video games, mixed reality, digital fabrication, and image manipulation. Prerequisites: FA/DATT 1020, a 4U high school math background or equivalent is recommended.
Introduces the concepts and techniques of digital signal processing and their application in both sound and image resulting in the development of works that are cross-modal hybrids between sound and image, such as found in the Visual Music aesthetic. Course credit exclusion: FA/FACS 2935 3.00. Prerequisites: FA/FACS 2930 6.00 or FA/DATT 1000 6.00 or FA/DATT 1020 3.00.
Focuses on individual and group projects plus readings on time-based media, especially contemporary performance art. Students participate in exercises that promote original responses to the everyday environment, and are encouraged to use a variety of media in making works.
This course is cross-listed between the Department of Visual Arts and the Theatre Department.
Introduces students to the creative practice of video art in a production studio environment, including both concepts and techniques. Classes include workshops on camera, lighting, video effects and sound recording techniques. Students create individual creative video projects. Compulsory supplementary fees.
This course offers an introductory studio in photographic theory and practice fundamentals. Tools, techniques and ideas related to seeing and photo-based art are explored with emphasis on the photographer as an informed image-maker. Students gain hands-on skills in camera fundamentals, capture and printing, while developing an understanding of the basic principles of lens-based image making. Short, topic-oriented production assignments enable ongoing critical reflection and analysis.
This course has compulsory supplementary fees. Access to a DSLR or mirrorless camera is mandatory and not available through VAAH. Students will require access to a computer equipped with Adobe Photoshop (on-campus computers are available in The Intersections Lab - ROOM 328). Students seeking photographic post-production techniques for the screen & web should register in VISA 2065. Open to visual arts majors and is a prerequisite for 3000-level photography courses.
This online course introduces students to photographic software and concepts related to the digital environment. Students will acquire skills in digital workflow and image processing by introducing raw files to Adobe Lightroom and Photoshop. Students will use software to produce and manipulate photographs for the screen & web. By the end of the course students will have acquired a working knowledge of the basic tools, applications and creative techniques related to digital, screen-based photography.
This course has compulsory supplementary fees. Students will require access to a computer equipped with Adobe Lightroom Classic and Photoshop. Access to a DSLR camera is advantageous. Requires skill in basic digital photography. Students seeking camera and photography fundamentals should register in VISA 2061 before taking this course. VISA 2065 is open to visual arts majors and is a prerequisite for 3000-level photography courses. This course is cross-listed with FA/FILM 2065 3.00 and is open to Film majors (BA and BFA). Course credit exclusions: FA/VISA 2006 3.00; FA/FILM 2065 3.00.
Explores content development, publishing and the flow of information across a range of digital platforms that comprise our contemporary communications ecosystem. Topics include visual and digital literacy, a brief history of the Internet, the World Wide Web and the cloud, and our dependence on social media and mobile devices. As opportunities for increased interactivity and data collection are enabled by the proliferation of sensors and pervasive computing, students will consider the efficacy of digital communications to issues of identity, privacy, work, individual well-being, citizenship and the public good. Students will work in multi-media, web development, and social media to complete assignments. Cross-listed with FA/VISA 2100 3.0.
Course credit exclusion: FA/FACS 2500 3.0.
Introduces the essential workflows and requisite knowledge for game design and prototyping through the creation of non-digital game prototypes and an introduction to digital game engines. It provides an introductory hands-on approach to the study and practice of games, gamification, and gameplay and their use in various applications, including video games, simulations, serious gaming, and art-making contexts. The course takes a practical and theoretical approach to game production in a variety of gaming contexts. Emphasis is on introducing the basics of game mechanics and design and implementation in non-digital game environments such as board games, card games and tabletop games. Students are introduced to software tools and engines found in professional game development and the making of technology-based art practice. Open to non-majors. Prerequisite: Programming experience required.
This class provides an introduction to advanced topics in game design and prototyping through the creation of digital games. Built on techniques explored in DATT 2300 Game Design and Prototyping I, students will explore progression-based game techniques such as level design, narrative design, rapid prototyping, and implementing 3D art (modelling, animation) in a game engine setting.
A hands-on approach to the study and practice of digital games, gamification and their use in various applications. Those include video games, simulations, serious gaming, and art-making contexts. The class further explores new and cutting-edge trends in gaming, such as in the areas of alt gaming, queer games, Not Games, and urban gaming, where the potential and boundaries of games and gameplay are being challenged and tested. Open to non-majors. Prerequisite: Programming experience required, FA/DATT 2300, or by permission of the instructor.
Introduces the essential workflows and requisite knowledge for game design and prototyping for non-Digital Media major. Through the creation of non-digital game prototypes and an introduction to digital game engines the students will be provided an introductory hands-on approach to the study and practice of games, gamification, and gameplay and their use in various applications, including video games, simulations, serious gaming, and art-making contexts. The course takes a practical and theoretical approach to game production in a variety of gaming contexts. Emphasis is on introducing the basics of game mechanics and design and implementation in non-digital game environments such as board games, card games and tabletop games. Students are introduced to software tools and engines found in professional game development and the making of technology-based art practice. While a large part of the focus of the course is on standard game techniques as applied in gaming contexts, this course focuses on the applications in non-gaming contexts. Those include such concepts as gamification as well as the exploration of new and cutting-edge trends in gaming, such as in the areas of alt gaming, Not Games, urban gaming and serious games where the potential and boundaries of games and gameplay are being challenged and tested. Open to non-majors.
This course introduces students to writing computer code that is the basis for creative projects. As software now pervades all aspects of contemporary culture, artists and designers can significantly expand their creative palettes through knowledge of and experience with software development. By engaging with the computer more directly students explore the potentials of software to create and form systems and environments. Course projects will be developed in a contemporary creative coding environment such as Processing or P5.js but concepts explored will transfer to a range of development environments. Open to non-majors
Provides a foundation in 3D modelling using state of the art render time 3D modelling software such as Maya, Blender, and 3DS Max. The course will provide a survey of various modelling techniques and approaches with an emphasis on modelling used in 3D art, 3D animation and games. Topics include photorealistic rendering, scene building, character modelling, and the use of 3D graphics in simulation and visualization.
Provides a foundation in 3D animation using state of the art render time 3D modelling and animation software such as Maya, Blender, and 3DS Max. The course will provide a survey of various animation techniques and approaches with an emphasis on render time animation as it is used in 3D art, 3D animation, data visualization and games. Topics include, scene building, character animation, timeline based animation techniques, and the use of 3D graphics in simulation and visualization.
Prerequisites: FA/DATT 2500 3.00, or by permission of the Instructor.
The course explores the experience of wonder from a comparative and interdisciplinary lens to establish its role as an engine for intellectual inquiry in the art, science and engineering. To do this, the course scrutinizes contemporary media culture through investigations of past media technologies and creative media practices. In addition, the course proposes a further phenomenological approach by considering the role of the senses in the experience of wonder (such as through olfactory or auditory experiences of nature) and its subsequent impact on the design and aesthetic considerations of emerging technologies. The course also highlights critical moments where 'wonder' has been used as an excuse for colonialization, extraction and exploitation through key historical examples. The course combines theoretical readings and studio-based elements such as digital fabrication. Open to non-majors.
Introduces students to basic three-dimensional design and fabrication techniques in paper and wood. Working in the studio, students undertake a series of exercises and small projects that engage materials exploration, problem solving, sketching and technical drawing, fastening methods, as well as working with hand and power tools. At the end of the course students consider the implications of digital technologies for three-dimensional design using a laser cutter. Open to majors only.
Explores sound art both as a distinct practice and through its interdisciplinary intersections with new media, sculptural, installation, performative, musical, and other time-based art practices. Prerequisite: 6.0 credits from the VISA 205x series of courses. Course Credit Exclusion: FA/FACS 3937 3.00.
Allows students to participate in a large electro-acoustic orchestra that will create (re-create) and perform both historical and contemporary repertoire using both the latest digital sound production hardware as well as traditional instruments. A participating student will be required to function as both performer and in at least one other capacity such as composer, arranger, improviser or conductor.
This course is about the astonishing things you can do-and the insights you can find-when you work at the atomic sample-by-sample structure of digital audio. The course focuses on creative exploration of algorithmic and generative sonic signal processing at this level for real-time/interactive contexts. It is structured around central common algorithmic circuits and design patterns for a wide variety of creative situations and applications. The course will utilize a development environment widely-used in artistic and industrial settings for audio software & hardware design, music production, game audio, sonic arts, and other broader contexts. The curriculum is primarily practice-based: problem-driven and technique-focused leading toward applications that students will be able to utilize in other project-based courses. Project algorithms may include oscillators, filters, audio-rate modulation, delay, microsound, generative patterns, time-domain analysis & resynthesis, and/or nature-inspired generative systems, as well as translation and export of designs to settings such as hardware microcontrollers, web, game audio, and audio plugins.
No background in music theory, mathematics or computer science are required. Prerequisite: DATT 2050 3.0 or by permission of the instructor.
Explores the rules and procedures followed by players and games-more broadly and not limited to computer games-that are the building blocks that make up gameplay. Students look at the various aspects of game mechanics; what they are, how they can be formed, how they interact with each other, what values they transmit and topics relating to the application of game mechanics. Examines system dynamics, balancing luck and skill, cooperation and competition, in variety of gaming and non-gaming contexts. Students will prototype, test, and implement mechanics in games and learn how to visualize, simulate and operationalize game mechanics. Topics include: emergent gameplay, balancing game mechanics and level design, and scripted events vs. dynamic progression systems. Prerequisites: FA/DATT 2300 3.00, or FA/DATT 2301 3.00 and FA/DATT 2310 3.0, or permission of the instructor.
This course extends the concepts and techniques introduced in DATT 2400 Creative Coding I. Topics addressed will include: working in three dimensions, object-oriented programming, selecting and using algorithms and libraries, and computer simulations of natural systems. Course projects will be developed in a contemporary creative coding environment such as Processing or P5.js but concepts explored will transfer to a range of development environments.
Prerequisite: FA/DATT 2400 3.00
Open to non-majors
In this experiential course students will develop skills for how to work effectively on teams while developing an ambitious project. Alongside the creation of creative works students will be guided through several teamwork exercises and methodologies, such as Agile, Scrum, guided reflection, team worksheets, written reflection, surveys, games and other relevant activities. Students will learn how to structure and develop team vision, task management, effectively communicate abstract concepts, and to maintain empathy for fellow teammates. Students will also be asked to analyse 'how' a work is accomplished in order to develop strategies for the next stage of project development. This course will require ongoing critical reflection, observation and analysis, and cyclical review to help students to iteratively develop interpersonal skills and ability to work on teams. The final creative projects created in class will be presented to the public during a final public exhibition.
Prerequisites: Only open to students the Digital Media Specialized Honours BA program Arts or Developer Stream, and the Digital Media BA; FA/DATT 2050 3.00 and FA/DATT 2100 3.00. Co-requisite: LE/EECS 2030 3.00. Course credit exclusion: FA/DATT 3701 6.00.
The entire class collaborates on the realization of one or two ambitious game projects. Students will work together as a development team by taking on roles where they focus on specific aspects of the project (such as Director, Designer, Artist, Programmer, Level Designer, Sound Designer, Publicity). The development team structure is modeled on teams used in large-scale project development within fields related to games that rely on multi-stakeholder collaboration and interdisciplinary research. Projects may incorporate partnerships with York-based Faculties, Departments, or research teams depending on the focus of the project. The nature of the project will vary from year to year, but will be a significant work in the field of games. The Instructor(s) will prepare a general description of the project(s) at the beginning of the course. The details of the project(s) will be developed as part of the class activities. As part of the project development and execution students will be expected to prepare presentations, posters, and a written paper. The culmination of this course will be a final presentation, which will be open to the public. In addition to group assignments, students are evaluated based on their individual contribution, teamwork, presentations, and other deliverables as appropriate. Only open to students the Digital Media Specialized Honours BA program Games stream, and the Digital Media BA; FA/DATT 2050 3.00, and FA/DATT 2100 3.00. Co-requisite: LE/EECS 2030 3.00 and DATT 3300 3.00. Course credit exclusion: FA/DATT 3700 6.00.
Provides qualified students with the opportunity to work in an internship work term. Prerequisites: Only open full-time students in the Digital Media Specialized Honours BA program with a minimum of 9 credits remaining to graduate prior to the start of the internship. FA/DATT 3700 6.00, FA/DATT 3701 6.00, or FA/DATT 3936 3.0; and LE/EECS 2011 3.0. Must be in good standing in the program.
Explores data visualization as an artistic practice. Engage with interdisciplinary practices involving the mapping of data to aesthetic form, gaining inspiration from a wide range of topics as musical graphic/abstract notation, conceptual/instructional art, animation, social media analyses and computational sciences. Examines the database as a pervasive cultural and computer form. Students will learn how to manipulate and organize open source data, as well as engage in alternative forms of archiving. Through this hybrid process, students will work towards a summative data art project that is both aesthetically compelling and revelatory in its informational content. Course material fees required. Prerequisite: FA/FACS 2930 6.00 or FA/DATT 1000 6.00 or FA/DATT 1010 3.00 or permission of course director. Course credit exclusion: FA/FACS 3935 3.00.
Introduces students to the possibilities for creating digital objects using advanced 3D design software and 3D scanning technologies, and the related conceptual concerns. Prerequisite: three credits from FA/VISA 203x 3.00 series of courses; for DIGM students: FA/DATT 2050 3.00.
Introduces students to the possibilities for translating digital objects into physical objects using three-dimensional printing technologies, and the related conceptual concerns. Prerequisite: FA/DATT 3940 3.00 or FA/VISA 3033 3.00.
Allows students to participate in a large electro-acoustic orchestra that will create (re-create) and perform both historical and contemporary repertoire using both the latest digital sound production hardware as well as traditional instruments. A participating student will be required to function as both performer and in at least one other capacity such as composer, arranger, improviser or conductor. Prerequisite: FA/MUSI 3070 3.00
Explores how experimental games take a unique approach to interactivity, game mechanics, visual representation, storytelling and/or gameplay. Experimental games allow designers to express their unique points of view, make artistic statements, and can become vehicles of activism and political dissent. This hands-on course explores how games can interrogate traditional assumptions about what video games are and pushes the boundaries of games as an art form. Students rapidly prototype games and iteratively improve on them through a process of building and rebuilding, resulting in a work(s) suitable for portfolio and public exhibition.
Prerequisite: FA/DATT 3300, or permission of the instructor.
Examines the development of computer and video games from an historical and genre perspective. Provides a foundation for thinking critically about the history of games and how they are situated in culture, including their practices of representation of women, racial minorities and others. Through critical play practices, the students will experiment with identity, creative expression and invention in games and explore meaning making in play through exploration of a range of games and by tracing the history of video games with emphasis on diverse analytical approaches, including art history, critical theory and visual culture.
Provides a broad study of games, gamification, and game play and their use in various applications, including video games, simulations, serious gaming, and art making contexts. The course considers implications of game techniques in a variety of fields including interactive art, multi-stakeholder engagement, serious gaming, learning, and other problem-solving scenarios. It also explores new and cutting-edge trends in gaming, such as in the areas of alt gaming, queer games, Not Games, and urban gaming where the potential and boundaries of games and game play are being challenged and tested. The course seeks to foster critically aware gamers who understand video games beyond their entertainment value. Prerequisites: None.
Examines how interactive installation based gaming is used to create experiences that depart from the conventions of traditional screen-based games. Through the study of techniques used in immersive theatre and various types of role-playing games students will combine digital and non-digital elements to develop a collaborative projects that use game mechanics used in escape rooms, alternative reality and/or mixed reality game design. In a hands-on workshop format students will explore the complex relationships among game narrative, space and interactivity. Students will learn the mechanics of interactive installation based gaming and design experiences for physical spaces through the use of game engines, projection mapping, fabricated objects, and interactive sound. Results will be presented in a public showcase at the end of the course. Integrated with graduate course GS/DIGM 5310 3.0. Prerequisite: DATT 3300 or permission of the instructor.
Examines the intersections of the body and technology and new theories of the concept of Biomedia. We will examine the ways that the biological body is situated and recontextualized within a range of 'technoscientific' fields, with particular focus on the contemporary intersections between biotechnologies and computer technologies. In the age of pervasive and invasive digital networking, the 'body' is becoming increasingly inseparable from the engineering and design approaches inherent in computer science and other related fields. The course discusses emerging technologies such as synthetic biology, artificial/alternative intelligences, machine sentiency, automation, DIY Biology and/or citizen science, highlighting strategies where these can and have been used as aesthetic material for artistic exploration through a curated archive of contemporary and canonical bioart. Open to non-majors.
Offers an upper-level course in both multimedia art and contemporary cultural theory that is designed for students who have already achieved a significant level of accomplishment in both these areas. Students will undertake extensive theoretical research using both traditional and online resources. The result of that research will be integrated into advanced multimedia projects. Course material fee required. Prerequisite: Six credits in FA/DATT at the third-year level or permission of the course director. Course credit exclusion: FA/FACS 4930 3.00
Explores the creation of interactive stage environments for live performance. Students will investigate various strategies where-by on-stage 'events' (physical, vocal, physiological, etc.) manipulate audio, video and/or lighting events. Students will be introduced to dedicated interactive and show control software, and become adept at programming interactive environments. Through a contextual survey of the history of intermedial performance, students will develop a critical understanding of the use of digital media in contemporary live performance. Prerequisite: DATT 1000 6.0 or DATT 2400 3.0 or FA/DANC 3220 3.0 or FA/DANC 4220 3.0 or permission of the course director.
The course introduces students to the life-centered approach to design that encompasses not just people, but the planet we live on. Students learn how to use their disciplinary knowledge to drive innovation for sustainable solutions in alignment with the UN's Sustainable Development Goals. This course offers a balanced blend of theoretical concepts and practical exercises to help students apply their learning to real world projects. It introduces students to the tools of interaction design that can help achieve the 17 Sustainable Development Goals set forth by the UN.
The course introduces students to examples of sustainability and circular design in practice and learn how humanity-centered design can identify solutions to large and complex socio-technical problems. It introduces ways to facilitate behavior change, which is crucial to address the world's most significant issues. Finally, the students learn how they can contribute to designing a better world on a practical level and the role of artificial intelligence in the future of design. Students work on a semester project, apply learnings from the course to develop a conceptual design for identified problems. Cross-listed with FA/PANF 4933 3.0.
Examines the development of computer and video games from a historical and genre perspective and will provide a foundation for thinking critically about game histories and how they are situated culturally. This course looks at the evolution of video games, from ancient games to contemporary genres, including industry trends. Through a comprehensive study of games, gamification, and gameplay this course explores new and evolving trends in gaming, including alt gaming, queer games, Not Games, and urban gaming, where the potential and boundaries of games and gameplay are being challenged and tested.
Explores video art both as a distinct practice and through its interdisciplinary intersections with new media, sound, filmic, performative, musical, and other time-based art practices. Compulsory Material Fees. Prerequisite: six credits from the FA/VISA 205x series of courses. Open to non-majors.
Looks beyond the vocabulary of the point-and-click gesture to fluid mouse gestures in interactive new media art. Fluid mouse gestures, those that involve reacting to movement, provide a vast array of possibilities to generate complex meaning. A course material fee is required. Prerequisite: FA/FACS 2930 6.00 or FA/DATT 1000 6.00 or FA/DATT 1010 3.00 permission of the course director. Course credit exclusion: FA/FACS 3930 6.00.
This course addresses the 3D space of mixed reality as a creative computational medium, to understand and create new kinds of artistic, generative, and responsive worlds. Mixed reality describes a rapidly evolving spectrum of technologies and techniques merging real and virtual space including for example spatial sensing and embodied interaction, spatial and heterogeneous visual and audio display. This hands-on course gives students an opportunity to learn about and undertake mixed reality world-making in a studio environment.
The course instructor provides one or more systems/environments incorporating software and hardware (spatial sensing & display) with which students develop new generative and immersive experiences. Theoretical and technical instruction enables students to develop projects. Students also critically engage with internationally recognized historical and contemporary works in the field. The goal is to develop computationally literate art practices that apply the dynamic and interactive malleability of computation in 3D mixed reality, to deepen the generative responsiveness of media environments surrounding us.
The course is understood to be an experimental undertaking whose success very much depends on collective enthusiasm and active, collaborative engagement. Open to non-majors. Prerequisites: FA/DATT 2050 3.00 plus at least one of: LE/EECS2030 3.00, or any 3000-level LE/EECS course. LE/EECS3431 3.00 recommended.
Explores the techniques of generative and parametric 3D modeling through the use of scripting and programming interfaces to professional grade render-time 3D modeling software tools such as Rhinoceros/Grasshopper, Maya, Solid Works, and Blender. Because the techniques presented in this course have wide implications, concepts and approaches will draw from fields of architecture, industrial design, fashion, art making, and other fields where computational methods are used to create 3D objects and forms. Prerequisites: FA/DATT 3940 3.00 or FA/VISA 3033 3.00 or FA/DATT 2500 3.00 or FA/FILM 2500.
In this course students work on a large scale project in collaboration with the Departments of Dance, Theatre, and/or Music. Students engage in a collaborative interdisciplinary artistic creation process with students from participating departments under the direction of an Artistic Director(s). The final project is typically presented in one of AMPD's large performance facilities. Time flexibility on the part of students in this course is critical as class sessions are scheduled around the availability of a diverse team.
Prerequisite: FA/FACS 2930 6.00, FA/DATT 1000 6.00, or FA/DATT 1010 3.00, or FA/DATT 2400 3.00.
Builds on the material covered in Physical Computing II to explore more advanced topics in physical computing such as circuit board design, embedded computing, and communications, among other topics. Works created in this course will place emphasis on research-creation in the development of large-scale installation-based projects that explore the intersection of the physical and virtual worlds. This could include interactive architecture, responsive/interactive installation, and immersive experiences. During the course students will work in groups to develop a larger work for public presentation.
Prerequisites: DATT 2010 3.0 Physical Computing II, or by permission of the instructor. Recommended: DATT3940/VISA3033 3D modelling for Fabrication, or equivalent experience.
This course prepares students to compose and perform interactive music and sound art using computational means. Students learn the fundamental programming techniques required to realize algorithmic music compositions and interactive performance systems. Following the paradigms of composer/performer and of the composed-instrument, students' projects focus on writing an interactive composition (solo or ensemble) for their classmates, and developing an interactive performance system for personal expression. Topics include orientation to algorithmic composition principles, sound analysis/processing/synthesis methods, developing new interfaces for musical expression, and fundamentals of acoustics and auditory perception as they relate to computational music and sonic art creation. Contemporary research-creation practices in these ares are introduced, and contextualized relative to the rich historical, aesthetic and conceptual literature in the field of Computer Music. Prerequisites: MUSI 3070 or4070 Electro-Acoustic Orchestra or MUSI 1140 Digital and Electronic Media I or DATT 1000 - Introduction to Interactive Digital Media or Permission of Instructor. CCE: FA/DATT 4071 3.00.
In this course students work on a large scale project in collaboration with the Departments of Dance, Theatre, and/or Music. Students engage in a collaborative interdisciplinary artistic creation process with students from participating departments under the direction of an Artistic Director(s). Students in this course are expected to take leadership roles. The final project is typically presented in one of AMPD's large performance facilities. Time flexibility on the part of students in this course is critical as class sessions are scheduled around the availability of a diverse team.
Prerequisite: FA/DATT 3931 3.00.
Offers selected projects in choreography with an emphasis on interdisciplinary productions, and continued work on structure and form. Increased focus on the development of individual interests and style in choreography. Designed for highly motivated creative individuals. The course requires students to commit themselves to pre-performance and performance schedules related to productions of their work. Lectures/presentations/performances. Prerequisites: For dance majors, a grade of B+ or higher in FA/DANC 3220 3.00 and permission of the department. This course is open to other qualified third- or fourth-year AMPD students by permission of the department. Students must have completed or be concurrently enrolled in DANC 4270 or have permission of the department.
This course continues the separation of concern theme introduced in LE/EECS 1020 3.00 and LE/EECS1021 3.00. While 1020 and 1021 focuses on the client concern, this course focuses on the concern of the implementer. Hence, rather than using an API (Application Programming Interface) to build an application, the student is asked to implement a given API. Topics include implementing classes (non-utilities, delegation within the class definition, documentation and API generation, implementing contracts), aggregations (implementing aggregates versus compositions and implementing collections), inheritance hierarchies (attribute visibility, overriding methods, abstract classes versus interfaces, inner classes);
applications of aggregation and inheritance in concurrent programming and event-driven programming; recursion; searching and sorting including quick and merge sorts); stacks and queues; linked lists; binary trees. Prerequisites: cumulative GPA of 4.50 or better over all major EECS courses (without second digit "5"); LE/EECS1021 3.00 or LE/EECS 1020 (prior to Fall 2015) 3.00 or LE/EECS1022 3.00 or LE/EECS 1720 3.00. Course credit exclusions: AP/ITEC 2620 3.00. Previously offered as: LE/EECS1030 3.00, LE/CSE 1030 3.00.
Introduces the fundamental concepts and algorithms of three-dimensional computer graphics, including object modelling, transformations, cameras, visibility and shading. Prerequisites: Cumulative GPA of 4.50 or better over all major EECS courses (without second digit "5"); LE/EECS 2030 3.00;
SC/MATH 1025 3.00. Course credit exclusions: AK/AS/SC/CSE 4431 3.00.
Introduces students to the possibilities for creating digital objects using advanced 3D design software and 3D scanning technologies, and the related conceptual concerns. Prerequisite: three credits from FA/VISA 203x 3.00 series of courses; for DIGM students: FA/DATT 2050 3.00.
Allows students to participate in a large electro-acoustic orchestra that will create (re-create) and perform both historical and contemporary repertoire using both the latest digital sound production hardware as well as traditional instruments. A participating student will be required to function as both performer and in at least one other capacity such as composer, arranger, improviser or conductor.
Offers selected projects in choreography with continued work in structure and forms, and an increased focus on development of individual interests and style. Continued work in production, performance and criticism as related to choreography. Prerequisite: A grade of B+ or higher in FA/DANC 2226 3.00 or permission of the department. Corequisite: Current enrolment in dance technique.