Categories
ComputationalMedia CourseDescriptions

Introduction to Computational Media (2007 Fall)

Instructor: Danny Rozin

What can computation add to human communication? Creating computer applications, instead of just using them, will give you a deeper understanding of the essential possibilities of computation. The course focuses on the fundamentals of programming the computer (variables, conditionals, iteration, functions, and objects) and then touches on some more advanced techniques such as text parsing, image processing, networking, computer vision, and serial communication. The Java-based ‘Processing’ programming environment is the primary vehicle for the class, however at the end of the semester, the course offers a peek behind the Processing curtain and directly into Java. The course is designed for computer programming novices. Although experienced coders can waive this class, some programmers use ICM to acclimatize to the ITP approach and for the opportunity play further with their project ideas. Weekly assignments are required throughout semester. The end of the semester is spent developing an idea for a final project and implementing it using computer programming.

Categories
CourseDescriptions TacticalMedia

Tactical Media: History and Theory (2007 Spring)

Instructor: Marisa Olson

What is the nature of change and how does our understanding of it shift as we examine social change alongside media ‘evolution’ and changes in form (i.e. hacktivism)? Is there a relationship between creating disorder within a technological system and social disorder? And can this disorder be positive, in the case of ‘electronic civil disobedience’? Presupposing a relationship between computer code and social codes calls into question the larger nature and value of systems, and the means by which one might effectively change them. The political, phenomenological, and practical problems raised by this set of issues form the backdrop for this class, in which we survey tactical media works developed since the 1960s, with an emphasis on work since 1995. We look at artists’ use of a variety of media—including the news media, the internet, locative media, surveillance techniques, genetic modification, software viruses, memes, live performance, the audience, and more—to carry out protests. We also visit precursors to tactical media, including that which is typically referred to as ‘protest art’ and important media intervention projects. The relationship between the evolution of communication media and the shift in tactics is among our core concerns. We hear from guest lecturers and read a combination of theoretical texts, seminal curatorial statements, manifestos, and mainstream press response to these interventions. An emphasis on media specificity leads to discussions focused on design questions and other practical considerations, with regard to participants’ own work. Students complete a series of writing exercises throughout the semester before completing a final essay or project.

Categories
CourseDescriptions PhysicalComputing

Introduction to Physical Computing (2007 Spring)

Instructor: Greg Shakar

This course expands the students’ palette for physical interaction design with computational media. We look away from the limitations of the mouse, keyboard and monitor interface of today’s computers, and start instead with the expressive capabilities of the human body. We consider uses of the computer for more than just information retrieval and processing, and at locations other than the home or the office. The platform for the class is a microcontroller, a single-chip computer that can fit in your hand. The core technical concepts include digital, analog and serial input and output. Core interaction design concepts include user observation, affordances, and converting physical action into digital information. Students have weekly lab exercises to build skills with the microcontroller and related tools, and longer assignments in which they apply the principles from weekly labs in creative applications. Both individual work and group work is required.

Categories
CommunicationsLab CourseDescriptions

Communications Lab (2006 Fall)

Instructor: Frank Migliorelli

An introductory course designed to provide students with hands-on experience using various technologies (online communities, digital imaging, audio, video, animation, authoring environments and the World Wide Web.) The forms and uses of new communications technologies are explored in a laboratory context of experimentation and discussion. The technologies are examined as tools that can be employed in a variety of situations and experiences. Principles of interpersonal communications, media theory, and human factors are introduced. Weekly assignments, team and independent projects, and project reports are required.

Categories
Applications CourseDescriptions

Applications of Interactive Technologies (2006 Fall)

Instructor:  Red Burns

This introductory class is designed to allow students to engage in a critical dialogue with leaders drawn from the artistic, non-profit and commercial sectors of the new media field, and to learn the value of collaborative projects by undertaking group presentations in response to issues raised by the guest speakers. Interactive media projects and approaches to the design of new media applications are presented weekly; students are thus exposed to both commercial as well as mission-driven applications by the actual designers and creators of these innovative and experimental projects. By way of this process, all first year students will, for the first and only time in their ITP experience, be together in one room at one time, and will, as a community, encounter, and respond to, the challenges posed by the invited guests. The course at once provides an overview of current developments in this emerging field, and asks students to consider many questions about the state of the art. For example, with the new technologies and applications making their way into almost every phase of the economy and rooting themselves in our day to day lives, what can we learn from both the failures and successes? What are the impacts on our society? What is ubiquitous computing, embedded computing, physical computing? How is cyberspace merging with physical space? Class participation, group presentations, and a final paper are required.

Categories
DesignForConstraints

final version of Burbujitas

the game can be played using LEFT and RIGHT keys

you can play the game:

and view the working homemade sip’n’puff devices, which were designed to work with an iPac.

Categories
DynamicWebDev

dwd (final)

site cap

Categories
DesignForConstraints

dfc 10

time has been dense. regarding the game, the plan i set out for myself fell between the cracks. the good news is, i still have two weeks. the bad news is, i don’t see how the coming weeks can be much different than the previous several.

my game now has a name — burbujitas, which means “little bubbles” and targets a latino audience, following a bubble blowing trend/phenomenon in mexico. the concept has remained fairly constant. i wanted to learn flash, develop my creative process, and produce a game that would be used by people of any age-group, but more likely children, who are into ice cream, bright colors and sounds, competition, and fun. the users are to test their lung capacity against one another, to balance their drive with a need to stay conscious, both in real life and in the game, and to essentially lightly strategize to get the prize. i’ve learned that while i’m drawn to working on the aesthetics of the mda structure, the mechanics are more challenging and captivating as well. the difficulty w the mechanics has kept me from really being able to address the dynamics, unfortunately.

progress includes:

-an improved interface, with scene changing functionality

-a scoring system that reveals the winner

-attempts with photo interrupters and ir emitter/detector pairs for the controlling units

challenges include:

-utilizing a timer function “to put a player to sleep”

-building controllers that function

-improving user feedback on the main screen and creating a more exciting conclusion

img_1337.jpgimg_1341.jpgimg_1323.jpgimg_1343.jpg

something weird i just realized when testing is that with each rematch, the sleepycount no longer decrements by 1, but instead by the number of rematches (i.e. down by two the first rematch, down by three the second rematch, etc.) — maybe a cool feature, but not sure why it happens.
burbujitas v. b5

Categories
DesignForConstraints

dfc 08

Considering the various class assignments this semester, which problems have you identified in your design process? In other words, what were the biggest barriers that prevented you from accomplishing what you’ve hoped you could? Where there particular assignments that were more difficult then others? If so, which factors caused this? Discuss the relationship between the creative process, your personal work habits, and technical skills.

this may seem a bit dramatic, but the design process i’ve adapted seems to lack general foundation / direction. if i had a more specific background, a particularly strong skill set, or programming knowledge, i think my difficulties would be fewer. i do appreciate my interdisciplinary / unusual background, but it’s a challenge to pull things together in a cohesive way. a temporary obstacle i’ve been experiencing is related to time management, but moreso an actual lack of available time to manage.

i think the creative instinct in me tends to run through all kinds of memories and mental images and senses, scanning for something bright or interesting. it’s very open-ended and hazy, like a dream. (birds, particle systems, streaming things…foggy lights, and buckets of color, fluid movements.. elegant and curvacious women… rich nights with soothing rhythmic vibes and .. let me stop, cause i don’t know where this is going, but i know there must be patterns in there).

my personal work habits are basically the opposite. they are concrete and much more organized. i make lists. i use calendars. i love maps. planning ahead usually gives me comfort, and i will spend hours on a task overlooking sometimes food or rest.

the skills i have are pretty basic –html and processing, some photoshop… i’m trying to get a grip on php, sql, and flash this semester. my social skills aren’t really technical, but i feel they’re more developed for whatever reason. i try to connect these areas to make some sort of sense. i continuously want to contribute to a greater, big-picture good, while being conscious of a practical need to survive/live comfortably. external v internal drive.

so it seems, i need to be able to hone in on a subject, a project, and feel it’s worth the time and energy to explore and complete. i need more hard skills. i need a more efficient system, a network.

the assignments in this class have revealed pieces of the design process and ways of thinking of it. i wish i had documented more so through the course of the semester (i think i didn’t because the blog i’m writing in seems temporary and i feel very little ownership of it), but overall i think the concepts i’ve taken at this point are to seriously consider scope and audience of a project first, user test prototypes asap, know strengths and weakness and act accordingly to bring an idea to a final state. i was reminded that i like to use my hand to sculpt objects. i reinforced that i need more time to understand coding structures. i realized that my career path really needs to change directions now. time again is running out.

Propose a final project that will address the issues mentioned above. Describe in detail what you hope to achieve through this project, and the steps that you think are necessary for you to take in order to succeed.

in retrospect, i think continuing with my game could actually address these issues. i will extend my network, since i’m sure i’ll run into more tech difficulties. i will get user feedback, which will inform design decisions. i will further my understanding of mda and ingrain it into my process. i won’t need to begin the “what-should-i-do” brainstorm phase from scratch, so i already have focus, and this product could be marketed and mass produced.

steps: 1) make each of these steps more precise and give an actual deadline. 2) expand search for similar games. 3) get help w the functionality of the gameplay. intro scene, scoring limit and asynchronous actions, end scene. 4) improve prototype of controller. 5) user test to decide which visual elements are good/bad and how the controller feels. 6) revise animations, rewards, controllers.

_addendum: steps 1-3 can be combined into one week. the user test can be 1 person. i can expand to a second person also. the aim can include motivation to eat and to exercise lungs/body, as opposed to working in staring, static position.

Categories
DesignForConstraints

dfc 07 – 2

Interaction design as means for behavior modification: Write a short blog entry about how the interaction design of an everyday device/system affects the behaviour and social patterns of its users. Do you approve of the behavioral patterns that the device imposes? If not, how would you redesign the device towards a healthier user behavior and habit?

my streams of thought so far have included big, sort of far-reaching systems with smaller tangent pieces slightly attached. they are mainly tied to ideas around designing for routines with which i take issue: a static office environment, public transportation, acquaintance etiquette .. i dunno, i need to organize my thoughts more and revise this, but i like the direction that this train of thought points me.