This course provides a broad historical and theoretical background for new media production and practice. The class will map out theoretical approaches from different disciplines and allow graduate students to discuss and apply them to their own research projects.
Representation of conceptual structures, language analysis and production, models of inference and memory, high-level text structures, question answering and conversation, machine translation.
An introduction to the beauty and joy of computing. The history, social implications, great principles, and future of computing. Beautiful applications that have changed the world. How computing empowers discovery and progress in other fields. Relevance of computing to the student and society will be emphasized. Students will learn the joy of programming a computer using a friendly, graphical language, and will complete a substantial team programming project related to their interests.
Note: MBA 290T-3A and MBA 290T-3B (and the respective cross-listed engineering courses ENG 290-3 and ENG 290-5) when taken in sequence are intended to be the ‘capstone’ strategy and general management course for students interested in pursuing careers in the global wireless industry. No other technology in the history of this planet has proliferated as quickly to as many people as the mobile phone. Within twenty-five years of the first commercial deployments, worldwide mobile phone subscriber population (roughly 4 billion) and annual unit shipments (roughly 1 billion) have far exceeded those of fixed-line phones, television sets, personal computers, and fixed-line internet connections. Yet, despite this explosive growth, there are significant and unique challenges in creating a commercially successful wireless service as many innovators and entrepreneurs (whether in a start-up or an established company) have discovered in recent years. The strategic choices made regarding how an innovation is introduced into the market and the nature of the innovator’s role in relation to the rest of the ecosystem matter. In this course, students will examine both successful and unsuccessful case studies of new wireless services to understand the key ingredients to creating successful businesses in the wireless industry.
This course is fundamentally about strategy and general management but we will draw from a variety of disciplines including public policy, law, marketing, economics, finance, and engineering to identify the key issues, analyze the potential options and understand the consequences of the decisions made by management.
This course is designed to give students a broad overview of the main topics encompassed by management of technology. It includes the full chain of innovative activities beginning with research and development and extending through production and marketing. Why do many existing firms fail to incorporate new technology in a timely manner? At each stage of innovation, we examine key factors determining successful management of technology. What constitutes a successful technology strategy? The integrating course focus will be on the emergence of the knowledge economy and technology as a key knowledge asset and will involve both general readings and cases. The course also introduces students to Haas and COE faculty working in the relevant areas.
Law is one of a number of policies that mediates the tension between free flow and restrictions on the flow of information. This course introduces students to copyright and other forms of legal protection for databases, licensing of information, consumer protection, liability for insecure systems and defective information, privacy, and national and international information policy.
User interface design and human-computer interaction. Examination of alternative design. Tools and methods for design and development. Human- computer interaction. Methods for measuring and evaluating interface quality.
Introduction to interdisciplinary study and design of New Media. Survey of theoretical and practical foundations of New Media including theory and history; analysis and reception; computational foundations; social implications; interaction, visual, physical, and narrative design. Instruction combines lectures and project-based learning using case studies from everyday technology (e.g., telephone, camera, web).
This course covers the practical and theoretical issues associated with computer-mediated communication (CMC) systems (e.g., email, newsgroups, wikis, online games, etc.). We will focus on the analysis of CMC practices, the relationship between technology and behavior, and the design and implementation issues associated with constructing CMC systems. This course primarily takes a social scientific approach (including research from social psychology, economics, sociology, and communication).
Introduction to legal issues in information management, antitrust, contract management, international law including intellectual property, trans-border data flow, privacy, libel, and constitutional rights.
Intersections of humans and various technologies have yielded numerous new forms of display, styles of communication, relations of force, hierarchies of power, types of communities, spectra of emotions in humans, and who-knows-what in technological entities. This course is an experimental thinking lab whose goal will be to examine a variety of objects and ideas (grouped into nine units) that suggest a redefinition and interconnection of the terms “performance” and “technology.” Together, the class participants will ask: “How are current concepts of performance changed by current concepts of technology, and vice versa?”; “How are different kinds of performance and different kinds of technologies combining to produce unique assemblages?”; “How do the current overlaps between performance and technology allow us to regard past phenomena in a new light?” and “What can we foresee for the future of performance and technology?” By exploring these and many other questions, the participants in this class will become pioneers of an emergent field of scholarship that puts Performance Studies and New Media Studies in direct conversation with one another. All students will be required to create and participate in group performances incorporating technology.
This seminar surveys the available sociological and political science literature on ethnic, multicultural, digital, and transnational neighborhoods. It analyzes the transformation of the neighborhood in the US and the European Union as a result of the information technology revolution and the ongoing process of globalization. It discusses the history of the globalization of the neighborhood in tandem with the history of the digitization of the home. A typology of neighborhoods-as communities and as administrative units- will be presented and discussed. The themes covered include ethnic and gendered space, virtual geographical expansions, digital homes, convergence of technologies, digital environment, mobility of interactions, digital diasporas, social networking, transnational relationships, and digital globalization. This seminar locates the discussion of the ethnic and non-ethnic neighborhoods within the context of global metropolitan studies.
A practical, hands-on overview of cutting-edge digital technology that is being used and developed for the documentation of archaeological sites. This course outlines a digital documentation strategy for collecting, processing, and integrating digital data from a variety of different media into a dataset that holistically describes place, including landscape, architecture, and other cultural artifacts.
Focus on the use of digital media to create narrative about the practice and products of archaeology. Students build a critical awareness of the way digital media are used by archaeologists, journalists, film and TV producers, and others. Students will experience the introductory stage of the digital media authoring process.
This course offers an introduction to game design and game studies. Game studies has five core elements: the study of games as culture generators, the study of play and interactivity, the study of games as symbolic systems, the study of games as artifacts, and the design of games. One process which is crucial to all these elements is to play. We will study the core elements of game studies through play, play tests, and the study of people playing. There will also be a close examination of classical game studies as well as practice-oriented texts. The final exam for this course is to design, test, and evaluate a playable game.
This advanced studio course is designed for students who have mastered basic skills and concepts involved in digital video production, and are interested in further investigating critical, theoretical, and creative research topics in digital video production. Each week will include relevant readings, class discussions, guest speakers, demonstration of examples, and studio time for training and working on student assignments.
This hands-on studio course is designed to present students with a foundation-level introduction to the skills, theories and concepts used in digital video production. Non-linear and non-destructive editing methods used in digital video are defining new “architectures of time” for cinematic creation and experience, and offer new and innovative possibilities for authoring new forms of the moving image. This course will expose students to a broad range of industry standard equipment, film and video history, theory, terminology, field and postproduction skills. Students will be required to techinically master the digital media tools introduced in the course. Each week will include relevant readings, class discussions, guest speakers, demonstration of examples, and studio time for training and working on student assignments.
This advanced nonfiction writing course offers an opportunity to explore the definition of text in a digital era. It offers students an opportunity to read and write about how contemporary uses of social media influence how we think, act, interact, and learn.
The design, implementation, and evaluation of human/computer interfaces. Interface devices (keyboard, pointing, display, audio, etc.), metaphors (desktop, notecards, rooms, ledger sheets, tables, etc.), interaction styles and dialog models, design examples, and usercentered design and task analysis. Interfacedevelopment, methodologies, implementation tools, testing, and quality assessment. Students will develop a direct-manipulation interface.
The GamesCrafters research and development group was formed in 2001 as a “watering hole” to gather and engage top undergraduates as they explore the fertile area of computational game theory. At the core of the project is GAMESMAN, an open-source AI architecture developed for solving, playing, and analyzing two-person abstract strategy games (e.g., Tic- Tac-Toe or Chess). The group is accessible to undergraduates at all levels. Those not yet ready to dive into code can create graphics, find bugs, or research the history of games for our website. Programmers can easily prototype a new game with multiple rule variants, design a fun interface, and perform extended analysis. Advanced students are encouraged to tinker with the software core, and optimize the solvers, databases, hash functions, networking, user experience, etc. Since this is not a class, but directed group study, students can re-register as often as they like; most stay for two or three semesters. This allows for a real community to be formed, with veterans providing continuity and mentoring as project leads, as well as allowing for more ambitious multi-term projects. Our alumni have told us how valuable this experience has been for them, providing them with a nurturing environment to mature as researchers, developers, and leaders. Over the past six years, over two hundred undergraduates have implemented more than sixty-five games and several advanced software engineering projects. Our future research direction is “hunting big game”; i.e., implementing, solving, and analyzing large games whose perfect strategy is yet unknown.
This hands-on studio course is designed to present students with a foundation-level introduction to the skills, theories, and concepts used in digital video production. As digital technologies continue to expand our notion of time and space, value and meaning, artists are using these tools to envision the impossible. Nonlinear and nondestructive editing methods used in digital video are defining new “architectures of time” for cinematic creation and experience, and offer new and innovative possibilities for authoring new forms of the moving image. Through direct experimentation, this course will expose students to a broad range of industry-standard equipment, film and video history, theory, terminology, field, and post-production skills. Students will be required to technically master the digital media tools introduced in the course, and personalize the new possibilities digital video brings to time-based art forms.
Topics cover advanced and research-related issues in digital design and New Media, related to architecture.
The objective of this class is to provide a basic technical foundation for digital video film production while emphasizing the techniques and languages of creative moving image media from traditional story genres to more contemporary experimental forms. Training will move from pre-production-scripting and storyboarding, through production, including image capture, lighting and sound recording, to post-production with non-linear digital editing programs such as Final Cut Pro and editing strategies and aesthetics. The course will consist of lectures/screenings, discussion/critique, visiting artists, and production workshops in which students produce a series of exercises and a final project.
This course explores the basic materials and models that set the boundaries for various present-day musical experiences. Students are exposed to terminology and modes of engagement with the aim of inspiring new paradigms of listening (e.g., listening to silence, noise, space, and timbre). Composers and musicians of today continue to explore new ways of defining and organizing sounds into music. The course focuses on the most adventurous music of our time, but the concepts learned can be applied to any style of music. The course is designed to enrich and deepen the students’ musical abilities through direct involvement with musical materials. Direct engagement through listening and participatory learning is accomplished in part with software created at the Center for New Music and Audio Technologies. The course does not require students to be able to read music nor to own a personal computer.
A review of the sensory, perceptual, and cognitive foundations of listening, composing, and performing. Topics include relations among various acoustical and perceptual characterizations of sound; perception of pitch, temporal relations, timbre, stability conditions, and auditory space; auditory scene analysis and perceptual grouping mechanisms; perceptual principles for melodic, rhythmic, and harmonic organization; orchestration as spectral composition. A course research project is required.
Case studies of the foreign mass media. Focus may be on the press and publishing, broadcasting, documentaries, or new media. Possible topics: Pacific Rim press; mass media in China; Israeli and Palestinian media.
With the advent of virtual communities and online social networks, old questions about the meaning of human social behavior have taken on renewed significance. Using a variety of online social media simultaneously, and drawing upon theoretical literature in a variety of disciplines, this course delves into discourse about community across disciplines. This course will enable students to establish both theoretical and experiential foundations for making decisions and judgments regarding the relations between mediated communication and human community.
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