Capturing, storing, processing, and retrieving audio in analog and digital domains for visual media and information systems. Recording, editing, processing, and mixing sound for 2-D and 3-D artifacts. Students will gain considerable experience in industry-standard techniques used to capture, store, process and retrieve audio in both the analog and digital domains. In-class tutorials and techniques taught will include the creation of numerous sound based projects for use with visual media and data for information systems. Students will learn to record, edit, process and mix sound for a variety of 2D media, 3D animation and video games with industry standard production tools. Students will complete a substantive midterm project and a cumulative final project to demonstrate their mastery of the esthetic and technical parameters of sound design.Instructor:
"Digital Arts and Science Convergence" offers a unique approach to the examination of the technological and cultural underpinnings that continue to shape current electronic media including video games, the Internet, computer-animated movies and virtual reality. During the class students produce explore and modify examples of concepts covered in class using a large variety of software tools, 3D environments, videoconferencing, VWEs, social networking sites and shared computing spaces. Students prepare assessments on cultural trends while experimenting with state-of-the-art production and research tools.
Upon completion of the course, DASC students will be able to:
"Interaction Design" blends theoretical and practical perspectives in the areas of visualization and interactivity into several focused projects using interactivity for entertainment and industry purposes. The hands-on and guided practice centers on technology systems including software, hardware, mobile devices, robotic and other interfaces with which the system defines and/or responds to the users’ behavior.
At the conclusion of the course, IXD students will be able to:
This course surveys the emerging interdisciplinary field of videogame studies, exploring their position as both designed artifacts and socio-cultural texts. Students play, analyze, read and write about videogames as they learn to examine contemporary and historical scholarship on the medium. Particular attention will be focused on video games as socially-situated semiotic spaces that exist in dialogue with the broader society at large. Assignments will include readings on videogame theory and the completion of a contemporary videogame chosen in consultation with the instructor.
At the conclusion of the course, VTA students will be able to: