Abstract: This class investigates theory and practice of digital or new media poetry with emphasis on workshop review of digital poetry created by students. Each week students examine published examples of digital poetry in a variety of forms including but not limited to soundscapes, hypertext poetry, animation, code poems, interactive games, location-based poems using handheld devices, digital video and wikis.
Abstract: This course familiarizes students with Macromedia Flash. Topics to be covered include fundamental programming concepts (variables, variable types, code re-use, commenting code, and basic control structures) in addition to the fundamentals of the flash environment (animation, vector graphics, use of sound and video). Students finishing this course will have at least one completed fully functional Flash project for their portfolios demonstrating a strong knowledge of the tool and a good foundation in the ActionScript language as the tool and the language apply to instructional design.
Abstract: Despite much publicity surrounding the use of computer games in education, most applications have involved either expensive games for high-end users or force-fitting of commercial games to the academic environment. There have been few controlled studies to find the ‘active ingredients’, let alone account for placebo. The success of non-games such as The Sims and Second Life suggests that it is the virtual world interactivity rather than game elements which is creating the addictive interest.
What is well-established, however, is a demand for learning objects which can be dis-aggregated, customised, and adapted to curricula, rather than vice-versa. The theme is ‘make your own resource’. This requires low cost resources with flexibility, attractiveness, and a quick learning curve. Such materials have been sitting under our noses for some years in the form of the later additions to spreadsheets. The venerable spreadsheet can now serve as a presentation (ie- like PowerPoint) storyboard, quasi-animation tool, and game hub.
This presentation draws together the recent advances in Control Box form tools, clip art human characters, special fonts, and modified Charts (ie- graphs) to produce the look and feel of virtual worlds without special programming, macro’s, or plug-ins.
Subject:
Arts, Business, Humanities, Mathematics and Statistics, Science and Technology, Social Sciences
Abstract: This course examines Japanese popular culture as a way of understanding the changing character of media, capitalism, fan communities and culture. Topics include manga (comic books), hip-hop and other popular music in Japan, anime (Japanese animated films) and feature films, sports (sumo, soccer, baseball), and online communication. Emphasis will be on contemporary popular culture and theories of gender, sexuality, race, and the workings of power in global culture industries.
Abstract: Commissioned by Pioneer Laser disc for a project entitled 'AV Cocktail,' Peter Calles presents a world of constant motion, based on the children's game 'Menko.' Japanese figures appear as part of the frantic horizon.
Abstract: This animation shows a string with one rigid end and one loose end moving at a constant velocity. The animation is implemented using Digital Waveguides.
Abstract: "Phenomenology (Parts A, B, C)" was created at the Boston Film and Video Foundation as a New England Film Video Fellowship. In part A, a ladder is filmed from different angles and perspectives. In part C, slowly spinning objects are filmed in close-up, lending them an ironically powerful presence. A head of broccoli, an artichoke, an apple, a can of Budweiser -- all loom somehow larger than life. Visual text drops in and out of the picture frame, moving subtitles that serve to question and shift the meanings of the images that appear before us. Obliquely addressing ethics and commodity, the text is personal and political at the same time. A doormat fills the visual frame and the text asks the viewer to consider the object's manufacturer. The text maintains a certain levity and at times evokes the double meanings and appropriations of Jenny Holzer's "truisms." "I'm in love with a constructivist," the voiceless words tell us. As the work draws to a close, the text focuses on a future vision of a world inhabited by floating people. The imagery of airplanes and a disembodied camera technique capturing movement through city streets serve as illustration to this concept of flight.
Abstract: The Blender 3D Design course is intended to offer students an introduction to the world of computer generated 3-D modeling and animation. As an introductory course, it provides a basic understanding of the skills and techniques employed by 3-D designers in a wide range of applications. This course updates and replaces Three-Dimensional Modeling, Animation and Rendering Using Blender 3D Software (2006), previously on Tufts OCW. In this course we will explore basic mesh modeling, applying textures and materials to 3-D objects, lighting, animation and rendering. This course should provide a good basis for further independent study in architectural, engineering, and theatrical modeling and game design. This course is self-paced, meaning that you can pick and choose the Learning Units, Video Tutorials or PDF tutorials as you see fit. The sequence of Learning Units are a suggested path of learning Blender but you are welcome to use this material in any way that suits your purposes.
Abstract: This animated video segment from Building Big: "Bridges" demonstrates how a truss bridge is designed to balance the weight of a train as it travels over it.