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Creating Video Games
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CC BY-NC-SA
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CMS.611J / 6.073 Creating Video Games is a class that introduces students to the complexities of working in small, multidisciplinary teams to develop video games. Students will learn creative design and production methods, working together in small teams to design, develop, and thoroughly test their own original digital games. Design iteration across all aspects of video game development (game design, audio design, visual aesthetics, fiction and programming) will be stressed. Students will also be required to focus test their games, and will need to support and challenge their game design decisions with appropriate focus testing and data analysis.

Subject:
Applied Science
Arts and Humanities
Business and Communication
Career and Technical Education
Computer Science
Engineering
Graphic Arts
Graphic Design
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Eberhardt, Richard
Grant, Andrew
Tan, Philip
Verrilli, Sara
Date Added:
09/01/2014
Culture Tech
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CC BY-NC-SA
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This class is divided into a series of sections or "modules", each of which concentrates on a particular large technology-related topic in a cultural context. The class will start with a four-week module on Samurai Swords and Blacksmithing, followed by smaller units on Chinese Cooking, the Invention of Clocks, and Andean Weaving, and end with a four-week module on Automobiles and Engines. In addition, there will be a series of hands-on projects that tie theory and practice together. The class discussions range across anthropology, history, and individual development, emphasizing recurring themes, such as the interaction between technology and culture and the relation between "skill" knowledge and "craft" knowledge.

Culture Tech evolved from a more extensive, two-semester course which formed the centerpiece of the Integrated Studies Program at MIT.  For 13 years, ISP was an alternative first-year program combining humanities, physics, learning-by-doing, and weekly luncheons.  Culture Tech represents the core principles of ISP distilled into a 6-unit seminar. Although many collections of topics have been used over the years, the modules presented here are a representative sequence.

Subject:
Anthropology
Arts and Humanities
Career and Technical Education
Graphic Arts
Graphic Design
History
Social Science
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Aviles, Amilio
Rising, James
Date Added:
02/01/2003
Cyberpolitics in International Relations: Theory, Methods, Policy
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CC BY-NC-SA
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This course focuses on cyberspace and its implications for private and public, sub-national, national, and international actors and entities.

Subject:
Arts and Humanities
Business and Communication
Career and Technical Education
Graphic Arts
Graphic Design
Political Science
Social Science
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Choucri, Nazli
Clark, David
Madnick, Stuart
Date Added:
09/01/2011
Designing the Digital World
Unrestricted Use
CC BY
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Short Description:
This book touches on design thinking, virtual reality, and 3D printing, and their applications in our world.

Long Description:
This book offers a blend of theory and practice in guiding readers to apply design thinking principles to solving some of our world’s biggest problems. At the same time, readers are encouraged to become aware of new and emerging technologies that make prototyping and applying solutions a reality.

Word Count: 38787

(Note: This resource's metadata has been created automatically by reformatting and/or combining the information that the author initially provided as part of a bulk import process.)

Subject:
Applied Science
Arts and Humanities
Career and Technical Education
Computer Science
Graphic Arts
Graphic Design
Visual Arts
Material Type:
Textbook
Date Added:
04/12/2021
Digital Anthropology
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CC BY-NC-SA
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Digital Anthropology is a Spring 2003 applied social science and media arts seminar, surveying the blossoming arena of digital-artifact enabled experimental sociology/anthropology. We will emphasize on both (a) Technology Testbeds – systematically deploying research lab prototypes and corporate pre-production products in a sample human organizational population and carefully observing the social consequences, and (b) Sociometrics – using digital artifacts to better observe and measure the complex social reality of interesting human systems.

Subject:
Anthropology
Arts and Humanities
Career and Technical Education
Graphic Arts
Graphic Design
Social Science
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Pentland, Alex
Date Added:
02/01/2003
Digital Design:  Magnetic Motivation - Create an Inspirational Quote Magnet
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CC BY-NC-SA
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Following the principles of design and production process, students will research a given topic, plan and create a design for a 2" x 3" rectangular or 3.25” circular magnet. Advanced students will be challenged to create a unique shape for a magnet.

Subject:
Career and Technical Education
Education
Graphic Design
Material Type:
Activity/Lab
Homework/Assignment
Lesson
Lesson Plan
Date Added:
07/11/2019
Digital Foundations
Unrestricted Use
CC BY
Rating
0.0 stars

This book was written by two artist educators who teach digital art and design studio foundation classes. While teaching classes that take place in software laboratories, we noticed that many of our students expected to learn to use software, but gave little consideration to aesthetics or art and design history. A typical first day question is, "Are we going to learn Photoshop in this class?" This book is a mash-up of the Bauhaus Basic Course and open source software such as Inkscape, Gimp, Firefox, and Processing. We have taken some of the visual principles and exercises from the Bauhaus Basic Course and adapted them into exercises for these applications.

Subject:
Arts and Humanities
Career and Technical Education
Graphic Design
Visual Arts
Material Type:
Textbook
Provider:
BCcampus
Provider Set:
BCcampus Open Textbooks
Author:
Free Software Foundation
Date Added:
10/28/2014
Digital Foundations: Introduction to Media Design with the Adobe Creative Cloud
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CC BY-NC-SA
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Revised Edition

Short Description:
Digital Foundations uses formal exercises of the Bauhaus to teach the Adobe Creative Suite. All students of digital design and production—whether learning in a classroom or on their own—need to understand the basic principles of design in order to implement them using current software. Far too often design is left out of books that teach software for the trade and academic markets. Consequently, the design software training exercise is often a lost opportunity for visual learning. This revised edition updates the original text for use with Adobe Creative Cloud 2017 software. Order a print copy: http://www.lulu.com/content/paperback-book/digital-foundations-introduction-to-media-design-with-the-adobe-creative-cloud-revised-edition/24461332

Long Description:
Digital Foundations uses formal exercises of the Bauhaus to teach the Adobe Creative Suite. All students of digital design and production—whether learning in a classroom or on their own—need to understand the basic principles of design in order to implement them using current software. Far too often design is left out of books that teach software for the trade and academic markets. Consequently, the design software training exercise is often a lost opportunity for visual learning. This revised edition updates the original text for use with Adobe Creative Cloud 2017 software. What is Digital Foundations?

Digital Foundations: Introduction to Media Design with the Adobe Creative Suite integrates the formal principles of the Bauhaus Basic Course into an introduction to digital media production with the Adobe Creative Suite, or the FLOSS graphics applications. Why Digital Foundations is different

Most textbooks and software manuals in the current market do not include art and design history or visual principles. These books synthesize historical examples and traditional studio foundation exercises into smart, well-paced digital studio exercises. See it for yourself in Chapter 5 of Digital Foundations, where we explore Illustrator’s Color Picker window through Joseph Albers’ color exercises.

Digital media texts about Adobe Creative Suite, whether they are “Bibles”, “For Dummies” or “Classroom in a Books”, focus on tools and production tips. Digital Foundations is the only textbook that teaches visual skills through production tools. For example, look at our Table of Contents. It is organized by visual topics, including symmetry, line art, tonal scale, elements of motion, and more.

Digital Foundations is not specifically for dummies or classrooms. It was made for self-learners, artists, designers, as well as classroom applications. We wrote this book for our classrooms as well as for our parents!

Order a print copy: http://www.lulu.com/content/paperback-book/digital-foundations-introduction-to-media-design-with-the-adobe-creative-cloud-revised-edition/24461332

Word Count: 43007

ISBN: 978-1-63635-008-0

(Note: This resource's metadata has been created automatically by reformatting and/or combining the information that the author initially provided as part of a bulk import process.)

Subject:
Applied Science
Career and Technical Education
Computer Science
Graphic Design
Material Type:
Textbook
Provider:
Open Oregon Educational Resources
Author:
Michael Mandiberg
xtine burrough
Date Added:
03/27/2015
Digital Humanities
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CC BY-NC-SA
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0.0 stars

This course examines the theory and practice of using computational methods in the emerging field of digital humanities. It develops an understanding of key digital humanities concepts, such as data representation, digital archives, information visualization, and user interaction through the study of contemporary research, in conjunction with working on real-world projects for scholarly, educational, and public needs. Students create prototypes, write design papers, and conduct user studies.

Subject:
Applied Science
Arts and Humanities
Career and Technical Education
Computer Science
Engineering
Graphic Arts
Graphic Design
Material Type:
Full Course
Provider:
MIT
Provider Set:
MIT OpenCourseWare
Author:
Fendt, Kurt
Stuhl, Andy Kelleher
Date Added:
02/01/2015
Digital Project Preservation Plan: A Guide for Preserving Digital Humanities / Digital Scholarship Projects
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CC BY-NC
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A Digital Project Preservation Plan is designed to help with organizing preservation efforts for digital projects. Initially drafted as a companion guide meant to fill the gap on best methods for preserving digital scholarship or digital humanities projects, it can also be applied to digital projects outside the humanities. This preservation plan is most beneficial to those digital humanities (DH) project creators who need guidance on how to start a digital project with preservation in mind. Although the DH community has shared resources and case studies, the examples available tend to focus on DH development, and less on DH preservation. These resources are also located in disparate locations. The Digital Project Preservation Plan is a singular guide, focusing on DH preservation, as a starting point with references to more resources and related DH practices. This is a working document, available to practitioners in whole or part; ideally, it will be used in the early stages of project planning and consulted and revised regularly. The preservation infrastructure should be designed and built as a collaborative effort from the beginning of the project. As priorities, methods and technologies change, the preservation plan will need to be updated and modified accordingly.

This book has been used in humanities (history) and media courses but is applicable to any course that has digital/web project components.

The Table of Contents for this publication includes:
Summary, Project Charter, Digital File Inventory, Additional Considerations, Preservation Plan-A Summary and Checklist, References/Plan Resources, Appendix A: Project Charter, Appendix B: Digital File Inventory, Appendix C: Project Profile, Appendix D: Collaborators Web Publishing Agreement, Appendix E: Universal Design Checklist, Appendix F: Preservation Guidance Checklist, and the Glossary.

Subject:
Applied Science
Arts and Humanities
Career and Technical Education
Graphic Arts
Graphic Design
Information Science
Material Type:
Reading
Student Guide
Teaching/Learning Strategy
Textbook
Author:
Miller A
Date Added:
01/23/2020