Provides a broad foundation in the history, theory, and contemporary practice of computational media, examining its roots in a variety of fields and current structures of participation. Also covers a selection of key critical lenses for understanding computational media.
Overview of computational media research strategies. Includes case studies of how particular projects were defined and completed and how interdisciplinary concerns have been successfully integrated. Considers the expressive and authorial affordances of different system architecture approaches.
Overview of major methods in computational media research. Includes non-numerical methods such as playtesting, arts critique, ethnographic observation, and humanistic interpretation. Also includes numerically oriented methods such as survey instruments, data mining, user experiments, and characterizing expressive/generative spaces.
Students define the topic, approach, and scope for an M.S. thesis or project. Includes discussion of successful past projects and theses, visits from faculty presenting open problems, reviews of related literature, topic and timeline presentations, and critiques.
Covers skills for finding relevant literature for a novel research topic, integrating that literature, and communicating the results. Also covers how to select work for a research portfolio, present that work, and describe contributions. Enrollment is by permission of the instructor. Prerequisite(s): CMPM 201, CMPM 202, and CMPM 203 for an understanding of media creation and computer programming; good standing in the Ph.D. program. Enrollment is restricted to graduate students.
Introduces the topic of data science in computational experiences such as games, digital apps, and social media. Students develop methods to model behavioral patterns using data with the goal of supporting user research goals and/or improving the user experience. Covers the tools, methods, and principles of data science, including knowledge discovery, data collection, feature extraction and selection, pattern recognition, visualization, and reporting. Also covers analytics across computational media forms, e.g., games, digital apps, and social media. (Formerly Game Data Science.)
Psychology plays an important aspect in users' engagement and understanding psychological aspects that can affect users as they interact with technology. This course discusses theories of motivation, perception, emotions, personality, and preferences. Also discusses how such theories affect users' interaction with technologies, such as games, social media, mobile application, and other common technologies used today. Also reviews new papers and results showing the types of models affecting users engagement and their influence and use in the different phases of design or development.
Presents a variety of evaluation methodologies to assess usability, acceptance, and effectiveness of technology with the intended users. Combines lectures and exercises for students to gain firsthand experiences of these methodologies with real users.
Study of current topics in human-robot interaction design and research. Topics vary, but are expected to include how people think, act, and behave around robotic agents; telepresence and teleoperated robotics; applications of human-robot systems; collaborative robotics; and social robotics.
Provides an interdisciplinary view of computational systems and human interaction, with an emphasis on human-computer interaction and algorithmic economics. Students learn about seminal and cutting-edge research contributions and methodologies, and carry out a quarter-long research project. (Formerly Technology and Information Management 243.)
The use of AI techniques to enable new player interactions, game mechanics, and genres. Combines elements from academic AI and machine learning with industry game AI techniques. Includes lecture and paper discussions as well as AI programming exercises and projects.
Covers wide range of practices including hypertext, interactive fiction, embedded narratives in games, interactive drama, and artificial intelligence-based story generation. Through a mixture of readings, assignments, and project work, explores the theoretical positions, debates, and technical and design issues arising from these different approaches.
In-depth exploration of algorithms for the automated generation of 2D and 3D models and content. Covers multiple approaches, including noise, grammars, genetic algorithms and programming, parametric design, and answer-set programming. Includes application of techniques to computer-game content and level design.
Investigates how new immersive display technologies and interaction techniques can support analytical reasoning and decision making in a variety of contexts.
Introduces contemporary techniques in deep learning focusing on the application of these techniques to a range of tasks related to art and design outputs.
Graduate seminar with speakers from academia and industry. Covers state of the art research and industry trends in Computational Media and related areas.
Covers advanced topics and current research in creative coding as it intersects computational media. Focuses on student presentations and seminar participation. Enrollment is restricted to graduate students and by permission of instructor. This class can be taken for Satisfactory/Unsatisfactory credit only.
Weekly seminar covering advanced topics and current research in generative methods--the field focused on algorithms for creation of 2D and 3D models and content.
Covers advanced topics and current research in human-computer interaction as it intersects computational media. Focuses on student presentations and seminar participation. Enrollment restricted to graduate students and by permission of the instructor.
Ongoing participatory seminar toward staying informed about the current state of the art in Human Computer Research, both within the Computational Media department, as well as in the broader field. Course consists of weekly lectures and discussion. Graduate students will take part in giving presentations.
Covers advanced topics and current research in interactive systems for individuals who have special needs. Focuses on student presentations and seminar participation.
Covers advanced topics and current research in player experience and modeling. Delves into topics related to: artificial intelligence, psychology, data science, as well as computer human interaction as they intersect with games and player experience. Course is conducted as a studio/seminar, where students read and analyze previous research within this area. Students are asked to present and discuss current state of the art of research in the area of player experience and modeling and then develop their own research within this area. Through interaction with the instructor and other colleagues within the class, students work toward refining their research. This course can be taken for Satisfactory/Unsatisfactory credit only.
Focuses on human-centered design and research approaches to the development of robotic technologies. Students read primary research papers, examine prototype robotic systems, and build upon those materials to lead group discussions, propose research projects, and conduct HRI research.
Weekly seminar series of current research on a special topic in information systems and technology management. The theme of research presented throughout the course selected by the instructor. Topics may include, but are not limited to, knowledge planning, new product development and management of technology. Enrollment with permission of instructor. (Formerly Technology and Information Management 280S.)
Covers advanced topics and current research in digital media—the interdisciplinary field at the intersection of computer science, media authoring, and models of interpretation from the humanities and social sciences. Focuses on student presentations and seminar participation.
Weekly seminar covering topics of current research in artificial intelligence applied to interactive art and entertainment, including computer games. Enrollment by permission of instructor. Enrollment restricted to graduate students.
Students learn about a current research area in computational media and make a contribution. Each course offering focuses on a different aspect of technical, creative, and/or interpretive work in the field.
Focuses on media, such as computer games, that invite and structure play. Work includes building and critiquing a series of prototypes; studying major examples in the field; and discussing both theoretical and practice-oriented texts. Enrollment by permission of instructor. Enrollment restricted to graduate students.
Cross Listed Courses
DANM 250D
Focuses on enhancing social and emotional capabilities and qualities in interactive systems. Students read research, look at sample systems, and engage in evaluation, design, and prototyping exercises. A research project and helping to lead class discussions are also required.
Focuses on discussion of recent advances in visual storytelling in graphical environments. Major topics covered are: intelligent camera control, shot-compositions, lighting design, interactive storytelling, and computational techniques associated with these applications. Class consists of in-class discussions and student presentations of research papers and a final student project.
Cross Listed Courses
DANM 290P
Students work on their master's project with a faculty supervisor. Students submit petition to sponsoring agency. Assessment is done based on project goals and the ability of the student to apply his/her knowledge and skills accumulated through the master's classes into the project.
Independent study or research under faculty supervision. Although this course may be repeated for credit, not every degree program will accept a repeated course toward degree requirements. Students submit petition to sponsoring agency.
Independent study or research under faculty supervision. Although this course may be repeated for credit, not every degree program will accept a repeated course toward degree requirements. Students submit petition to sponsoring agency.
Independent study or research under faculty supervision. Although this course may be repeated for credit, not every degree program will accept a repeated course toward degree requirements. Students submit petition to sponsoring agency.
Independent study or research under faculty supervision. Although this course may be repeated for credit, not every degree program will accept a repeated course toward degree requirements. Students submit petition to sponsoring agency.
Independent study or research under faculty supervision. Although this course may be repeated for credit, not every degree program will accept a repeated course toward degree requirements. Students submit petition to sponsoring agency.
Thesis research conducted under faculty supervision. Although this course may be repeated for credit, not every degree program will accept a repeated course toward degree requirements. Students submit petition to sponsoring agency.
Thesis research conducted under faculty supervision. Although this course may be repeated for credit, not every degree program will accept a repeated course toward degree requirements. Students submit petition to sponsoring agency.
Thesis research conducted under faculty supervision. Although this course may be repeated for credit, not every degree program will accept a repeated course toward degree requirements. Students submit petition to sponsoring agency.