This course is designed to introduce the production of computer graphics as they apply to arts and design from studio perspective. Both technical and aesthetic issues will be addressed. Aesthetic issues will encompass concepts, composition, appreciation and historical context. Technical topics will include raster and vector imaging, scanning, retouching, printing, animated graphics, and other related topics. The Adobe CC software package will be used to illustrate the principles and techniques, and to produce the projects.
The course provides a historical survey of artists, artistic styles and artistic movements from ancient times to the present day. Relatively more time will be devoted to the fine arts (for example, painting, printmaking, and sculpture) and to the development of art after the Middle Ages. Although the course focuses on Western art, the instructor is free to intersperse the survey with chapters on Chinese and Asian art.
This course introduces studies of moving images as an interdisciplinary subject grounded in film history, updated by computer technology in the 21st century. The course will first focus on a brief history of moving images, covering its phases from pre-photographic optical effects to the institutionalized form of cinema. The second part will cover key elements and tools needed to grasp film as a creative and communicative medium. Students must consider (and assess) ways in which cinema makes sense to audiences, practitioners and theorists. The last part of this course engages students with a broad-based sense of contemporary moving images via intersections between film art and digital technologies. Students will learn the fundamental theories of media technology empowered for creative and artistic ends.
This course is an introduction to the various elements of 2D traditional and digital animation. Through individual and group assignments, students will explore various tools and techniques while developing their skills of styles, concepts and have better understanding of the possibilities of animation. This course will also experiment with the use of interactive text, vector and bitmap graphics, photography, sound and video as it relates to 2D animation.
This course deals with advanced issues of 3-D computer animation. The subject will stress professional techniques and workflow methodology to maximize students’ realization of their ideas and concepts. Students will develop highly accurate timing, to achieve their individual style of animation. The subject should improve students’ insight into what makes an animation succeed, whether it is computer generated or not. It should also improve students’ abilities to themselves produce successful 3-D computer animation. The Autodesk Maya, Adobe CC software packages and Advanced Skeleton Plugin will be used as an example and to produce the project.
In the workshop, students are expected to consider themselves as professionals. Moreover, they are expected to be considerate and helpful peers to their classmates, to share knowledge, to be attentive and to provide thoughtful commentary during critiques, to participate heart and soul, to present work in progress professionally, and to turn in the project on time and in a professional manner.
This course introduces students to the history of animation, and to the ways animation forms and styles have developed over time. The course covers animation from its prehistory, before the invention of film, to the present day, including both traditional hand-drawn animation and digital animation.
This course will present the fundamental concepts, issues and techniques of three-dimensional computer modeling and rendering. Both technical and aesthetic issues will be addressed throughout the course. Aesthetic issues will encompass concept, composition, light and color, framing and historical context. Technical topics will include: coordinate systems, transformations, primitives, patches, polygons, NURBS surfaces, hierarchical grouping, lighting, rendering, and texture mapping. The Autodesk Maya software package will be used to illustrate the principles and techniques, and to produce the projects.
This course offers an introduction to some of the main theoretical issues occasioned by the technologies of virtual and augmented reality. Issues to be addressed include: What is virtual reality? How does one engage with such a reality? What technologies are used in ‘building’ a virtual or augmented reality? And what are the ethical questions that such ‘worlds’ pose?
Storytelling and Storyboarding is an essential part of new media production. This course introduces to students characteristics and techniques of creative storytelling, helps students to gain hands-on experience in producing multimedia artifacts, and develop different formats of storyboards that will best serve the intended media. Students will learn to translate concepts such as shot types, continuity, pacing, transitions and sequencing into a visual narrative. Exploration of cinematic vocabulary and storyboard technique in the creation of both personal and professional expression are emphasized.
This course will present the fundamental concepts, issues and techniques of three-dimensional computer animation. Students are required to not only be able to navigate the software interface to create animated sequence, but also to create expressive motion. In the course, students will observe and analyze motion and explore different animation techniques in order to create believable, expressive motion. Animation, because of its time consuming nature, requires planning and organization. The course will explore the world of 3D computer animation from initial concept to final production. It introduces the language, principles, aesthetics and 3D tools used in the creation of animation within the context of art and design. The Autodesk Maya software package will be used to illustrate the principles and techniques dealt with.
The Capstone Project requires the planning and execution of an animation or digital arts project; for example, a short animation film, a simple video game, or an installation that makes use of new media (for example, video). The precise nature of the project will be determined by the student in consultation with his or her supervisor(s).