Currently I serve as adjunct faculty for Woodbury University’s Media Technology Program. At Woodbury University I have just finished writing substantial portions of curriculum for all year levels in addition to my teaching duties. Below is a listing of the courses I teach or have taught along with short descriptions of the courses. I previously taught at California Institute of the Arts’ School of Film/Video’s Experimental Animation Program as an adjunct faculty member. As CalArts adjunct faculty I primarily taught graduate students and oversaw portions of the undergraduate technical curriculum. In addition I have was involved with the renewal of CalArts’ WASC accreditation.
Woodbury University: Media Technology Program
Tech 111: Introduction to Programming (2012 & 2014)
Introduction to Programming teaches students with no programming experience the fundamental basics of computer programming and object oriented programming. Processing and Java are the languages used within the course. Additional topics covered throughout the course include 2D and 3D graphics, computer vision, audio synthesis, and data mining. Required course for Game Design and Media Technology students.
Tech 112: Introduction to Physical Computing (2013)
Introduction to Physical Computing focuses on programming for microcontrollers and introducing students to the field of physical computing. Arduino is the primary microcontroller used throughout the course in conjunction with Processing. Basic electrical concepts are covered during the course as well as an array of both digital and analog sensors. Required course for Game Design and Media Technology students.
Tech 212: Digital Media Infrastructure (2013)
A Media Technology sophomore level elective focusing on the design and implementation of digital media workflows for animation and video at HD and higher than HD resolutions. Topics include compression, common video codecs, capture and editing platforms, network infrastructure, storage topologies (DAS/NAS/SAN), and distributed rendering/transcoding clusters.
Tech 213: Advanced Physical Computing (2014)
A Media Technology sophomore level elective course focusing on the design and implementation of advanced physical computing projects with a focus in three areas: drones/UAV platforms, The Internet of Things (IoT), and Wearables. Topics include: autonomous vehicles, embedded linux systems, E-textiles, experimental user interfaces, Internet of Things, microcontrollers, social objects, soft computing, sound generation, urban computing, and wearables.
Tech 301 Programming for Visual Media (2014)
A Media Technology junior level required course focusing on learning how to create intermediate and advanced generative imagery using openFrameworks and C++. Topics include: particle systems, autonomous agents, flow fields, openCV, system control, OSC, and basic multi-screen mapping.
Tech 3700 Media Environments (2015)
A Media Technology junior level elective course focusing on multiscreen video installation, 2D/3D projection mapping techniques, and production. Topics included: basic projection materials and technology, basic video system design, content template creation, content creation, multi-output projection onto arbitrary 2D surfaces, multi-output project onto 3D surfaces, and basic video programming/show control. The class utilized Millumin, d3 Designer, and the d3 4×4 Pro media server.
CalArts: School of Film/Video
FE503: Remix | Mashup (2013)
A contemporary critical theory elective course using the remixes and mashups as a lens to analyze contemporary shifts in art, society, and politics; highlighting such topics as the copyright wars, digital minimalism, hybridity theory, machinima, memetics/virality/spreadability, post-post/digi/pseudo/meta-modernism, the New Aesthetic/Sincerity, Web 2.0/3.0 and #revolution. The course will focus on the period between late 2001 and early 2013.
FE302A: The Digital Path for Animation I (2009-2013)
This class is the first part of a required year-long course for all first year Experimental Animation MFA candidates. The class introduces students to methods of production and post production for animation within a digital environment; with an emphasis on equipping students with the skills needed to produce technically proficient work. Topics include: acquisition tools (i.e. cameras, etc), camera stands/shooting spaces, digital asset/file management, low resolution testing, high-resolution image acquisition, image acquisition software, digital video formats/standards/workflows, and basic outputs for viewing work in class. The final assignment is a presentation of the production/post-production plans for their first year projects and an animation test demonstrating the process/es they plan to use to create their project
FE302B: The Digital Path for Animation II (2009-2013)
This class is the second part of a required year-long course for all first year Experimental Animation MFA candidates. This class introduce students to the post production skills needed to complete animated work within a digital post environment, for final viewing within numerous viewing contexts. This course focuses on color spaces, media management, offline and online paradigms, uncompressed output, distribution formats, and authoring BluRay/DVD media. In addition we will touch on live action acquisition with HDDSLRs and sound for film/video. The final assignment is the completion of a first year project in an uncompressed (online) format along with an offline distribution format.
FE900: Graduate Independent Project: Experimental Animation (2009-2013)
FE900 is a project based or inquiry based course that allows students to work with a specific faculty member in a teaching or supervisory role. I have taught a number of students in areas such as programming (Arduino/Processing/openFrameworks), games, network aware software, physical computing, and video processing. Here are a few projects that have been completed. Scott Peter’s, The Apestronauts of WoWoW, an interactive network aware installation built in Unity 3D. Nick Rodrigues’, Email Garden, which visualizes unread email as unruly synthetic grass. Additionally I have had a number of students focusing on technology as a theoretical area of inquiry and as narrative device. Sean Buckelew’s, Hopkins & Delaney LLP, is an animated short revolving around an intellectual property lawsuit, https://vimeo.com/104270416.