Computational Media

2018-19 General Catalog

Baskin School of Engineering
(831) 459-2158
http://www.soe.ucsc.edu

Faculty | Program Statement | Games and Playable Media Courses


Lower-Division Courses

25. Introduction to 3D Modeling. F,W
Introduces theory and techniques of 3D computer graphics. Topics include: capabilities of modern graphics hardware; 3D coordinate spaces; modeling with polygons; NURBS and subdivision surfaces; applying textures and materials; lighting; and simple effects. Students develop proficiency in 3D modeling via lectures and assignments focused on the use of a 3D modeling tool. (Formerly Computer Science 25, Introduction to Computer Graphics: 3D Modeling.) (General Education Code(s): PR-C.) The Staff, C. Yonge, J. Whitehead

26. Introduction to 3D Animation. W
Introduces theories and techniques of 3D computer animation. Topics include: character animation; rigging; simulation of cloth, liquids, and fire; motion capture; rendering; and editing animated scenes. Students develop proficiency in 3D animation via lectures and assignments focused on the use of a 3D animation tool and use of motion-capture software. (Formerly Computer Science 26, Introduction to Computer Graphics: 3D Animation.) Prerequisite(s): course 25. (General Education Code(s): PR-C.) C. Yonge, The Staff

80A. Accessible Games. S
Overview of the physical, psychological, cultural, and psychosocial aspects of disability and how they impact game play. Discusses implications for universal and accessible game design. (General Education Code(s): PE-T.) S. Kurniawan

80K. Foundations of Video Game Design. W
A generally accessible course in which students explore how video games (and games generally) shape experiences and express ideas. Students develop novel games, engage in game interpretation, and survey related topics (e.g., game history, technology, narrative, and ethics) through lectures and readings. Programming experience is not required. (General Education Code(s): IM.) A. Smith, N. Wardrip-Fruin, J. Whitehead

94. Group Tutorial. F,W,S
Provides a means for a small group of students to study a particular topic in consultation with a faculty sponsor. Students submit a petition to the sponsoring agency. May be repeated for credit. The Staff

94F. Group Tutorial (2 credits). F,W,S
Provides a means for a small group of students to study a particular topic in consultation with a faculty sponsor. Students submit a petition to the sponsoring agency. May be repeated for credit. The Staff

Upper-Division Courses

120. Game Development Experience. S
Teaches the concrete programming and collaboration skills associated with making a digital game from start to finish, including but not limited to: establishing a team, concepting, storyboarding, prototyping, producing, and testing a game for release. Students are organized into groups and work together to create and produce a playable game. This course is taught in conjunction with Art 120G which covers the skills required to design and critique digital games. Prerequisite(s): course 80K, Computer Science 12B and 12M, and Film and Digital Media 80V; and Art and Design: Games and Playable Media (ARTG) 80G or 80H or 80I; and concurrent enrollment in ARTG 120. (General Education Code(s): PR-E.) N. Altice, The Staff

131. User Experience for Interactive Media. S
Theories and practices for approaching the design problems of interactive media holistically, beyond usability and accessibility. Includes hands-on learning, application of human-centered design and evaluation skills in group projects, and peer critique. Prerequisite(s): Computer Science 12B. Enrollment is restricted to juniors, seniors, and graduate students. Enrollment limited to 60. S. Kurniawan

146. Game AI. *
Course provides a comprehensive introduction to the use of artificial intelligence (AI) in computer games. Building on fundamental principles of AI, course explains how to create non-player characters (NPCs) with progressively more sophisticated capabilities. (Formerly Computer Science 146.) Prerequisite(s): Computer Science 101; familiarity with C++. Enrollment is restricted to sophomores, juniors, seniors, and graduate students. The Staff, M. Mateas, A. Smith

147. Generative Design. S
Introduces generative methods for design. Uses algorithmic techniques to generate and evaluate game content (images, sounds, map designs) along with mechanics and progression systems. Search-based and learning-based techniques with connections to artificial intelligence are also covered. Prerequisite(s): course 120. A. Smith

148. Interactive Storytelling. W
Covers a range of design approaches and technologies including storytelling in games, interactive fiction, interactive drama, and artificial intelligence-based story generation. Through a mixture of readings, assignments, and project work, students explore the theoretical positions, debates, and technical and design issues arising from these approaches. (Formerly Computer Science 148.) Prerequisite(s): Computer Science 101. Enrollment is restricted to juniors and seniors. M. Mateas, The Staff

150. Creating Digital Audio. W
Introduces digital sound recording and editing technologies, sound synthesis, and concepts in sound design for media production. Covers the basics of sound capture, microphones, audio manipulation and editing, effects, sound formats, mixing and dynamics, synthesizers, audio software, and game audio. Enrollment is restricted to sophomores, juniors, and seniors. (General Education Code(s): PR-C.) N. Altice

151. Algorithmic Music for Games. S
Introduces compositional techniques and procedural audio as exhibited in the sound and music of video games. Surveys different styles of music implemented in video games and associated compositional approaches. Students develop skill in procedural audio via a series of workshops and assignments. Prerequisite(s): Computer Science 12A and Computer Science 12L, or Computer Science 11. N. Altice

163. Game Graphics and Real-Time Rendering. S
Introduces real-time, hardware-accelerated graphics programming suitable for game development, visual effects, and interactive multimedia projects. Emphasizes contemporary shader-programming techniques and developing custom effects using game engines and multimedia software. Prerequisite(s): computer science 12B/M (exceptions granted in special cases by permission of the instructor) A. Forbes

164. Game Engines. *
Covers the graphic elements in computer games. Topics include modifying, optimizing, adding components, and building a game engine. Course evaluation based on exams and several programming projects, including a game built using the student's game engine. (Formerly Computer Science 164.) Prerequisite(s): Computer Science 160 and 160L. Concurrent enrollment in course 164L is required. A. Smith, The Staff

164L. Game Engines Lab (2 credits). *
Provides hands-on experience in using, designing, and building game engines. Students also explore different special effects, such as particle systems, spring systems, and game physics. (Formerly Computer Science 164L.) Concurrent enrollment in course 164 is required. A. Smith, The Staff

170. Game Design Studio I. F
First of a three-course capstone sequence for the computer game design program. Students work in teams to develop a comprehensive game design for a substantial computer game, including detailed storyline, level design, artistic approach, implementation technologies, and art-asset pipeline. Emphasis placed on creating novel, artistic game design concepts. Includes design reviews and formal presentations. Companion lectures cover advanced topics in game design, game programming, and software project management. Students are billed a materials fee. (Formerly Computer Science 170.) Prerequisite(s): satisfaction of the Entry Level Writing and Composition requirements; course 120, ARTG 120 and Computer Science 109. Enrollment is restricted to Computer science: computer game design majors. The Staff, J. Whitehead, N. Altice, N. Wardrip-Fruin, M. Mateas

171. Game Design Studio II (7 credits). S
Second of a three-course capstone sequence for the computer game design program. Students work in teams on the software design, implementation, and testing of the computer game designed in course 170. Includes design reviews, progress reviews, and formal presentations. Companion lectures cover topics in software engineering, including design, testing, and project management. Game design and game programming also covered. Students are billed a materials fee. Prerequisite(s): courses 170 and 176 and one computer game engineering elective. Enrollment is restricted to computer science: computer game design majors. M. Mateas, J. Whitehead

172. Game Design Studio III (7 credits). S
Third of a three-course capstone sequence for the computer game design program. Students work in teams on the software design, implementation and testing of the computer game designed in courses 170 and 171. Includes progress reviews and formal presentations. Companion lectures cover topics in software engineering, including user and software testing, release engineering and project management; also covered are game design and game programming. Students are billed a materials fee. (Formerly Computer Science 172.) Prerequisite(s): course 171. Enrollment is restricted to Computer science:computer game design major. The Staff, N. Wardrip-Fruin, M. Mateas, J. Whitehead

176. Game Systems. F
Presents game design as the interplay of multiple interacting game systems. Surveys various game systems: movement, combat, reward, economic, logistics, quest, information visibility, narrative. Students explore systems via study, design, and play of board, card, and computer games. Prerequisite(s): course 80K. N. Altice, The Staff

177. Creative Strategies for Designing Interactive Media. *
Surveys tactical, structural, contextual, and other methods to enhance creativity and innovation in the design of games and other interactive media. Investigates strategies for creativity and innovation drawn from diverse fields, including interactive affordances, narrative and poetics, biology, contextual inquiry, and design research. To innovate in a field of fixed genres is challenging: the allure of modeling exemplars is strong. Although imitation can be successful in the marketplace, the most creative action occurs on the leading edge of change. Innovation benefits from strategies and methods that are directly aimed at exploring new perspectives and structures to learn through the process of discovery. (Formerly Computer Science 177.) Enrollment is restricted to juniors and seniors. K. Isbister

178. Human-Centered Design Research. W
Students move through a rigorous design-research process involving skills and principles in human-centered design research as well as selected formal research methods. They learn to use tools for ideation, human-centered qualitative research, domestic probes, mock-ups, and prototypes. (Formerly Computer Science 178.) Enrollment is restricted to juniors, seniors, and graduate students. (General Education Code(s): PR-C.) K. Isbister, S. Kurniawan

179. Game Design Practicum.
Provides the opportunity to practice the creation of novel computer games. Students learn a new game-making technology, then create three games using this technology. (Also offered as Art&Des:Games&PlayableMedia 179. Students cannot receive credit for both courses.) Prerequisite(s): course 20 or 120; and course 80K or Computer Science 80K. May be repeated for credit. (General Education Code(s): PR-C.) The Staff, N. Altice, J. Whitehead

194. Group Tutorial. F,W,S
Provides a means for a small group of students to study a particular topic in consultation with a faculty sponsor. Students submit a petition to the sponsoring agency. May be repeated for credit. The Staff

194F. Group Tutorial (2 credits). F,W,S
Provides a means for a small group of students to study a particular topic in consultation with a faculty sponsor. Students submit a petition to the sponsoring agency. May be repeated for credit. The Staff

195. Senior Thesis Research. F,W,S
Students submit a petition to the sponsoring agency. Prerequisite(s): satisfaction of the Entry Level Writing requirement. The Staff

195F. Senior Thesis Research (2 credits). F,W,S
Intended for majors. Students submit a petition to the sponsoring agency. Prerequisite(s): satisfaction of the Entry Level Writing requirement. The Staff

198. Individual Study or Research. F,W,S
Students submit petition to sponsoring agency. May be repeated for credit. The Staff

198F. Individual Study or Research (2 credits). F,W,S
Intended for majors. Students submit petition to sponsoring agency. May be repeated for credit. The Staff

199. Tutorial. F,W,S
For fourth-year students majoring in computational media. Students submit a petition to the sponsoring agency. May be repeated for credit. The Staff

199F. Tutorial (2 credits). F,W,S
For fourth-year students majoring in computational media. Students submit a petition to the sponsoring agency. May be repeated for credit. The Staff

Graduate Courses

201. Introduction to Computational Media. F
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. Enrollment is restricted to computational media graduate students, or by permission of the instructor. N. Altice, N. Wardrip-Fruin

202. Computation Media Research. W
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. Prerequisite(s): course 201, or by permission of the instructor. Enrollment is restricted to graduate students. A. Forbes, M. Mateas

203. Computational Media Methods. S
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. Enrollment is restricted to Computational Media graduate students. K. Isbister

204. Computational Media Project Definition. F
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. Enrollment is restricted to computational media graduate students, or by permission of the instructor. S. Kurniawan, N. Altice, N. Wardrip-Fruin

206. Computational Media Research Preparation (2 credits). F,S
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): courses 201, 202, and 203 for an understanding of media creation and computer programming; good standing in the PhD program. Enrollment is restricted to graduate students. N. Wardrip-Fruin

235. User Evaluation of Technology. *
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. (Formerly Computer Engineering 235.) Enrollment is restricted to graduate students. Seniors may enroll with completion of Computer Science 131. K. Isbister, S. Kurniawan

244. Artificial Intelligence in Games. *
Artificial intelligence has long used game-playing as a metric for progress. Key algorithms such as alpha-beta and HPA search studied. Computer algorithms for backgammon, poker, and chess examined. There will be individualized projects. (Formerly Computer Science 244.) Prerequisite(s): course 201; and course 211 or 240 or 242. Enrollment limited to 20. M. Mateas, A. Smith

245. Computational Models of Discourse and Dialogue. *
Focuses on classic and current theories and research topics in the computational modeling of discourse and dialogue, with applications to human-computer dialogue interactions; dialogue interaction in computer games and interactive story systems; and processing of human-to-human conversational and dialogue-like language such as e-mails. Topics vary depending on the current research of the instructor(s) and the interests of the students. Students read theoretical and technical papers from journals and conference proceedings and present class lectures. A research project is required. (Also offered as Linguistics 245. Students cannot receive credit for both courses.) Enrollment is restricted to graduate students. Undergraduates may enroll with permission of instructor. May be repeated for credit. M. Walker

248. Interactive Storytelling. *
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. (Formerly Computer Science 248.) Enrollment is restricted to graduate students. Enrollment limited to 20. M. Mateas

265. Generative Methods. *
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. (Formerly Computer Science 265.) Enrollment is restricted to graduate students. A. Smith, M. Mateas, J. Whitehead

280G. Seminar in Generative Methods (2 credits). *
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. Enrollment is restricted to graduate students. Enrollment limited to 30. May be repeated for credit. J. Whitehead

280H. Seminar in Human-Computer Interaction and Computational Media (2 credits). *
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. Enrollment limited to 25. May be repeated for credit. K. Isbister

280K. Seminar in Interactive Systems for Individuals with Special Needs (2 credits). *
Covers advanced topics and current research in interactive systems for individuals who have special needs. Focuses on student presentations and seminar participation. Enrollment is restricted to graduate students. Enrollment limited to 15. May be repeated for credit. S. Kurniawan

280W. Seminar in Digital Media (2 credits). *
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. (Formerly Computer Science 280W.) Enrollment is restricted to graduate students. May be repeated for credit. N. Wardrip-Fruin

280X. Expressive AI (2 credits). *
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. (Formerly Computer Science 280X.) Enrollment limited to 30. May be repeated for credit. N. Wardrip-Fruin, M. Mateas

290A. Topics in Computational Media. F,W,S
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. Enrollment is restricted to computational media graduate students. A. Smith, A. Forbes, N. Altice, N. Wardrip-Fruin

290J. Playable Media. S
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. (Formerly Computer Science 290J.) (Also offered as Digital Arts and New Media 250D. Students cannot receive credit for both courses.) May be repeated for credit. R. Hunicke, N. Wardrip-Fruin

290K. Social and Emotional Approaches to Human Computer Interaction. W
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. Enrollment is restricted to graduate students. Enrollment limited to 20. May be repeated for credit. K. Isbister

290P. Topics in Computational Cinematography. *
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. (Formerly Computer Science 290P.) (Also offered as Digital Arts and New Media 290P. Students cannot receive credit for both courses.) Enrollment is restricted to graduate students. The Staff

297. Independent Study or Research. *
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. May be repeated for credit. The Staff

299. Thesis Research. F,W,S
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. May be repeated for credit. The Staff

* Not offered in 2018-19

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Revised: 07/15/18