Emergent Digital Practices
Office: Sturm Hall, Room 216
Mail Code: 2000 E. Asbury Ave. Denver, CO 80208
Phone: 303-871-7716
Email: edp@du.edu
Web Site: https://liberalarts.du.edu/emergent-digital-practices
Emergent Digital Practices (EDP) provides undergraduate students with a broad understanding of the history, theory and emerging status of multiple cultural practices, both mainstream and alternative, which are evolving alongside digital technologies. The EDP major emphasizes the new forms of interaction, collaboration, engagement, and performance developing as technology converges with bodies of knowledge and practices from across the arts, humanities, and sciences. Shaped by an investment in participatory forms of creativity and critical engagement, EDP asks students to work together to develop strategies and processes for addressing complex interdisciplinary topics and problems beyond the realm of industry standards and proven application. Together, EDP faculty and students will strive to create new forms of art, experiences, media, and ways of knowing in the 21st century.
The Emergent Digital Practices program brings together art, design, media, culture, and technology studies in a hands-on, collaborative environment. Technology links academic disciplines with professional fields and joins shared communities with our personal lives in many new and exciting ways. To understand and explore this landscape, we infuse the digital practices of making and writing with contemporary critical approaches to cultural technologies, media philosophy, the critique and investigation of electronic and new media arts, and studies in science fiction, trans-global politics and science.
Emergent Digital Practices appeals to students who are more broadly defined creative types and critical thinkers because the lines between artists, designers, scholars, and inventors have largely dissolved. The EDP program prepares students who seek to work in spaces beyond what is already defined and familiar. To help students acquire a broad spectrum of media literacies and practical artistic skills, the EDP major combines cutting-edge classrooms with new learning spaces that are equal parts laboratory, studio, think-tank, and stage. Integrating powerful desktop computer stations and highly mobile technologies within a variety of interactive smart-spaces, the EDP program supports new kinds of student-to-peer and student-to-faculty interactions and collaborations.
Emergent Digital Practices Bachelor of Arts Major
The Bachelor of Arts in Emergent Digital Practices at the University of Denver promotes critical knowledge and creation with digital tools. The BA student majoring in emergent digital practices should be able to demonstrate both understanding and skills within interdisciplinary contexts. The BA student should also be able to synthesize ideas and practices from across the spectrum of historical and contemporary contexts, focusing not just on making the new, but making the needed. The BA student’s work should demonstrate synergy with the student’s second major, minor or dual-degree program. The Emergent Digital Practices Minor brings the power of basic technical know-how and critical sensibility to your major. The BA minor will be able to leverage digital ideas to infuse 21st-century methodologies into their other areas of interest, better preparing the student for either the marketplace or future academic studies in any discipline. Through both exploration of new ideas and hands-on experiences, the minor will prepare students to shift with our rapidly changing future.
Bachelor of Arts Major Requirements
(183 credits required for the degree)
48 credits, including the following:
Code | Title | Credits |
---|---|---|
EDP Foundations | ||
ARTS 1250 | Drawing | 4 |
Select 12 credits of the following: | 12 | |
Drawing | ||
Imaging in Emergent Digital Practices | ||
Interactivity in Emergent Digital Practices | ||
Systems in Emergent Digital Practices | ||
Time in Emergent Digital Practices | ||
EDP Cultures | ||
Select 8 credits of EDP cultures | 8 | |
Upper Division EDP Electives | ||
Upper-division EDP electives, including one Collaboration focused course | 20 | |
Capstone Credits | ||
EDPX 3990 | Capstone (Taken in the Winter of Senior Year) | 4 |
Total Credits | 48 |
The BA major in Emergent Digital Practices must also have a minor, a second major, or be enrolled in a dual-degree program in another discipline. To facilitate this requirement, the BA major in Emergent Digital Practices is capped at a maximum of 60 credits toward the major.
Emergent Digital Practices Secondary Major
Secondary Major
48 credits. Same requirements as for BA degree.
Emergent Digital Practices Bachelor of Fine Arts Major
Bachelor of Fine Arts Major Requirements
The Bachelor of Fine Arts in Emergent Digital Practices at the University of Denver builds on the same foundation as the BA and extends into a fine arts-focused practice. While demonstrating a foundational understanding of emergent digital practices within interdisciplinary contexts, the BFA student should be able to articulate a deeper understanding of the historical and contemporary contexts of art, technology and sciences. The BFA student should be prepared for public engagement through his or her knowledge of the significance of established cultural institutions and frameworks such as galleries, museums, festivals and other public spaces. Additionally the BFA student should be prepared for the development and organization of emerging venues for the exhibition and public engagement with experimental works of art and digital media. The BFA student does not need a second major or minor.
Minimum of 116 credits; maximum of 135 credits, including the following:
Code | Title | Credits |
---|---|---|
EDP Foundations | ||
ARTS 1250 | Drawing | 4 |
EDPX 2000 | Imaging in Emergent Digital Practices | 4 |
EDPX 2100 | Interactivity in Emergent Digital Practices | 4 |
EDPX 2300 | Systems in Emergent Digital Practices | 4 |
EDPX 2400 | Time in Emergent Digital Practices | 4 |
EDP Cultures | ||
Select 8 credits of EDP cultures | 8 | |
Art history | ||
Select 8 credits of Art History | 8 | |
Credits outside Emergent Digital Practices and Art History | ||
4 credits in a course approved by an EDP advisor | 4 | |
Upper division EDP electives | ||
Select 52 upper-division EDP electives, including one Collaboration focused course | 52 | |
Upper-division courses | ||
Select 16 credits in Studio Art, Art History, Computer Science, Media, Film and Journalism Studies | 16 | |
Capstone Credits | ||
EDPX 3960 | BFA Capstone (Taken in Spring of Senior Year) | 4 |
EDPX 3990 | Capstone (Taken in Winter of Senior Year) | 4 |
Total Credits | 116 |
The BFA major in Emergent Digital Practices is capped at a maximum of 135 credits.
Emergent Digital Practices Minor
Minor Requirements
24 credits, including the following:
Code | Title | Credits |
---|---|---|
EDP Foundations | ||
Select 3 of the following: | 12 | |
Imaging in Emergent Digital Practices | ||
Interactivity in Emergent Digital Practices | ||
Systems in Emergent Digital Practices | ||
Time in Emergent Digital Practices | ||
EDP upper division electives | 8 | |
EDP Cultures | 4 | |
Total Credits | 24 |
Minor Requirements (for All Computer Science Majors)
24 credits, in emergent digital practices. These requirements apply to students pursuing a Computer Science Major. *
Code | Title | Credits |
---|---|---|
Required Courses | ||
EDPX 2000 | Imaging in Emergent Digital Practices | 4 |
EDPX 2400 | Time in Emergent Digital Practices | 4 |
EDP electives | 12 | |
EDP Cultures | 4 | |
Total Credits | 24 |
- *
Students with a Computer Science major with a minor in Emergent Digital Practices:
• cannot receive credit toward the minor for either EDPX 2100 or EDPX 2300
• may need to seek prerequisite waivers to enroll in EDPX 3100, 3200, 3450, 3110, 3250, 3310, 3340, 3350Bachelor of Arts in Game Development students with a minor in Emergent Digital Practices:
• may not count EDPX 3600 3D Modeling or ARTS 1250 Drawing toward satisfying the emergent digital practices minor as they are required cognates of the game development major
Media Arts Entertainment Technologies Minor
Media Arts Entertainment Technologies Minor
The Media Arts Entertainment Technologies minor is an interdisciplinary program that navigates across traditional academic barriers. It provides an experiential and interdisciplinary environment where students can broaden their creative technology skill set in order to thrive as producers, makers, and performers in an increasingly eclectic, self-driven, and entrepreneurial artistic and economic landscape.
This minor offers opportunities for students to receive focused instruction from expert specialists in audio engineering, digital performance visuals, electronic and acoustic music production, film and video production, theatre tech (scenery, lighting, costume & sound), digital fabrication, electronics, and entrepreneurship. Emphasis is placed on media creation, design and development of media, and performance for arts, entertainment, and industry.
Requirements for the Minor
Minimum of 24 credits from the following:
Code | Title | Credits |
---|---|---|
Minimum four credits from one of the following cultures/theory/history/critical thinking courses: | 4 | |
Contemporary Art Worlds | ||
Global Contemporary Art | ||
Introduction to Entrepreneurship | ||
Critical Game Cultures | ||
Understanding Digital Art | ||
Exploring Digital Cultures | ||
Computing Culture | ||
Introduction to Film Criticism | ||
Electives | 20 | |
Remaining credits from courses with the Media Arts Entertainment Technologies attribute † | ||
Total Credits | 24 |
- †
- No more than 16 credits may come from any single discipline (subject code).
- No more than 12 credits may come from any combination of EVM and/or BUS courses.
- No more than four credits may come from sprints (one-credit EVM courses).
Requirements for Distinction in the Major in Emergent Digital Practices
- Minimum of 3.5 major GPA
- Creative research project, paper, and presentation required
BA in Emergent Digital Practices
Course plans serve as a sample quarter-by-quarter schedule for intended majors. The sample course plan below shows what courses a student pursuing this major might take. Students should anticipate working closely with their major advisor to create a course of study to complete the degree.
Ideally, Common Curriculum requirements other than Advanced Seminar should be completed during the first two years. Students should anticipate taking an average course load of 16 credits each quarter.
Ways of Knowing courses in the areas of Analytical Inquiry: Society and Culture and Scientific Inquiry: Society and Culture introduce students to University-level study of disciplines in the arts, humanities and social sciences. Credits earned in Ways of Knowing courses may also apply to a major or minor.
First Year | |||||
---|---|---|---|---|---|
Fall | Credits | Winter | Credits | Spring | Credits |
FSEM 1111 | 4 | WRIT 1122 | 4 | WRIT 1133 | 4 |
Language sequence or SI Natural sequence | 4 | Language sequence or SI Natural sequence | 4 | Language sequence or SI Natural sequence | 4 |
AI Natural | 4 | EDP Foundations course1 | 4 | SI Society | 4 |
AI Society | 4 | Minor or Elective | 4 | ARTS 1250 (or EDP Foundations course) | 4 |
16 | 16 | 16 | |||
Second Year | |||||
Fall | Credits | Winter | Credits | Spring | Credits |
Language sequence or SI Natural sequence | 4 | Language sequence or SI Natural sequence | 4 | Language sequence or SI Natural sequence | 4 |
SI Society | 4 | EDP Foundations Course | 4 | AI Society | 4 |
Minor or Elective | 4 | Minor or Elective | 4 | ARTS 1250 (or EDP Foundations course) | 4 |
Minor or Elective | 4 | Minor or Elective | 4 | Minor or Elective | 4 |
INTZ 25012 | 2 | ||||
18 | 16 | 16 | |||
Total Credits: 98 |
- 1
See Program of Study tab for explanation of EDP Foundations courses
- 2
INTZ 2501 is required for any student who studies abroad, and may be taken in any quarter within the year prior to studying abroad.
Emergent Digital Practices Course Descriptions
EDPX 2000 Imaging in Emergent Digital Practices (4 Credits)
This course introduces digital imaging and digital illustration. Foundational technical methods and semiotics are introduced as ways to explore contemporary visual language. Students gain understanding in the digital creation and deciphering of images in 2D space. The essential language and concepts concerning representation and digital reproduction are developed through critical study and making. Lab fee. No prerequisites.
EDPX 2100 Interactivity in Emergent Digital Practices (4 Credits)
This course provides the fundamental concepts of digital interactive software, including the study of how the computer processes information and can be leveraged to create relationships with and between people. Students learn programming fundamentals in ways that are applicable across all types of programming. The basic ideas of Human Computer Interface are introduced and put into practice. Lab fee. No prerequisites.
EDPX 2300 Systems in Emergent Digital Practices (4 Credits)
This course studies the fundamental concepts of systems, both analog and digital, analyzing how structure and operation combine to produce complex results and effect change in the world. Students will learn how the components of digital systems from simple electronics to complex software and distributed networks function systematically to solve problems and share information. Through study of the development of the computer, the internet and digital interfaces students will gain a critical understanding of how these systems have been historically shaped. Reading, writing, and making will synthesize practice and critical ideas. No prerequisites. Lab fee.
EDPX 2400 Time in Emergent Digital Practices (4 Credits)
This course introduces the fundamental concepts of time-based media, with an emphasis on audio and video production. Basic recording, capturing, editing and manipulation of time are covered. Students gain understanding on how to utilize, analyze, and manipulate time in digital media. Students learn the basic language and critical analysis techniques needed to understand when and how to take advantage of each time-based media for their practice. Lab fee. No prerequisites.
EDPX 2710 Critical Game Cultures (4 Credits)
This course is a critical investigation of contemporary ludic cultures. Ludic cultures are environments and practices of play. This course is taught with a teaching model where games are treated as texts, and outcomes are in the form of discussion and synthetic media responses. We co-construct and play a hyper-local canon of games, both in and outside of class. We read from the growing body of literature in game studies. We reflect and respond to these texts through shareable media. This course counts towards the satisfaction of the Cultures requirement for Emergent Digital Practices majors and minors. Lab fee. This course counts toward the Analytical Inquiry: Society and Culture requirement.
EDPX 2730 Understanding Digital Art (4 Credits)
An exploration of digital art focused on artwork created since 2000. Topics include video art, MMO performances, interactive installations, VR, animation, and much more. Students will actively search for, share, and analyze artworks as a key component of the class. This course counts toward the Analytical Inquiry: Society and Culture requirement.
EDPX 2740 Animated Satire (4 Credits)
This course will study the use of animated satire and irreverence as a tool to critique issues of our time, including socio-politics, culture, and environmental changes. The history and contemporary practices of this genre will be examined through text and media. Students will explore this field through media, theory, creating media and writings. Throughout history, artists, writers, performers, and activists have used satire as a powerful instrument to question those who abuse authority. Understanding the world through critical humor can position us to react to politics and culture with relevance, and even spark movements. The writing and creative making process open the opportunity for paths of self- discovery and vulnerability, which can contribute to empathy. This course counts toward the Analytical Inquiry: Society and Culture requirement.
EDPX 2770 Exploring Digital Cultures (4 Credits)
This course introduces fundamental concepts of digital technologies and networks from a cultural perspective. Students will critically examine the broader impact of the internet, search engines, social media platforms, algorithms, surveillance capitalism, technological bias, and online cultural exchange. How can we envision preferable futures for online cultures? What methods can be used to evaluate possible futures? Students will explore the different cultural aspects of critical speculation through theory, literature, speculative/science fiction, art, and making. This course counts toward the Analytical Inquiry: Society and Culture requirement.
EDPX 2780 Computing Culture (4 Credits)
This course focuses on the history and theory of computing technologies, and their impact on the arts and society. Computing, in this context, ranges from ancient mechanical computers, telecommunication, and colonial infrastructure and contemporary highspeed networks, social networks, and Artificial Intelligence. How do these technologies impact modern societies? What artworks (visual art, literature, music and more) utilize computing in creative and critical ways? How can art and computing create social change? What are the negative legacies of colonialism embedded in both art and computation? What are meaningful decolonial practices stemming from the Global South and North that enable the collective stewardship of new technologies? Students will analyze technologies, art, and human creations through qualitative analysis and creative interpretations. This course fulfills the Cultures requirement for Emergent Digital Practices majors and minors. This course also counts toward the Analytical Inquiry: Society and Culture Common Curriculum requirement.
EDPX 3100 Programming for Play (4 Credits)
This course offers an introduction to the creation of games and playful interactive objects. Students explore the space of socially conscious and humane games as well as investigate the creation of compelling interfaces and interactive opportunities. Specific topics will vary each time the course is taught, and the course is repeatable up to two times. Lab fee. Cross listed with EDPX 4100. Prerequisite: EDPX 2100 or permissions of the instructor.
EDPX 3110 Rapid Game Design and Prototyping (4 Credits)
This course is a rigorous investigation into games, rules, systems, interaction, and the iterative design methodology through the rapid creation of paper-based and physical game prototypes. The ambition is for each student to create one new game per week in response to varying material and conceptual constraints. Participants both create and constructively critique games created by classmates. Participants are expected to become reflective in their play. Class time is devoted to play-testing and discussion. Lab fee. Cross listed with EDPX 4110. Prerequisite: EDPX 2300 or permission of the instructor.
EDPX 3112 Rapid Physical Game Design & Prototyping (4 Credits)
This course is a rigorous investigation into games, rules, systems, interaction, collaboration, and the iterative design methodology through the rapid creation of large, human scale, "Big Games." The ambition is for students, working in changing collaborative groupings, to rapidly create games in response to varying material and conceptual constraints. Participants will both create and constructively critique games created by classmates. Participants are expected to become reflective in their play. Class time will be devoted to play-testing and discussion. Prerequisite: EDPX 2300. Lab fee.
EDPX 3120 Making Critical Games (4 Credits)
Students are challenged to create games (board, physical, video-, and hybrid games) that respond to social conditions in a critical manner while still maintain an essential ludic quality. Public good and civic engagement projects are welcomed. The course may be repeated with instructor permission when projects vary. Specific topics will very each time the course is offered, and the course is repeatable up to 3 times. Lab fee. Prerequisites: EDPX 3100 or COMP 1671, and EDPX 3110, or permission of the instructor. Cross listed with EDPX 4120.
EDPX 3200 Data Visualization (4 Credits)
This course explores the creation of informational graphics for the visual unpacking of relationships within and among data sets. Students learn to visualize large data sets as a means of revealing and exploring patterns of information. Creating interactive visualizations are also covered, allowing for deep and participatory engagement with information. The resulting mediums include print and web. Lab fee. Cross listed with EDPX 4200. Prerequisites: EDPX 2100, or permission of the instructor.
EDPX 3210 Typographic Landscapes (4 Credits)
This class is a rigorous investigation of the expressive potential of typography as a crucial element of visual expression and electronic media. This class presumes no background in typography. Students are guided through project-based explorations that range from hand-rendered inter-letter spatial relationships to the typesetting of modest sets of pages for paper and e-books. Lab fee. Prerequisite: EDPX 2000 or permission of the instructor.
EDPX 3270 Making Networked Art (4 Credits)
In this course networked art is understood in the broadest sense from art that natively exists on digital networks to art that critiques and engages with the concept of the network in contemporary society. This course aims to develop a critical understanding of and response to the social, cultural, aesthetic and technical contexts of network culture, building on a deep understanding of contemporary and historical networked art practices. Students will engage with network architectures and platforms developing experimental approaches to user interface and interaction, deploying a range of digital materials from data to rich multimedia content to create work that produces new understandings of the role of the network in a post digital age. Prerequisite: EDPX 2100. Lab fee. Crosslisted with EDPX 4270.
EDPX 3310 Tangible Interactivity (4 Credits)
Explores methods and devices for human-computer interaction beyond the mouse and keyboard. Students learn to create and hack electronic input and output devices and explore multi-touch augmented reality, and other forms of sensor-based technologies. Lab fee. Prerequisite: EDPX 2300 or permission of the instructor.
EDPX 3320 Interactive Art (4 Credits)
This course expands the concepts, aesthetics, and techniques critical to the exploration and authoring of interactive art. It explores human computer interactions; user/audience interface design/development; interactive logic, author-audience dialogue; meta data/multimedia asset acquisition and authoring environments. While utilizing student skills in numerous media forms, the class focuses on sensing, interactive scripting techniques, and emerging forms of digital narrative. Emphasis is on the development of interactive media deployment and distributions ranging from screen media to physical environments. Lab fee. Cross listed with EDPX 4320. Prerequisite: EDPX 3310 or EDPX 3450, or permissions of the instructor.
EDPX 3330 Advanced Coding (4 Credits)
This course is focused on text-based creative coding for multiple purposes. Specific applications change each quarter and can include mobile apps, computer vision, machine learning, generative art, programming reactive spaces, web animation, and other emerging ideas, all driven by creative coding. Prerequisite: EDPX 2100 or COMP 1671.
EDPX 3340 Designing Social Good (4 Credits)
This course focuses on interdisciplinary approaches to artistic, scholarly and cultural methods for creating change in contemporary societal mindsets for a more sustainable and equitable future. Our objectives are to understand how current practices are reinforced and then to make experiences that encourage new ideas in the personal and global sphere. Lab fee. Cross-listed with EDPX 4340. Prerequisite: EDPX 2100 or permission of the instructor.
EDPX 3350 Sustainable Design (4 Credits)
This course surveys and functionally implements the foundations of sustainable design strategies as a praxis intersecting the domains of digital media design, dissemination, community organization and networking. The course builds upon the basic paradigms that have coalesced in the organizational and critical platforms of the sustainable design movement including ecology/environment, economy/employment, equity/equality and education/pedagogy/dissemination. The class reviews a wide spectrum of sustainable design strategies including: mapping of consumptive origin-thru-fate, green materials usage, creative commons, open source software/hardware movements, collaborative design, predictive complexity modeling, biomimicry, evolutionary design methods, and greening infrastructure among others. Lab fee. Prerequisites: EDPX 2300 and EDPX 2400 or permission of instructor.
EDPX 3370 Biomedia in Emergent Digital Practices (4 Credits)
This EDP art-science course in Biomedia will survey and investigate the interplay between new media, biological systems/ technologies and bioethics as they relate to creative inquiry at the juncture of life sciences, digital media and contemporary technoculture. The course will build upon the basic paradigms and platforms of biosemiotics and biomimetics to expand into a coverage of our framing of corporeality, biological/environmental sensibilities and our perceptions and interconnections with biomaterials and lifeforms that we exist thru and within. Course topics will adapt to significant developments in biological sciences, emergent media and bioethics. The course can be repeated for credit with offering of new course topics. Cross Listed with EDPX 4370. Prerequisite: EDPX 2300. Course is open to Biology, Environmental Science majors and Sustainability minors with instructor approval.
EDPX 3400 Video Art (4 Credits)
This course continues the investigation of theories and practice of electronic media and expands into an exploration of video art, providing the basic principles of video technology and independent video production through a cooperative, hands-on approach utilizing various video formats. The course may be repeated for credit with permission of the instructor and when projects vary. Lab fee. Prerequisite: EDPX 2400 or permission of the instructor. Cross listed with EDPX 4400.
EDPX 3410 Advanced Video Art (4 Credits)
This course continues the investigation of theories and practices of electronic media and expands into an individual exploration of video art focusing on off-screen time-based media through conceptual and technological experimentation. Projects explore creating digital video for projection into space, onto buildings, and in the form of installations, to name a few formats. Projects are used as a platform for creative expression focusing on the critical skills necessary for the conception and completion of ideas. Lab fee. Prerequisite: EDPX 2400 or permission of the instructor.
EDPX 3440 Site-Specific Installation (4 Credits)
This class produces projects investigating physical space, virtual space and site-specific public installation. Lab fee. Cross listed with EDPX 4440. Prerequisite: EDPX 2400 or permission of the instructor.
EDPX 3450 Visual Programming (4 Credits)
This course introduces intuitive visual programming that allows rapid building of personalized tools for data, video, image, and sound manipulation. These tools can be used in real-time editing or performance, complex effects processing, or to bridge between multiple pieces of software. Lab fee. Cross listed with EDPX 4450. Prerequisite: EDPX 2100.
EDPX 3460 Visual Programming II (4 Credits)
This class uses advanced visual programming concepts (as provided by Max/MSP and Jitter) to explore visualization and sonification techniques in an artistic context. Areas of exploration include OpenGL modeling and animation, virtual physics emulation, audio synthesis techniques, and external data manipulation. Students use these concepts to create art installation and performance projects. Lab fee. Cross listed with EDPX 4460. Prerequisite: EDPX 3450 or permission of the instructor.
EDPX 3490 Expanded Cinema (4 Credits)
This course introduces several forms of expanded cinema, such as video remixes and mashups; live cinema and audiovisual performance; VJing; sonic visualization; visual music; and ambient video. The class extends the student’s multitrack video and audio mixing skills to an emphasis on both performative and generative approaches to audiovisual media. It introduces software and hardware sets including VJ tools and visual programming for generating as well as manipulating video files and real-time source streams. Lab fee. Cross listed with EDPX 4490. Prerequisite: EDPX 2400 or permission of the instructor.
EDPX 3500 Sonic Arts (4 Credits)
This class introduces the tools and techniques of the sonic arts, including field recording; sampling and synthesis; sound editing and effects processing; and mixing. Students survey a variety of sonic arts, historical and contemporary, to understand techniques and strategies for developing and distributing sonic artifacts. Lab fee. Cross listed with EDPX 4500. Prerequisite: EDPX 2400 or permission of the instructor.
EDPX 3600 3D Modeling (4 Credits)
This course serves as an introduction to 3D modeling, texturing, and lighting on the computer. Students complete a series of projects in which the processes of preparing and producing a 3D piece are explored. Various strategies and techniques for creating detailed models to be used in animation and games are examined. Additional attention is spent on virtual camera techniques as well as the use of composting in creating final pieces. Current trends in the field are addressed through the analysis and discussion of current and historical examples. Lab fee. Cross listed with EDPX 4600, MFJS 3600. Prerequisite: EDPX 2000 or permission of the instructor.
EDPX 3610 3D Animation (4 Credits)
This course examines animation within virtual 3D environments. Starting with basic concepts, the course develops timing and spacing principles in animation to support good mechanics. They also serve as the basis for the more advanced principles in character animation as the class processes. Lab fee. Cross listed with EDPX 4610. Prerequisite: EDPX 3600 or permission of the instructor.
EDPX 3620 3D Spaces (4 Credits)
An exploration of 3D digital space and the possibilities found in games, narratives and visualizations in these spaces. A real-time engine is used by students to examine the opportunities of virtual 3D worlds. Lab fee. Prerequisite: EDPX 3600 or permission of the instructor.
EDPX 3700 Topics in Emergent Digital Culture (4 Credits)
This course provides an in-depth exploration of the emergent digital practice of a particular culture and a unique area of advanced study (for example, art and science studies; activism; youth culture; critical game studies; the philosophy of technology; or social networking). Students learn the social/historical context of the particular culture and observe and document the interplay between cultural practices and particular technologies. This course may be repeated. Prerequisite: varies with topic.
EDPX 3701 Topics in Emergent Digital Making (1-4 Credits)
Topics in Emergent Digital Making.
EDPX 3730 21st Century Digital Art (4 Credits)
An exploration of Digital Art and surrounding culture from the last 15 years. Topics will include machinima, demoscenes, MMO performances, interactive installations, VR, animation, video shorts, and much more. Students will actively search for, share and critically review much of the creative work for the class.
EDPX 3740 Performance Cultures (4 Credits)
This course explores the history and current state of technology and performance. Topics covered include expanded cinema, live cinema, VJing, performance art, and the intersections of audiovisual media and technologies with dance, theater, and more. This course incorporates reading and discussion of critical texts and documentation of theory, process and practices, and the class includes screening and discussion of examples of both historical and emerging forms of media-enriched performance. For output, students produce written media on a variety of performance-related issues, artifacts, and practitioners, culminating in a written document or interactive publication. Lab fee. Prerequisites: EDPX 2200 and EDPX 2400, or permission of the instructor.
EDPX 3750 Sound Cultures (4 Credits)
This course explores the sonic turn of emergence in contemporary digital culture. New sound technologies and practices, along with the development of interdisciplinary sound studies, have made avant-garde composition, sound art, film soundtracks, electronic music, turntablism, jazz, and alternative as well as popular musical forms equally essential zones in which we attune to changing technocultural conditions. To situate the course’s emphasis on contemporary sonic experience and auditory ways of being in the world, an historical portion of the class establishes the ways in which new sound cultures have appeared since WWII to transform how musicians, artists, scholars, and listeners experience and understand sound. The class facilitates experiences ranging from the pole of auditory realism to that of sonic speculation and futurism. Students will develop a sonic literacy that includes: listening as a creative act; understanding how to work with diverse sonic materials; and appreciating the critical voice as a creative and cultural imperative. Prerequisites: EDPX 2400.
EDPX 3770 Cybercultures: The Social Science of Virtual Spaces (4 Credits)
This course encompasses a variety of lenses through which to view, evaluate and critique ideas of ‘community’ and communities in cyberspace (cyberculture). The course covers such issues as identity and race in cyberspace (including ‘identity and racial tourism’); communication technologies and social control; digital censorship; and utopian and dystopian representations of digital technology. The course also engages with social theories involving issues of technological determinism and the popular representation of technology. It explores the views of a diverse set of critics to ask whether digital things are ‘good’ for you and your communities. This course counts toward the Analytical Inquiry: Society and Culture requirement. Cross listed with EDPX 4770.
EDPX 3772 Cybercultures: Art, Technology, and the Extended Body (4 Credits)
This course explores the extensions of the body made possible by technology, with a particular focus on how artists have used both analog and digital technologies to extend the body and to influence their creative practices. Beginning with the camera obscura and ending with examples of contemporary computer-mediated and artworks, the course will present for critical analysis a wide range of the various technologies used by artists to shape and alter their creative practice. We will explore the nature of the technological interface with attention to its varied effects on human perception and on creative practice itself. A combination of critical texts, examples of artist works, written assignments and creative projects will foster an in-depth assessment of how technological tools and processes influence, enhance and alter the creative processes and practices used by artists. This course counts toward the Analytical Inquiry: Society and Culture requirement.
EDPX 3780 Science Fiction: Digital Culture (4 Credits)
This course explores the intersections of emergent digital practices and cultures with the extrapolative thought experiments, technical speculations, and social criticisms of science fiction. Students will engage with a range of both canonical and contemporary science fiction and speculative fiction media, including short stories and theory, film and television, and other expanded media such as visual art, audio, graphic novels, and games. Students will critically and creatively explore conceptual approaches such as world-building, speculative technologies, digital aesthetics, and much more. [This class fulfills the EDP Cultures requirement.].
EDPX 3800 Topics in Digital Making (4 Credits)
This course provides an in-depth exploration of the emergent digital practices of a technology or method for making (for example, wearables; interactive projections; augmented reality; immersive multi-channel soundscapes). Students learn the social/historical context of the particular method and consider the role and function their creations serve when it becomes public. This course may be repeated. Lab fee. Prerequisite: varies with topic.
EDPX 3960 BFA Capstone (4 Credits)
This course is required for all BFA students prior to taking the undergraduate capstone course. Students work independently with a faculty member to research and develop their capstone project in detail addressing ideas, making, venues, distribution, and other aspects of professional practice. Lab fee. Senior standing required. Must be a BFA student.
EDPX 3980 Internship (1-8 Credits)
Instructor approval required.
EDPX 3990 Capstone (4 Credits)
This course provides time and guidance for individual students to develop complex works that are a culmination of their studies. All projects must synthesize the principles of experience, emergence, and engagement taught throughout the program. All projects require both writing and making, the balance of these two to be determined by the nature of the work. Lab fee. Senior standing required.
EDPX 3991 Independent Study (1-8 Credits)
Independent Study form required.
Media Arts Entertainment Technologies Course Descriptions
The courses below represent course with the Media Arts Entertainment Technologies attribute at the time of publication. The inventory of courses with the Media Arts Entertainment Technologies attribute will change throughout a student's career pursuing the Media Arts Entertainment Technologies Minor and special offerings such as topics courses are include in the list below. Students can search the schedule using the Media Arts Entertainment Technologies attribute for the most up-to-date courses in this area.
ARTH 1060 Contemporary Art Worlds (4 Credits)
Have you ever wondered how a calf suspended in formaldehyde can sell at an art auction for nearly twenty-four million dollars? This class introduces the contemporary art world and explores how art functions within our society. Topics include the art market, the politics of museums, censorship and public funding, and popular cultural representations of the artist. We also look at how contemporary artists are engaging with some of the most important issues of our day. This course counts toward the Analytical Inquiry: Society and Culture requirement.
ARTH 3834 Global Contemporary Art (4 Credits)
This class explores contemporary art, including but not limited to painting, sculpture, performance art, installations, and new media, through the lenses of identity, the body, time, place, language, and spirituality. These narratives provide threads of continuity across time and place, but we will also focus on individual artistic interpretations as we delve deeper into cultural specificities and audience reception around the world. We will identify and analyze connections between recent art theoretical perspectives and the emergence of various art trends. This course considers the role of the international art market, global art fairs, artist retrospectives, and recent museum and gallery exhibitions as participatory elements in the construction and discussion of contemporary art.
ARTS 1400 4D Approaches (4 Credits)
Students are introduced to the fundamental principles of four-dimensional art and design through a survey of concepts, techniques, and practices. Emphasis is placed on critical thinking, creative problem-solving, and experimentation through investigations of technological form and innovation, time and motion, and the ephemeral. Verbal and written exercises supplement group activities and visual learning. Lab fee. No prerequisites.
BUS 1440 The Fourth Industrial Revolution (4 Credits)
This course provides a practical glimpse into the future of the global and competitive nature of business. From product ideation to product deployment, this course introduces students to business's role in society in promoting sustainability as the only successful business model for delivering value to customers and stakeholders of all kinds. Key business activities such as marketing, finance and accounting, working in teams, and product/service innovation and creativity are introduced. Key 4th industrial revolution technologies such as artificial intelligence (AI), the Internet of Things (IoT), distributed ledger technology and cryptocurrency, augmented/mixed/virtual reality, additive manufacturing, and autonomous, robotics, and drones are also introduced.
EDPX 2100 Interactivity in Emergent Digital Practices (4 Credits)
This course provides the fundamental concepts of digital interactive software, including the study of how the computer processes information and can be leveraged to create relationships with and between people. Students learn programming fundamentals in ways that are applicable across all types of programming. The basic ideas of Human Computer Interface are introduced and put into practice. Lab fee. No prerequisites.
EDPX 2740 Animated Satire (4 Credits)
This course will study the use of animated satire and irreverence as a tool to critique issues of our time, including socio-politics, culture, and environmental changes. The history and contemporary practices of this genre will be examined through text and media. Students will explore this field through media, theory, creating media and writings. Throughout history, artists, writers, performers, and activists have used satire as a powerful instrument to question those who abuse authority. Understanding the world through critical humor can position us to react to politics and culture with relevance, and even spark movements. The writing and creative making process open the opportunity for paths of self- discovery and vulnerability, which can contribute to empathy. This course counts toward the Analytical Inquiry: Society and Culture requirement.
EDPX 2770 Exploring Digital Cultures (4 Credits)
This course introduces fundamental concepts of digital technologies and networks from a cultural perspective. Students will critically examine the broader impact of the internet, search engines, social media platforms, algorithms, surveillance capitalism, technological bias, and online cultural exchange. How can we envision preferable futures for online cultures? What methods can be used to evaluate possible futures? Students will explore the different cultural aspects of critical speculation through theory, literature, speculative/science fiction, art, and making. This course counts toward the Analytical Inquiry: Society and Culture requirement.
EDPX 3110 Rapid Game Design and Prototyping (4 Credits)
This course is a rigorous investigation into games, rules, systems, interaction, and the iterative design methodology through the rapid creation of paper-based and physical game prototypes. The ambition is for each student to create one new game per week in response to varying material and conceptual constraints. Participants both create and constructively critique games created by classmates. Participants are expected to become reflective in their play. Class time is devoted to play-testing and discussion. Lab fee. Cross listed with EDPX 4110. Prerequisite: EDPX 2300 or permission of the instructor.
EDPX 3450 Visual Programming (4 Credits)
This course introduces intuitive visual programming that allows rapid building of personalized tools for data, video, image, and sound manipulation. These tools can be used in real-time editing or performance, complex effects processing, or to bridge between multiple pieces of software. Lab fee. Cross listed with EDPX 4450. Prerequisite: EDPX 2100.
EDPX 3490 Expanded Cinema (4 Credits)
This course introduces several forms of expanded cinema, such as video remixes and mashups; live cinema and audiovisual performance; VJing; sonic visualization; visual music; and ambient video. The class extends the student’s multitrack video and audio mixing skills to an emphasis on both performative and generative approaches to audiovisual media. It introduces software and hardware sets including VJ tools and visual programming for generating as well as manipulating video files and real-time source streams. Lab fee. Cross listed with EDPX 4490. Prerequisite: EDPX 2400 or permission of the instructor.
EDPX 3500 Sonic Arts (4 Credits)
This class introduces the tools and techniques of the sonic arts, including field recording; sampling and synthesis; sound editing and effects processing; and mixing. Students survey a variety of sonic arts, historical and contemporary, to understand techniques and strategies for developing and distributing sonic artifacts. Lab fee. Cross listed with EDPX 4500. Prerequisite: EDPX 2400 or permission of the instructor.
EDPX 3780 Science Fiction: Digital Culture (4 Credits)
This course explores the intersections of emergent digital practices and cultures with the extrapolative thought experiments, technical speculations, and social criticisms of science fiction. Students will engage with a range of both canonical and contemporary science fiction and speculative fiction media, including short stories and theory, film and television, and other expanded media such as visual art, audio, graphic novels, and games. Students will critically and creatively explore conceptual approaches such as world-building, speculative technologies, digital aesthetics, and much more. [This class fulfills the EDP Cultures requirement.].
EVM 1100 Introduction to Entrepreneurship (4 Credits)
Entrepreneurs play a critical role in driving innovation, promoting social change, creating jobs, and changing the way we live, work, and communicate. Entrepreneurs come from different backgrounds, professions and possess a wide range of skills and experiences. What entrepreneurs have in common, the desire to solve problems, make change and create value through innovation.
This introductory entrepreneurship course is for students that are interested in learning about entrepreneurship or first-time entrepreneurs with an idea. Students will explore entrepreneurship and apply tools, mindsets, and frameworks for starting a for-profit business, a non-profit business, or a business within a business.
EVM 2200 Global Entrepreneurship "Innovating and Creating Value Across Borders (4 Credits)
Entrepreneurship is about solving problems, identifying unmet needs and opportunities. Where some see roadblocks, entrepreneurs see opportunity. As people, cultures and business become interconnected it is important for entrepreneurs to have a global mindset and approach to business. The Global Entrepreneurship course provides you with the skills and knowledge to start a business in another country, develop a market in another country, and identify opportunities across borders. Students will develop an intercultural understanding as they learn about history, religion, culture, economy, and government in other countries. Students will identify commonalities, shared interests, and differences between cultures and apply business frameworks to develop products and services for international markets.
EVM 3400 The Innovation Amphitheater (1 Credit)
Want to start your own business and invent your own future but haven’t landed on a great product/service idea? Already have a business and want to expand into new spaces and offerings? This course is for people who answered yes to either of those questions. The Innovation Amphitheater takes you through 16 proven strategies and techniques to help you innovate into new spaces and find opportunities. You’ll explore such strategies as cross-overs, combos, slivercasting, inside-out, old school and retro, and many more.
EVM 3402 Creating Your Digital Presence (1 Credit)
Creating awareness of your new business venture is one of the most important tasks in the early stages of building your business. Creating awareness by driving traffic through and to your digital presence is essential. To help you as you embark on an entrepreneurial effort, this courses focuses on building an integrated digital presence with a website, Facebook Business Page, Twitter account, Pinterest account, and an Instagram account.
EVM 3404 Primary Research (1 Credit)
To be successful in your business venture, you need to make data-driven decisions. Much of that data can come from internal operations or perhaps secondary sources. But, to truly be successful, you need to gather, analyze, and make decisions based on primary research data from your external market. In this course, you’ll learn the basic tenets of performing primary research activities including defining your market segment, building a primary research instrument, gathering data using a primary research instrument, analyzing the data, and making recommendations.
EVM 3407 The Perfect Pitch (1 Credit)
Essential to most new business ventures is the ability to raise capital, most notably from angel investors and venture capitalists (VCs). Raising capital starts with the “pitch,” a presentation that is exciting, informative, realistic, and addresses what funds are needed, how they will be used, and how the investor will financially benefit from providing the funds. This course will help you learn how to create the perfect pitch for your new business venture. We will review both successful and unsuccessful pitch presentations.
This Sprint has asynchronous work that is available 2-weeks prior to the in-person class. The asynchronous work, up to 40% of the total work for the class, is required to be completed prior to the in-person class. There is a post class project that is due two weeks after the in-person class.
EVM 3408 Accounting For Entrepreneurs (1 Credit)
Accounting is an activity in any business that measures, processes, and communicates financial information and transactions. This vitally important activity will help you track your expenses, recognize your revenue, and in general keep an accurate and detailed view of the financial strength of your business. In this class, you’ll learn how to process operating expense transactions (e.g., advertising and payroll expenses) and revenue transactions (both actual sales and sales on credit). You’ll also learn how to appropriately handle the depreciation of long-term assets like vehicles and buildings. Finally, you’ll learn how all of these transactions enable you to build a balance sheet for your new business venture.
EVM 3409 Financial Statements For Entrepreneurs (1 Credit)
Of the four major financial statements, the most important to a new business venture are the balance sheet, the income statement, and the statement of cash flows. Knowing how to build and interpret these are critical to your success during not only the early stages of spinning up your business but throughout the lifetime of your business. In this class, based on a wide variety of financial transactions, you will learn how to build and interpret an income statement and a statement of cash flows. (It is assumed that you already know how to build and interpret a balance sheet.) You’ll also learn how to build a proforma income statement and statement of cash flows, based on the financial projections of your new business venture.
EVM 3413 Design Thinking (1 Credit)
Design Thinking is a creative problem solving process that builds your ability to first see and then solve human-centered opportunities. It starts with empathically looking at frustrations inside and around your organization, then moves through a variety of brainstorming sessions to build customer centric solutions. Design Thinking is a wonderful tool to help you monetize the human capital in your organization. Once we know the process, we will ask students to bring real challenges into the classroom where we will use Design Thinking to build potential new products, services and solutions.
EVM 3414 Market Discovery and Product-Market Fit (1 Credit)
Market discovery is about identifying demand for ideas and innovations. Students will discover that some markets have already been established and others have yet to be created. Product market fit takes time. At first new ideas and innovations may not fit an existing market, requiring a new market to be developed.
We’ll study example companies in a wide variety of industries that over time found the correct product market fit. Students in this Sprint will learn methodologies to find and assess product market fit for new ideas and innovations.
This Sprint has asynchronous work that is available 2-weeks prior to the in-person class. The asynchronous work, up to 40% of the total work for the class, is required to be completed prior to the in-person class. There is a post class project that is due two weeks after the in-person class.
EVM 3417 Branding and Messaging (1 Credit)
Branding is an essential element for any startup. Your brand is created by you and grows as your business grows. It’s more than a logo, colors, and fonts contained in a style guide. It’s the experience that you create for your customers. It’s something your business should aspire to. Something memorable. And as you work though this course, you will get an understanding of what it takes to build the brand for your business.
EVM 3421 Intellectual Property Issues for Startup Businesses (1 Credit)
All businesses have assets, both tangible and intangible, and these assets must be managed, nurtured, accounted for, and protected. Among the most important of those assets today fall in the realm of intellectual property (IP) and are protected through mechanisms such as copyrights, trademarks, and patents. As a business owner, you must be aggressive and vigilant in ensuring that your most important IP assets are protected, as they are an important part of your brand portfolio. This class will introduce you to the role of copyrights, trademarks, and patents as tools for protecting your intellectual property. In doing so, you will learn about your rights as an IP owner and – equally as important – your responsibilities for not infringing on the IP assets of other organizations.
EVM 3422 Startup Legal Issues (1 Credit)
Starting a business involves a host of activities, from product/service development, to marketing, to sales and service. At the foundation of all of these activities are legal considerations. Legal considerations for startup businesses range from establishing a form of business operation, to registering with the government and obtaining the appropriate licenses, to filing sales taxes, to the management of employees (hiring, contracts, etc.), and a host of other essential activities. To get your business off “on the right foot,” this course introduces you to the legal considerations that are vitally important to your success.
EVM 3425 Rapid Prototyping - 3D Printing and Laser Engraving (1 Credit)
The purpose of this course is to empower students to more effectively develop their creative and entrepreneurial capacities utilizing the tools of rapid prototyping. Students will identify appropriate rapid prototyping technologies to apply to unique situations. Curriculum over the course of the day progressively builds by presenting more challenging problems. At the conclusion of the course, students will be able to turn ideas into solutions that add value to a product, process, or service.
EVM 3428 Developing a WordPress Website (1 Credit)
What is WordPress? What is a CMS? What is Open Source? Is it a concept or a nifty term? If you are starting a new business or thinking about starting a new business you need to understand the available technologies and tools to build and manage a website. Where do I host the website? How do I create and update the website? What tools are available? These are just a few questions we will answer in the WordPress Grind. The WordPress Grind has been designed from a beginner’s perspective. The goal is to provide a step-by-step tutorial for creating and publishing a WordPress website. The class will cover the conceptual framework of Open Source and Content Management Systems (CMS) and lead into the fundamentals and tools required to build and manage a WordPress website. At the conclusion of this grind, you will be able to develop, publish, and manage you own WordPress website.
EVM 3431 Emotionally Effective Leader (1 Credit)
Did you know emotional and social skills are four times more important than IQ when considering success and prestige in professional settings? Emotional Intelligence (EI) can be confusing. What does it mean? Is it fluffy stuff or something really tangible? Now more than ever, employers and clients are seeking leaders who display emotionally intelligent thinking, decision making and actions. How do you know if you meet those requirements? Up until recently, EI was a “gut assessment” of someone’s ability to control their emotions or care about someone or something. Now, we have a valid and reliable way of understanding our emotional intelligence and that of others. We can even measure the EI of teams! It turns out EI is quite complex. Research has distinguished 12 components of EI including: self regard, self actualization, self awareness, emotional expression, assertiveness, independence, interpersonal relationships, empathy, social responsibility, problem solving, reality testing, impulse control, flexibility, stress tolerance and optimism. Want to know how you score in these areas?
EI is a “talent” that, unlike IQ, can be learned and improved throughout one’s life. In the Emotionally Effective Leader Grind, you will have the opportunity to assess your own EI through a valid and reliable EI talent assessment. Revealing your strengths and weaknesses, you will learn how to build your own EI and maximize the magnitude of your impact within the organizations or teams you lead.
EVM 3436 High Performing Teams (1 Credit)
Success in any business venture is often predicated on the strength of collaboration in and between high performing teams. But teams also come with their own unique set of challenges that can often hinder group productivity and cause friction, such as interpersonal issues, ambiguous goals and objectives, and competing agendas. There are techniques that team and group leaders can use to alleviate those challenges in the current era of volatility, uncertainty, complexity, and ambiguity.
The High Performing Teams class is for students who are eager to build their capacity to connect as leaders more effectively and learn to leverage psychological safety to create cultures of connection where risk-taking leads to team success. Together we’ll explore how you can implement the latest trends in remote and hybrid team management in a post-COVID era as well as how to incorporate the principles of diversity, equity and inclusion (DEI) to improve team performance and cohesion.
This Sprint has asynchronous work that is available 2-weeks prior to the in-person class. The asynchronous work, up to 40% of the total work for the class, is required to be completed prior to the in-person class. There is a post class project that is due two weeks after the in-person class.
EVM 3437 The Art of Branding: Design Tactics for Entrepreneurs (1 Credit)
Join us on a journey of crafting compelling brands through a practical approach to design and strategy. This course immerses students in the brand design process, analyzing both successful and unsuccessful brand campaigns to extract valuable insights. By refining their aesthetic sensibilities, students will become adept at creating captivating designs. Leveraging cutting-edge digital technologies, students will master the creation of a brand style guide. In the final project, students will showcase their skills by developing a captivating style guide for a new or existing business, strategically positioning it in the market. This Sprint has asynchronous work that is available 2-weeks prior to the in-person class. The asynchronous work, up to 40% of the total work for the class, is required to be completed prior to the in-person class. There is a post class project that is due two weeks after the in-person class.
EVM 3438 How to Identify, Evaluate & Beat Your Competition (1 Credit)
Every business has competitors, from large corporations, “main street” businesses, start-ups… they all compete for customers and market-share. Even The University of Denver competes for students. Leave The Competition Behind is for people who like to win and don’t like to lose. In this class, you will study strategic frameworks and tools that you can use to identify, understand, and dissect your competitors, the levers that you can pull to beat them (like price, quality, service). We will identify and discuss front-line tactics you can use to outwork your competition. We will explore and discuss real life cases and personal stories from various industries to illustrate the key concepts used by professionals in competitive analysis and strategy. You will apply these concepts during the breakout sessions where we will take on the Media & Entertainment industry.
EVM 3440 How to Effectively Negotiate in Business (1 Credit)
Every day, and sometimes multiple times a day, we persuade and negotiate with people such as funders, classmates, friends, family members, potential employers, merchants, and coworkers. However, most of us know little about what it takes to be effective negotiators. This class teaches you proven methods to support your desire to reach principled agreements by broadening your basic negotiation skills. We will learn theory-driven negotiation skills, engage in simulated negotiations, and make concrete plans to conduct a future negotiation. This Sprint has asynchronous work that is available 2-weeks prior to the in-person class. The asynchronous work, up to 40% of the total work for the class, is required to be completed prior to the in-person class meeting. There is a project that is due two weeks after the in-person class meeting.
EVM 3441 How To Create A Business Startup Budget & Forecast (1 Credit)
For many people creating and evaluating business budgets and forecasts is intimidating. This applied course is designed to demystify the subject as students study, create, and evaluate budgets and forecasts. This course will provide students tools as they create an entrepreneurial budget and forecast. In addition, you will learn about metrics that entrepreneurs, investors, and banks use to evaluate these financial materials. Along the way we will consider budgets for different types of businesses, including B2B, B2C, products, subscriptions, and services. We will cover budget topics such as unit economics, breakeven, margin analysis, customer acquisition cost, and marketing efficiency plus forecast topics like burn rates, scaling, margin creep, and north star metrics. Plus, we will touch on the basics of valuation and how budget materials relate to valuation.
MFJS 2000 Introduction to Film Criticism (4 Credits)
Theories and methods of social, cultural and aesthetic criticism of film; emphasis on critical writing. Laboratory fee required. This course counts toward the Analytical Inquiry: Society and Culture requirement.
MFJS 2001 Producing Video for Social Media (4 Credits)
This course covers the basics in video production and video storytelling for all undergraduate students at the University of Denver who are interested in YouTube and other social media video content creation. Students will maximize their video storytelling abilities, producing storytelling content that can be shared across multiple social media platforms using mobile phones or equivalent basic consumer equipment. Learning takes place within justice, equity, diversity, inclusion and internationalization frameworks consistent with department, College, and University expectations. The course fulfills requirements within several MFJS majors and the MFJS minor and serves as a university elective.
MFJS 3215 Introduction to Filmmaking (4 Credits)
This course is designed to provide students with a basic understanding of television and film production with a focus on the complete production process: pre-production (planning), production (lighting, shooting and sound gathering) and post-production (editing). At the completion of this course, students will have a basic understanding of the process involved in producing a field-based production, the skills necessary to complete it and, most importantly, the critical understanding behind all decisions. Because people are the most important part of any production, emphasis will be placed on students’ ability to work effectively with production team members. Laboratory fee required. Prerequisite: MFJS 2000. Restricted to FILM and MDST majors.
MFJS 3224 Cinematography (4 Credits)
This course focuses on the visual aspects of telling a cinematic story. Students develop an understanding of advanced lighting concepts, lenses, grip equipment, and color science. The class emphasizes visual storytelling, using lighting, art design and camera movement to develop character and theme. Lab fee required. Prerequisite: MFJS 2000 and MFJS 3215.
MUAC 2067 Audio Practicum (1-4 Credits)
Clinical training in audio recording and sound reinforcement for bachelor of music audio production concentration majors.
THEA 1600 Stagecraft for Theatre (4 Credits)
Stagecraft introduces students to the basic skills that allow us to realize the art of Theatre. Students will have the chance to learn construction, craft and design skills in the scenic and costume areas that can be applied in advanced Theatre classes, and in everyday life. Theatre technicians and artisans need breadth and problem-solving skills with a wide range of techniques and materials, and an awareness of the performance from all aspects. Having technical awareness makes all students better at what they do. 1. Learn through doing: experience the work of the theatre technician through complex hands-on projects in which the students have opportunities to work as craftsman and artist. 2. Learn and use the fundamental vocabulary and tools of design, as they apply to theatre production 3. Learn about -and experience creating- following the process that theatre technicians use to create multi-phase artistic projects. 4. Be introduced to the intersection of theatre design and theatre production as we practice it today in the profession- personnel, practices, the collaborative nature of the art form and our industry. 5. Students will learn safety practices, including personal protection equipment, fire code, safe tool handling, and environmental health and safety practices for the beginning artist. 6. Students will learn to use power tools, including saws, sanders, pneumatic tools and hand tools. 7. Students will learn techniques for hand and machine sewing. 8. Students will learn to select materials and techniques to build projects. 9. Students will plan a project from idea to scaled drawing to realizing the project using power and hand tools. 10. Students will learn painting techniques, and plan and execute a multi-step painted surface. This course counts toward the Analytical Inquiry: Society and Culture requirement.
THEA 2880 Scene Design I (4 Credits)
Exploration of methods, techniques and procedures involved in transforming scenic concepts into actual practice. This course counts toward the Analytical Inquiry: Society and Culture requirement.
THEA 2881 Lighting Design I (4 Credits)
Exploration of methods, techniques and procedures involved in transforming lighting concepts into actual practice. This course counts toward the Analytical Inquiry: Society and Culture requirement.
THEA 2882 Costume Design I (4 Credits)
The process of Costume Design for live performance will be explored as a unique form of artistic expression and as a collaborative process. Through a series of reading, writing, and drawing exercises as well larger multi-step design projects, students will experience the process and begin developing the skills necessary to: - read and see plays (and dance, opera, and film) as costume designers do - respond to, explore, and develop design ideas using the media, tools and techniques of costume designers - present design concepts using the graphic style(s) and language of the industry - appreciate the professional theatrical production process There will be particular emphasis on understanding and analyzing dramatic texts and interpreting characters visually in a 2D format. We will be exploring the elements and principles of design as they relate to dressing performers for the live stage. This will include an introduction to textiles and will concern itself with many production concerns, but it should be noted that this is not a sewing/construction class. The student will acquire foundational criteria for effectively processing, evaluating, and articulating their reactions to - and opinions of - theatre design and how costume affects the performance experience as a whole. The collaborative nature of performance design is a common thread running through this seminar in theatre design practice – effective teamwork and large group discussion skills are important.
THEA 2883 Sound Design I (4 Credits)
Exploring methods, techniques and procedures involved in transforming sound effects/sound design into actual practice.