COURSE SYLLABUS  (contact for syllabus)

Students use advanced processing tools to experiment and generate interactive pieces, art robots, and works that respond to stimuli. This studio class is designed to introduce students to non-screen based digital art that exists in real space. This course is for students interested in installation, sculpture, performance, robotics, and electronics in art. It is open to students from all Meadows disciplines.




COURSE SYLLABUS  (contact for syllabus)

An introduction to 3D modeling as a place to explore computational sculpting methods, the building of 3D environments, and basic rigging and building techniques for students specifically interested in sculpture, design, architecture, computer science, and biovisualization. Students learn to utilize the sophisticated 3D software to model objects, environments, apply surface texturing, lighting, rapid prototyping, rigging, and rendering. Through lectures, field trips, various in class studio time, and assignments, students develop a multi disciplinary skill set that can be used for various facets of innovative content creation to suit a wide range of student interests. This course focuses on modeling and physical object output using 3D software and rapid prototype production using a 3D printer.




COURSE SYLLABUS  (contact for syllabus)

Our experience and understanding of space is tied to the fact that we ourselves occupy space and invest various kinds of spaces with meaning. Our expression of spaces through art may include a range of media and situations, from sculpted forms, constructions, architecture, and installations to two-dimensional renderings and virtual representations of space. In this course, the student will explore this multivalent conception of space and understand how our embodied conception of the world is made manifest through visual art.




COURSE SYLLABUS  (contact for syllabus)

Seeing is not as simple as it looks. What people see, how they see, and how and why they chose to represent their experience of the world in a particular form and through a particular medium are fundamental questions for the artist. Students experiment with various media while exploring the history, theory, and application of these resources of representation in visual art; they learn the differences among looking, scanning, and seeing; and they encounter a range of resources, from theories of perspective in drawing and painting through 3-D modeling and digital simulations of reality.




COURSE SYLLABUS  (contact for syllabus)

A combined seminar and studio course introducing artists and collaborative groups working with nature, science, and alternative organic methods as material to produce sculpture, installations, and performance based work. Students explore nature as material and research based art practices that engage in biology, the environment, genetics, technoscience, and the use and collaboration with plants and animals, organic, and synthetically ‘organic’ materials. Activities include visits to various laboratories and exhibitions as well as lectures from visiting guest speakers.




COURSE SYLLABUS  (contact for syllabus)

An introduction to wearable art and wearable-based performance art through survey lectures, video documentation, reading, technical instruction, and off campus research trips. Students specifically explore the intersection of material, interactivity, technology, the body (both human and non-human), and the conceptual potentials within the context of wearable art. Includes introductions to introductory level programming through both the Lilypad and Arduino micro controllers as well as basic electronics. Students produce their own wearable prototypes both individually and collaboratively working up to one final completed piece.

Examples Coming Soon




COURSE SYLLABUS  (contact for syllabus)

Provides an opportunity to understand and master the craft of video production in the context of art. Using Final Cut Pro and higher-end cameras with full manual controls, students experiment with the many ways to generate moving images. Covers methods and concepts derived from film and video: point of view, shot composition, spatial and time continuity, lighting, and superimposition. The course encourages the comparison of narrative and non-narrative formal systems. Also, the most important practitioners of video as art and the intersection of video with film, theatre, installation art, and architecture.

Examples Coming Soon


[ ART && CODE ]



Explores computation as a powerful generative medium. Working with the open-source processing development environment and Java programming language, students learn the fundamentals of creative coding and computational thinking, including object-oriented programming. Hands-on topics include algorithmic drawing, procedural imaging, 2-D and 3-D animation, visualization, interactivity, and gaming.

Examples Coming Soon




COURSE SYLLABUS  (contact for syllabus)

Introduces advanced creative coding principles using the C++ programming language and OpenGL and openFrameworks graphics libraries. Students learn how to design software systems for real-time performance, 3-D virtual environments, interactive applications, mobile games, and augmented installations. Prerequisite: ASIM 1310, or CSE 1341, or permission of instructor.

Examples Coming Soon


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COURSE SYLLABUS  (contact for syllabus)

Introduces the fundamentals of graphical programming using the graphical programming languages PD/Gem and MaxMsp/Jitter. Students explore object oriented programming software to explore sound and video and strategies for creating generative creative art while connecting computation to the physical world. This course explores the ways in which data from external input sources can be used to create interactive projects, algorithmic compositions, screen-based work, installations, and objects and experiences in real space.

Examples Coming Soon



The term “New Media” covers a wide variety of various forms of sculpture, performance, installation, and wearable artworks. In this class, 6th-8th grade students will access electronic art through the medium of basic electronics to make their own responsive new media sound projects, art making devices (drawing machines), and light sculptures. Students will create drawing devices, electronic sculptures, responsive sound objects, and collaborative interactive installations. Students will gain an understanding of artists working in this medium and will produce their own electronically based artworks both individually and working in groups. The goals of this course are to introduce students to basic principals of interactive art and new electronic materials that can be used in art making. No experience with electronics needed and all skill levels are welcome.


As the lead curriculum developer, series of courses functioned as a 4 month series of individualized camps that were taught at the Adler Planetarium. In coordination with the Senior STEM Educator, these courses entail developing robotic systems using the LEGO NXT system that revolve around Math, Science, Technology, and Engineering in within a curriculum that explores outer space and space technologies.


American Robotics Academy offered K-12 Students after school experience in building robots using the lego NXT robotics platforms.