Focus Electives are hands-on, project based courses that develop technical, conceptual and creative skill-sets.
Students in the BS-TAM program are required to complete a total of 18 credit hours, including 12 credits of upper division coursework, as Focus electives. These 18 credits are to be selected from the list of accepted courses found below. Students may also contact the TAM Academic Advisor to request consideration of additional courses to be accepted as Critical Perspectives in Technology elective classes.
*Students in the MTAM program are required to take 3000 - 4000 level course to meet their elective requirement and students in the CTAM program are required to take 2000 - 4000 level course to meet their elective requirement, the courses listed below are accepted.
Provides a comprehensive survey of the ideas, events, and individuals that determined the design of information, objects, culture, and commerce across societies. Students will examine the social, political and cultural contexts that have shaped media design and the ideologies and relationships of similar movements in art and architecture.
Explores how to create and produce effective and engaging designs for dynamic information across a variety of screens while maintaining brand identity. Extending the design principles learned in previous classes, the student will concept for user interfaces (UI) and navigational frameworks that optimize usability, accessibility.
Gives students an opportunity to develop an extensive body of work. Students create integrated campaigns, which include print, digital and guerilla ideas. Final portfolios are critiqued by both faculty and outside reviewers. Instructor consent required.
Introduces engineering drawing including sections and dimensioning, print readings, computer 3D, and building information modeling (BIM).
Introduces the basic properties of metal, wood and mold making. Students will explore and demonstrate an understanding of basic fabrication methods involved in each element. Students will investigate both traditional and non-traditional working methods and will consider how materials and techniques inform sculptural concepts.
Primarily focuses upon personal imagery as a live situation occurring in either an invented constructed reality or real environment. Work may be individual or group configuration, and may also take on the visual linguistic form of a solo performance or of a multimedia presentation. Prereqs., ARTS 1010, ARTS 1020 and ARTH 1300 or ARTH 1400.
Offers studio experience using personal computer in the generation and processing of imagery in the visual arts. Same as ARTS 5126.
Investigates the use of digital art in various contexts including digital narrative, web publishing, Internet art, multimedia performance, animation, conceptual art, information art, sound art, language art, and network installations. May be repeated up to 9 total credit hours. Same as ARTS 5176.
Offers an in-depth exploration of digital imaging in the context of the history, aesthetics, and tradition of photography as contemporary art. Emphasis is on digital manipulation, output, and individual growth and development. Same as ARTS 5196.
Explores advanced techniques and concepts of digital image-making. Emphasizes the creative application of computer imaging in the production of visual art through individual projects. Same as ARTS 5226.
Continuation of electronic arts survey. Explores the development of video as an art form. Prerequisite for further studies in video production. Same as ARTS 5236.
Presents a studio course on basic single camera video production strategies and Presents a studio course on basic single camera video production strategies and concepts. Through class screenings, projects, demonstrations, discussions, and readings, students gain an introductory familiarity with camera, lighting, sound, editing and the organization and planning involved in a video project. Explores a basic theoretical understanding of video as an art form and its relationship to television, film, art, history, culture. Same as ARTS 5246 and FILM 4240.
Continuation of beginning video production. Extends the knowledge of single camera video production strategies and concepts. Expands the concept of montage (editing) and strategies to develop a video project through class screenings, projects, discussions, and readings. Furthers theoretical understanding of video as an art form. Same as ARTS 5346 and FILM 4340.
Continuation of intermediate video production. Explores advanced technical skills to control the quality of the video image in production, postproduction, and distribution. Emphasizes self-motivated independent projects, conceptual realization of advanced student work and basic working knowledge of distribution and life as a media artist. Promotes further theoretical understanding of video as an art form. May be repeated up to 9 total credit hours. Same as ARTS 5446 & FILM 4440.
An animation-based projects course that advances student understanding of motion design in today's culture. Through active production and critical analysis, students will create new media projects and critically examine the history, social implications, and impacts of these forms of mass media. Prereq., ATLS 3010.
Supports students in developing professional skills and practices in human computer interaction, design of interactive systems, computer supported cooperative work, computer supported collaborative learning, educational technology, tools that support creativity, user-developed knowledge collections, and gaming. May be repeated up to 10 total credit hours. Same as CSCI 3112.
Net-based projects course that provides TAM students with the opportunity to be absorbed into our internet culture. Explore and discuss the past, present, and the future of the Web. Looks at how different cultures are using the internet and how to sift filter and authenticate in order to become information consumers with only a slight case of information anxiety. Through project work and active participation, students will create conceptual net art sites that will serve as their on-line "presence" on the World Wide Web. Explore the information landscape, understand the digital landfill, and contribute to both. Prereq., ATLS 3010.
Allows undergraduate students to work on collaborative projects with faculty and with external organizations under faculty supervision. The course will focus on teamwork, conceptual planning, technical design and development, and working within real-world client environments. Critical skills include project research, planning, design, development, trouble-shooting, and presentation. Prereqs., ATLS 2000, ATLS 3010, or instructor consent. Recommended prereq., ATLS 3020. May be repeated up to 6 total hours.
Introduces students to game design, development, history, theory and culture through readings, discussion, game analysis and the iterative design process of non-digital games. Same as ATLS 5040.
Provides a comprehensive overview of developing mobile applications using a range of technologies including software developers' kits, object-oriented programming, and human interface design principles. Students incorporate leading edge technologies with their own academic pursuits and personal interests to develop mobile applications. This course also explores the social and cultural effects of app and mobile-based computing. Same as ATLS 5120.
This course is an advanced investigation of typography for visual communication and expression. Emphasis is placed on the analysis of meaning as conveyed through materials, technology, and design. Projects are experimental and are designed to challenge you to expand your understanding of the function of typography in communication, design, art, and culture. Same as ATLS 5130.
Builds on concepts and processes learned in ATLS 4040/5040. Reinforces game design principles through analysis and discussion of digital games, and introduces students to key practices in the development of digital game experiences, including game flow, mechanics, 2D and 3D graphics, and artificial intelligence. Same as ATLS 5140.
Provides students with a comprehensive survey of technologies used today in the collection, storage, processing, analytics and display of big data. The course focuses on cultivating real world skills with students working on semester long projects to execute on a group project. Same as ATLS 5214.
Explores advanced topics in mobile application design and development, including examining different approaches to information design and the various user interaction models associated with them. Understanding how data is structured, accessed, stored and flows through apps is a core theme of the course. Explores the interaction with external data sources and storage models. Same as ATLS 5320.
Develops a firm understanding of the general principles of computer animation. Lectures cover the creation of models, materials, textures, surfaces, and lighting. Path and key frame animation, particle dynamics, and rendering are introduced. Students are assigned a number of animation tutorials to carry out. Same as CSCI 4809.
Teaches cutting-edge tools and approaches to the analysis of data, including "big data" for effective decision-making. The class creates data connoisseurs through hands-on exposure to exploratory and predictive analytics. Application areas covered include Web Marketing, the Internet of Things, Biometric Monitoring, as well as data integration and analysis for online marketing, human resources and operations. Formerly MGMT 3200.
Covers ERP (enterprise resource planning) technologies which facilitate business processes within firms in three modules. The first will involve understanding the basics of technologies in organization. The second module will introduce OpenERP, an open-source ERP system for small/medium sized businesses. The final module is an introduction to SAP, the most widely used ERP system for large organizations. Formerly MGMT 4220.
Training in narrow topics of media practices.
Investigates documentary cinema and media practices through class discussions, research papers, hands on exercises and the screenings. The course cross-references documentary photography and moving-image documentary in the production of short digital projects. We will likewise explore the distinctive contributions of digital technologies to documentary image making.
Explores the aesthetics of sound through the study of sound art and sound culture. Reading and discussion covers theories, technologies, and histories that drive the medium. Students apply concepts by designing and building their own soundscapes. Classes will be organized around hands-on activities, lecture, and discussion of readings. Instructor consent required.
Surveys the various tools and techniques in the field of music technology. Topics include an introduction to basic synthesis, digital signal processing, MIDI and audio sequencing, music notation and a historical perspective on electronic music. Department consent required.
Covers how programs are represented and executed by modern computers, including low-level machine representations of programs and data, an understanding of how computer components and the memory hierarchy influence performance.
Introduces the practice and research of human-centered computing, including the evolution of human-computer interaction to its forms today and the techniques of user-centered design. The course will survey topics that include social computing; tangible computing; mobility; and more. It will cover computing in society at large with respect to domains such as health, education, assistive technology, emergency response, and environment.
Introduces students to the tools methods and theory behind extracting insights from data. Covers algorithms of cleaning and munging data, probability theory and common distributions, statistical simulation, drawing inferences from data, and basic statistical modeling.
Covers the fundamentals of algorithms and various algorithmic strategies, including time and space complexity, sorting algorithms, recurrence relations, divide and conquer algorithms, greedy algorithms, dynamic programming, linear programming, graph algorithms, problems in P and NP, and approximation algorithms.
Supports students in developing professional skills and practices in human-computer interaction, design of interactive systems, computer supported cooperative work, computer supported collaborative learning, educational technology, tools that support creativity, user-developed knowledge collections, and gaming. May be repeated up to 3 total credit hours. Same as ATLS 3112.
Study fundamental concepts on which programming of languages are based, and execution models supporting them. Topics include values, variables, bindings, type systems, control structures, exceptions, concurrency, and modularity. Learn how to select a language and to adapt to a new language.
Surveys artificial intelligence techniques of search, knowledge representation and reasoning, probabilistic inference, machine learning, and natural language processing. Introduces artificial intelligence programming.
Analyzes design of data systems, including data stored in file systems, database management systems and physical data organizations. Studies calculus of data models, query languages, concurrency and data privacy and security.
Introduces students to fundamental concepts in autonomous, mobile robotics: mechanisms, locomotion, kinematics, control, perception and planning. The course consists of lectures and lab sessions that are geared toward developing a complex robot controller in a realistic, physics-based multi-robot simulator. Same as ECEN 3303.
Covers tools and practices for software development with a strong focus on best practices used in industry and professional development, such as agile methodologies, pair-programming and test-driven design. Students develop web services and applications while learning these methods and tools.
Second course in artificial intelligence. Topics may vary, but typically cover neural networks, natural language processing, and artificial life.
Studies design, analysis, and implementation of computer graphics techniques. Topics include interactive techniques, 2D and 3D viewing, clipping, segmentation, translation, rotation, and projection. Also involves removal of hidden edges, shading, and color. Knowledge of basic linear algebra is required. Same as CSCI 5229.
Studies design, analysis and implementation of advanced computer graphics techniques. Topics include shaders, using the GPU for high performance computing, graphics programming on embedded devices such as mobile phones; advanced graphics techniques such as ray tracing. Same as CSCI 5239.
Exposes students to current research topics in the field of robotics and provides hands-on experience in solving a grand challenge program. Same as CSCI 5302.
Develops a firm understanding of the general principles of computer animation. Lectures cover the creation of models, materials, textures, surfaces, and lighting. Path and key frame animation, particle dynamics, and rendering are introduced. Students are assigned a number of animation tutorials to carry out. Same as ATLS 4809.
Introduces linear circuit analysis and design, including OP-Amps. Presents DC networks, including node and mesh analysis with controlled sources. Analysis of RL and RC circuits for both transient and sinusoidal steady-state responses using phasors. Recommended prereq of ECEN 1310 or CSCI 1300.
Covers the design and applications of digital logic circuits, including both combinational and sequential logic circuits. Introduces hardware descriptive language, simulating and synthesis software, and programming of field programmable arrays (FPGAs).
Explores fundamental principles behind the operation of a radio, including a practical introduction to circuit elements. The course covers the components and operation of a radio (transmitter and receiver) with simple signals. Students learn through demos the practical basic properties of all needed components with an introduction to principles of operation.
Covers analysis of electrical circuits by use of Ohm's law, network reduction, node and loop analysis, Thevenin's and Norton's theorems, DC and AC signals, transient response of simple circuits, transfer functions, basic diode and transistor circuits, and operational amplifiers. Includes introductory digital electronics and microprocessors/microcontrollers. Same as MCEN 3017.
For students not majoring in electrical engineering. Covers analysis of electric circuits by use of Ohm's law; network reduction; superposition; node analysis; Thevenin's and Norton's theorems; sinusoidal signals; phasors; power in AC circuits; transient response, operation of simple circuits; rectifiers; transformers; 3-phase circuits; motors and generators. Same as GEEN 3854.
Explores how computers and programmable hardware in general are used to implement digital systems by looking at the capabilities of central processing units, the use and control of various input/output (I/O) devices, memory organization, and concurrency management. Topics include computer architecture, instruction sets, I/O device programming, interrupts, data transfer mechanisms, semaphores, and memory management.
Introduces the use of computers in design fields, including applications for word-processing, desktop publishing, graphic creation, and Cad-style design. Aims to provide basic general skills in computer use that are transferable to other computer applications.
Focuses on construction and use of computer-based information systems to represent and manipulate geographic data. Emphasizes the recording, mapping, and transforming of data for analysis and use by planners.
Introduces students to the technical and practical aspects of making photographic images: the workings of the camera and lens, principles of depth of field, black and white film processing, printing, and basic darkroom procedures. Open to nonmajors on a space available basis.
Surveys existing and emerging computer methods used in the environmental design professions, with an introduction to computer programming. Open to nonmajors with instructor consent.
Explores principles and uses of computer graphics in design. Topics include creation and modification of complex two- and three-dimensional objects; orthographic and perspective views; use of color; input using mouse and digitizer; output using screen, plotter, matrix printer, and slides; automated aids for form generation and manipulation; and analysis of current and future trends of computer usage for design. Prereq., ENVD 1052 and 1102. Restricted to ENVD students.
Provides an introductory computer programming course designed to teach the capabilities of a computer in providing graphic representations of environments, including building. Open to non-majors.
Introductory course creating interactive web sites. Covers use of Hypertext Markup Language (HTML) and Flash to create linked pages containing text, images animations, menus, and buttons. Covers principles of site navigation, page layout, and graphic design for designers and planners. Credit not granted for this course and ENVD 2352. Restricted to ENVD students.
Focuses on working with a variety of alternative photographic processes intended to give students an array of photographic techniques to incorporate into studio course presentations and portfolio work. Processes include hand-applied color to black and white images, using two or more negatives to produce black and white combination prints, shooting color slides to produce graphic arts, high-contrast black and white prints, and documentary photography of Colorado architecture and urban landscapes using color slide film. Students must provide their own 35mm SLR camera. Prereq., ENVD 3022 or ARTS 2191.
We generate multimodal compositions on the subject of climate change and engage with various dimensions of issues associated with sustainability. We work to deepen our understanding of how issues associated with climate change are or can be communicated, by analyzing previously created expressions from a variety of media (interactive theatre, film, fine art, television programming, blogs, performance art, for example) and then be creating our own work.
Introduces students to basic image making technology, aesthetics and methods. Fundamentals of film/video production in Super 8mm film, Digital ProRes 422 and other analog and digital image making, editing and management formats. May emphasize personal, experimental or narrative approaches with individual exercises, according to instructor. Basic competencies include composition, lighting, basic audio, basic editing, studio critique, file management, web upload, etc.
Provides students with artistic foundational hands-on experience in integrated use of media software in both the PC and MAC creative imaging making digital working environments. Includes fundamentals in general computer maintenance, creative and practical audio editing, image management and manipulaiton, and creative moving image practice. Restricted to FILM majors.
Includes analysis of independent and experimental animation and an introduction to various animation techniques (object, line, collage, sand or paint on glass, Xerox, cameraless, pixellation, etc.). Students produce exercise films and a final film exploring these techniques. Prereq., FILM 2000 or 2300. Recommended prereq., FILM 2500.
Studies and applies Pro Tools as a post-production audio toolbox. Applied techniques include recording, sound editing, field recording, foley, vocal recording and editing, plug-in generated sound creation, MIDI, basic scoring principles, audio sweetening, and audio mixing. Students will be required to complete regular editing assignments in addition to a final soundscape project. Prereqs., FILM 2000 or FILM 2300, FILM 2500, FILM 3400, FILM 3600.
Through projects, discussions, and screenings, this class explores the advanced practices and aesthetics of computer-based moving-image art editing. Topics include how to edit and manage a postproduction cycle, how to use digital editing systems and capabilities such as compositing, digital audio, and optical effects treatments. Prereqs., FILM 1502, FILM 2000 or FILM 2300, FILM 2500, FILM 3400 or FILM 3600, or instructor consent. Restricted to FMST majors.
Presents a studio course on basic single camera video production strategies and concepts. Through class screenings, projects, demonstrations, discussions, and readings, students gain an introductory familiarity with camera, lighting, sound, editing and the organization and planning involved in a video project. Explores a basic theoretical understanding of video as an art form and its relationship to television, film, art, history, culture. Same as ARTS 4246.
Continuation of beginning video production. Extends the knowledge of single camera video production strategies and concepts. Expands the concept of montage (editing) and strategies to develop a video project through class screenings, projects, discussions, and readings. Furthers theoretical understanding of video as an art form. Same as ARTS 4346.
Through projects, discussions, and screenings, this class explores the practices and aesthetics of computer-based moving-image art editing. Same as ARTF 5400. Formerly FILM 3600.
Explores creative approaches to single camera digital cinematography through short projects, discussions, and screenings. Relates creative photography and poetic approaches to the digital camera cinema. May be repeated up to 6 total credit hours. Prereqs., FILM 2000 or FILM 2300, FILM 2500, FILM 3400 or FILM 3600, or ARTS 4246 or ARTS 5346 or instructor consent.
Introduction to invention and product innovation with a hands-on approach. Students explore the invention process, hone their engineering design skills, and explore entrepreneurship (patenting, intellectual property, marketing, raising capital). Student teams design, create, and test a potentially commercial product, and exhibit at an end-of-semester design expo.
Introduction to the fundamentals of cartography - the science and art of map design. Emphasis on map projections, symbolization, and the design of maps with computers. Students produce series of thematic maps with modern computer-assisted techniques. Basic familiarity with computers strongly recommended. Restricted to JR/SR GEOG/ENVS majors.
Introduces principles of computational thinking through the manipulation, transformation and creation of media artifacts, such as images, animations, sounds, web pages, data visualizations and games. Students will be exposed to a high-level overview of how algorithms, functions and data structures are used in computer programming through a series of assignments that emphasize the use of computation as a means of creative expression.
Introduces the basic elements of visual communication. Covers the use of camera systems, digital imaging techniques and other aspects of photojournalism including law, ethics, history and critical decision making.
Explores the design, development and evaluation of information visualizations. Covers visual representations of data and provides hands-on experience with using and building exploratory tools and data narratives. Students create visualizations for a variety of domains and applications, working with stakeholders and their data. Covers interactive systems, user-centered and graphic design, perception, data storytelling and analysis, and insight generation. Programming knowledge is strongly encouraged. Same as INFO 5602.
Introduces the field of ubiquitous computing, including sensors, ambient displays, tangibles, mobility, location awareness and context awareness. These topics are explored from a user-centered design perspectives, focusing on how a situated models of computing affect requirements gathering, interaction design, prototyping and evaluation. Students gain mastery with contemporary "UbiComp" technologies and learn to incorporate them into a user-centered design process. Same as INFO 5611.
Advanced course intended to give students a forum in which technical skills will be brought to professional standards. Build a polished portfolio of work to present to editors and buyers. Same as JRNL 5102.
Designed to give advanced broadcast students the opportunity to create through research, writing, videotaping, and editing a long-form, nonfiction television program. Prereq., JOUR 3644.
Builds upon digital production skills through the creation of multimedia project. Applies media theory to evaluate digital media content and explore how digital forms influence the news industry, politics, culture, and society. Prereq., JOUR 3002. Same as JOUR 5562.
Emphasizes the advanced techniques in digital video camera usage and digital editing for professional broadcast video production. Same as JRNL 5684.
Introduces CAD software and relevant concepts, including orthographic projection, sections, engineering drawing, geometric dimensioning and tolerancing, and an introduction to manufacturing methods. Final design project involves rapid prototyping.
Introductory course covers analysis of electric circuits by use of Ohm's law, network reduction, node and loop analysis, Thevenin's and Norton's theorems, DC and AC signals, transient response of simple circuits, transfer functions, basic diode and transistor circuits, and operational amplifiers. Same as ECEN 3010.
Examines manufacturing processes for metals, polymers, and composites as well as manufacturing systems that integrate these processes. Lecture topics include forming, machining, joining, assembling, process integration, computer-aided manufacturing, and manufacturing system engineering.
Covers the what, why and how of major digital marketing approaches, including online listening and monitoring, search engine optimization, search ads, email marketing, and social media. Designed to launch students as digital marketing professionals and to provide experience with industry-relevant hands-on assignments and exercises.
Surveys the various tools and techniques in the field of music technology. Topics include an introduction to basic synthesis, digital signal processing, MIDI and audio sequencing, music notation and a historical perspective on electronic music.
Surveys the various tools and techniques in the field of music technology. Topics include an introduction to basic synthesis, digital signal processing, MIDI and audio sequencing, music notation and a historical perspective on electronic music. Same as MUSC 4081 and CMDP 3860.
Surveys the various tools and techniques in the field of music technology. Topics include an introduction to basic synthesis, digital signal processing, MIDI and audio sequencing, music notation and a historical perspective on electronic music. Same as MUEL 4081 and CMDP 3860.
Discover strategies and techniques for generating and manipulating sound at the computer. Student projects will include compositions, soundscapes, ambient environments, and soundtracks for multimedia. Available to students without prior experience with computer music or composition.
Introduces the craft of stage lighting design through experimental lighting labs, lecture/demos, hands-on production experience, and theoretical projects. Subject matter includes aesthetics of light, colortheory, lighting for performance, design graphics, and basic lighting technology.
Rhetorically informed introduction to technical writing that hones communication skills in the context of technical design activities. Treats design as a collaborative, user-oriented, problem-based activity, and technical communication as a rhetorically informed and persuasive design art. Taught as a writing workshop emphasizing critical thinking, revision, and oral presentation skills. Focuses on client-driven design projects and effective communication with multiple stakeholders. May be repeated up to 6 total credit hours. Restricted to JR/SR in engineering; architecture and planning; and the physical, earth, and life sciences. Approved for arts and sciences core curriculum: written communication.