Courses for Majors and Minors

Official course descriptions are available in the York University Undergraduate Calendar.

Computational Arts Courses

FA/DATT 1000 6.0 Introduction to Interactive Digital Media

Introduces programming environments designed for creative use, such as Max/MSP. These will be put in practice by students in developing their own projects. Emphasis on cultural analysis about the important role that computational media have in the arts, as well as integration of key ideas and methods from computer science.

Open to non-majors.

FA/DATT 1100 3.0 Fundamentals of Digital Media Studies

Offers students a survey of digital media through an investigation of historical and theoretical sources that explore the intersection of art and technology. Potential topics include cybernetics, artificial intelligence, human-computer interfaces, artScience, hypertext, net technologies, and the philosophy of science.

FA/DATT 2000 3.0 Introduction to Physical Computing I

Explores embodied approaches to combining hardware, software and materials to create art works. Students will be introduced to the world of physical computing: combining simple computers (e.g. Arduino), sensors, LEDs, motors etc. in physical forms.

Prerequisite: FA/DATT 1000 6.00 or permission of the course director.

FA/DATT 2010 3.0 Physical Computing II

Builds on the material covered in Introduction to Physical Computing to explore new forms of engagement and interaction in specific areas including: wearable computing, wired and wireless communication, and instrument creation. Students will develop a larger work for public presentation.

Prerequisite: FA/DATT 2000 3.00 or permission of the course director

FA/DATT 2050 3.0 Media Signal Processing

Introduces the concepts and techniques of digital signal processing and their application in both sound and image resulting in the development of works that are cross-modal hybrids between sound and image, such as found in the Visual Music aesthetic.

Prerequisites: FA/DATT 1000 6.00

FA/DATT 2100 3.0 Publishing in Digital Media

Introduces techniques and strategies for the documentation and dissemination of work in the digital age. Students will expand their skills in traditional and internet-based research in tandem with developing competence in the clear, concise communication of ideas through appropriate integration of text, visual, sonic and interactive components. Overview of tools such as image processing, web development, mobile content development, and content management systems.

FA/DATT 2300 3.0 Game Development I

Introduces the essential workflows and requisite knowledge for game development through the design and creation of game prototypes using a game engine. Provides an introductory hands-on approach to the study and practice of games, gamification, and game play and their use in various applications, including video games, simulations, serious gaming, and art making contexts. The course will take practical and theoretical approaches to game production in a variety of gaming contexts. Emphasis will be on implementation, using software tools and engines found in professional game development and in the making of technology-based art practice. While a large part of the focus of the course will be on standard game techniques as applied in gaming contexts, this course will also focus on the applications in non-gaming contexts, known as gamification. Gamification involves the larger implications of game techniques in a variety of fields including interactive art, multi-stakeholder engagement, serious gaming, learning, and other problem solving scenarios. This course will also explore new and cutting edge trends in gaming, such as in the areas of alt gaming, Not Games, and urban gaming where the potential and boundaries of games and game play are being challenged and tested.

Open to non-majors

FA/DATT 2301 3.0 Game History, Genre, and New Directions

Examines the development of computer and video games from an historical and genre perspective. Provides a foundation for thinking critically about the history of games and how they are situated in culture, including their practices of representation of women, racial minorities and others. Provides a broad study of games, gamification, and game play and their use in various applications, including video games, simulations, serious gaming, and art making contexts. The course considers implications of game techniques in a variety of fields including interactive art, multi-stakeholder engagement, serious gaming, learning, and other problem solving scenarios. It also explores new and cutting edge trends in gaming, such as in the areas of alt gaming, queer games, Not Games, and urban gaming where the potential and boundaries of games and game play are being challenged and tested.

Open to non-majors

FA/DATT 2500 3.0 Introduction to 3D Modelling

This course provides a foundation in 3D modelling using state of the art render time 3D modelling software such as Maya, Blender, and 3DS Max. The course will provide a survey of various modelling techniques and approaches with an emphasis on modelling used in 3D art, 3D animation and games. Topics include photorealistic rendering, scene building, character modelling, and the use of 3D graphics in simulation and visualization.

Open to non-majors

 FA/DATT 2501 3.0 Introduction to 3D Animation

This course provides a foundation in 3D animation using state of the art render time 3D modelling and animation software such as Maya, Blender, and 3DS Max. The course will provide a survey of various animation techniques and approaches with an emphasis on render time animation as it is used in 3D art, 3D animation, data visualization and games. Topics include, scene building, character animation, timeline based animation techniques, and the use of 3D graphics in simulation and visualization.

Prerequisite: DATT 2500 3.00, or by permission of the instructor.

FA/DATT 3930 3.0 Screen-Based Fluid Interfaces

Looks beyond the vocabulary of the point-and-click gesture to fluid mouse gestures in interactive new media art. Fluid mouse gestures, those that involve reacting to movement, provide a vast array of possibilities to generate complex meaning.

Prerequisite: FA/DATT 1000 6.00 or permission of the course director.

FA/DATT 3931 3.0 Interactive Installation and Performance I

Provides students with an opportunity to explore interactivity in public physical settings. Students create works where the performer and/or audience interact with media on the computer through means other than the keyboard and mouse.

Prerequisite: FA/DATT 1000 6.00 or permission of the instructor.

FA/DATT 3935 3.0 New Media Forms: The Database

Explores the database in new media art. Students will look at the database as a cultural object, evaluate art that uses databases, learn the mechanics of databases and create new media art that uses databases.

Prerequisite: FA/DATT 1000 6.00 or permission of course director.

FA/DATT 3938 3.0 Video in the Expanded Field

Explores video through its interdisciplinary intersections with new media, sculptural, installation, performative, musical, and other practices.

Prerequisite: FA/DATT 1000 6.00. Course credit exclusion: FA/VISA 3057 3.00

FA/DATT 3940 3.0 Modelling for 3D Fabrication

Introduces students to the possibilities for creating digital objects using advanced 3D design software and 3D scanning technologies, and the related conceptual concerns.

Prerequisite: FA/DATT 2050 3.00. Course credit exclusion: FA/VISA 3033 3.00

FA/DATT 3941 3.0 Digital Fabrication

This course introduces students to the possibilities for translating digital objects into physical objects using three-dimensional printing technologies, and the related conceptual concerns.

Prerequisite: FA/DATT 3940 3.00. Course credit exclusion: FA/VISA 3034 3.00

FA/DATT 4931 3.0 Interactive Installation and Performance II

Extends on the foundation laid in FA/FACS 3931: Interactive Installation and Performance I in an advanced studio setting. Students will pursue advanced, self-directed individual and group projects.

Prerequisite: FA/DATT 3931 3.00

FA/DATT 4932 3.0 The Interactive Stage

Explores the creation of interactive stage environments for live performance. Students will investigate various strategies where-by on-stage ‘events’ (physical, vocal, physiological, etc.) manipulate audio, video and/or lighting events. Students will be introduced to dedicated interactive and show control software, and become adept at programming interactive environments. Through a contextual survey of the history of intermedial performance, students will develop a critical understanding of the use of digital media in contemporary live performance.

Prerequisite: FA/DATT 1000 6.00 or FA/DANC 3220 3.00 or FA/DANC 4220 3.00 or permission of the course director.

FA/DATT 4940 3.0 Generative and Parametric 3D Modeling for the Arts

Explores the techniques of generative and parametric 3D modeling through the use of scripting and programming interfaces to professional grade render-time 3D modeling software tools such as Rhinoceros/Grasshopper, Maya, Solid Works, and Blender, and real-time 3D graphics tools and software such as Max, Processing, and software libraries such as OpenFrameworks, and Cinder which incorporate OpenGL and GLSL Shading Languages. These tools represent two domains, where one domain is geared toward the development of fixed content and 3D fabrication; the other is primarily virtual and interactive. A generative and parametric 3D modeling approach facilitates the integration of these two domains, whereby there is a real-time, interactive approach to the development of spatial content. Because the techniques presented in this course have wide implications, concepts and approaches will draw from fields of architecture, industrial design, art making, and other fields where computational methods are use to create 3D objects and forms.

Prerequisite: FA/DATT 3940 or FA/VISA 3033 or FA/DATT 2500  or permission of the course director.

FA/DATT 4950 3.0 Artificial Life, Generative Art and Creative Code

Explores computation as a creative medium from a biologically-inspired standpoint to develop artworks, adaptive media and simulations approaching the fascinating complexity of nature. Artists, composers, designers and architects have always drawn inspiration from nature, but until recently only rarely have they been able to leverage nature’s creative mechanisms. From its origins computing has also found biological inspiration in pattern formation, self-construction and reproduction, intelligence, autonomy and collective behaviour. Frameworks explored in the course include complex dynamical systems, fractals, cellular automata, agent-based systems, evolutionary and developmental programming, artificial chemistries and ecosystems. The course is focused on practice in the arts, interactive media, and design: interactive audiovisual applications are implemented both in-class and through student projects, and are critically examined by interweaving the history, theory and landmark works in the literature of generative art, evolutionary music and art, and process art, as well as artificial life, systems biology, and bioinformatics research, and philosophies of process, creativity, and the aesthetics of nature.

Prerequisite: LE/EECS 2030 3.0, FA/DATT 2050 3.0 or permission of the course director.

 Electrical Engineering and Computer Science Courses

LE/EECS 1012 3.0 Net-Centric Computing

The objectives of 1012 are threefold: providing a first exposure to event-driven programming, teaching students a set of computing skills (including reasoning about algorithms, tracing programs, test-driven development, unit testing), and providing an introduction to computing within a mobile, net-centric context. It uses problem-based approach to expose the underlying concepts and an experiential laboratory to implement them. A mature mobile software infrastructure (such as HTML, CSS, and JavaScript) is used so that students can pick up key programming concepts (such as variables and control flow) within a client-server context without being bogged down in complex or abstract constructs. Laboratory exercises expose students to a range of real-world problems with a view of motivating computational thinking and grounding the material covered in lecture.

Prerequisites: One of (1)-(3) below must be met: (1) (New high school curriculum): One 4U Math course with a grade of at least 75%. (2) Completion of 6.00 credits from York University MATH courses (not including courses with second digit 5) with a grade point average of 5.00 (C+) or better over these credits; (3) Completion of 6.00 credits from York University mathematics courses whose second digit is 5, with an average grade not below 7.00 (B+).

LE/EECS 1710 3.0 Programming for Digital Media

Introduction to program design and implementation focusing on digital media projects including sound, images, and animation; includes algorithms, simple data structures, control structures, and debugging techniques. Lectures (three hours/week) and lab-based instruction.

Course credit exclusions: LE/SC/CSE 1530 3.00; AP/ITEC 1620 3.00.NCR Note: Students who completed or are taking LE/SC/CSE 1020 3.00 may not take LE/SC/CSE 1710 3.00 for credit.

LE/EECS 1720 3.0 Building Interactive Systems

A second course teaching more advanced programming concepts within the context of image, sound and interaction using an object-oriented language; introduction to interactive systems, user interfaces, event-driven programming, object design and inheritance; implementation using debuggers, integraded development environments, user interface builders.

Prerequisite: LE/CSE 1710 3.00. Course credit exclusions: LE/SC/CSE 1020 3.0

LE/EECS 2011 3.0 Fundamentals of Data Structures

A study of fundamental data structures and their use in the efficient implementation of algorithms. Topics include abstract data types, lists, stacks, queues, trees and graphs.

Prerequisites: General prerequisites, LE/CSE 1019 3.00 or SC/MATH 1019 3.00.

LE/EECS 2030 3.0 Advanced Object Oriented Programming

This course continues the separation of concern theme introduced in EECS1020 and EECS1021. While EECS1020 focuses on the client concern, this course focuses on the concern of the implementer. Hence, rather than using an API (Application Programming Interface) to build an application, the student is asked to implement a given API. Topics include implementing classes (non-utilities, delegation within the class definition, documentation and API generation, implementing contracts), aggregations (implementing aggregates versus compositions and implementing collections), inheritance hierarchies (attribute visibility, overriding methods, abstract classes versus interfaces, inner classes); applications of aggregation and inheritance in concurrent programming and event-driven programming; recursion; searching and sorting including quick and merge sorts); stacks and queues; linked lists; binary trees. Three lecture hours and weekly laboratory sessions.

Prerequisites: General Prerequisite; LE/EECS1021 3.00 or LE/EECS 1020 3.00 or LE/EECS1022 3.00 or LE/EECS 1720 3.00.

LE/EECS 2031 3.0 Software Tools

Tools commonly used in the software development process: the C language; shell programming; filters and pipes; version control systems and “make”; debugging and testing.

Prerequisites: General prerequisites.

LE/EECS 3214 3.0 Computer Network Protocols and Applications

This course focuses on the higher-level network protocols, security issues, network programming, and applications.

Prerequisites: general prerequisites.

LE/EECS 3421 3.0 Introduction to Database Systems

Concepts, approaches and techniques in database management systems (DBMS). Logical model of relational databases. An introduction to relational database design. Other topics such as query languages, crash recovery and concurrency control.

Prerequisite: General prerequisites.

LE/EECS 3431 3.0 Introduction to 3D Computer Graphics

This course introduces the fundamental concepts and algorithms of three-dimensional computer graphics, including object modelling, transformations, cameras, visibility and shading.

Prerequisites: General prerequisites, LE/CSE 2031 3.00, SC/MATH 1025 3.00.

LE/EECS 3461 3.0 User Interfaces

This course introduces user interfaces and the tools and mechanisms to create and prototype them. Students work in small groups and learn how to design user interfaces, how to realize them and how to evaluate the end result.

Prerequisite: General prerequisites. Course credit exclusions: AK/AS/SC/CSE 3461 3.00, AK/AS/SC/COSC 3461 3.00, AP/ITEC 3230 3.00.Prior to Fall 2009: Course credit exclusions: AK/AS/SC/COSC 3461 3.00, AK/AS/ITEC 3230 3.00.

LE/EECS 4413 3.0 Building E-Commerce Systems

Technological infrastructure for electronic commerce on the Internet. Terminology and architectures. Security and cryptography. Content presentation. Web protocols. Adaptive, intelligent agents and data mining. Vertical applications.

Prerequisite: General prerequisite.

LE/EECS 4431 3.0 Advanced Topics in 3D Computer Graphics

This course introduces advanced 3D computer graphics algorithms. Topics may include direct programming of graphics hardware via pixel and vertex shaders, real-time rendering, global illumnitation algorithms, advanced texture mapping and anti-aliasing, data visualization.

Prerequisites: General prerequisites; LE/CSE 2021 4.00; LE/CSE 3431 3.00.

LE/EECS 4441 3.0 Human-Computer Interaction

This course introduces the concepts and technology necessary to design, manage and implement interactive software. Students work in small groups and learn how to design user interfaces, how to realize them and how to evaluate the end result. Both design and evaluation are emphasized.

Prerequisites: General prerequisites; LE/CSE 3461 3.00.

LE/EECS 4443 3.0 Mobile User Interfaces

The design and implementation of user interfaces for touchscreen devices and tablet computers. Students develop user interfaces that include touch, multi-touch, vibration, device motion, position, and orientation, environment sensing, video capture, and audio capture. Lab exercises emphasize these topics in a practical manner.

Prerequisite: General prerequisites, CSE 3461 3.0

LE/EECS 4461 3.0 Hypermedia and Multimedia Technology

Design and application of computer systems which provide information resources for learning, online-help, conceptual exploration, visualization and entertainment; e.g. hypertext/hypermedia, networked information-servers, systems for collaborative work, and virtual reality. One or two topics are discussed in depth using current research literature. Normally offered in alternate years.

Prerequisites: General prerequisites, including LE/CSE 3461 3.00.

LE/EECS 4471 3.0 Introduction to Virtual Reality

Introduction to the basic principles of Virtual Reality and its applications. The necessary hardware and software components of interactive 3D systems as well as human factors are discussed.

Prerequisites: General prerequisites and SC/MATH 1025 3.00; SC/MATH 1310 3.00; LE/CSE 2021 4.00; LE/CSE 2031 3.00. LE/CSE 3431 3.00.

LE/EECS 4491 3.0 Simulation and Animation for Computer Games

Introduction to simulation and animation techniques used in computer games, with a focus on the algorithms and methods that support moving objects in the virtual environments.

Prerequisites: general prerequisites, LE/CSE 3431 3.00, SC/MATH 1310 3.00.

LE/EECS 4700 6.0 Digital Media Project

This course involves the completion of a significant body of work in the area of Digital Media. The project will normally be a team project involving the development and analysis of a digital media work potentially having elements of interactivity, animation, 3-D graphics, and sound for example. The project will be presented at a public workshop towards the end of the year.

Prerequisites: Only open to students in the final year of the Digital Media program.

Mathematics Courses

SC/MATH 1019 3.0 Discrete Mathematics for Computer Science

Introduction to abstraction. Use and development of precise formulations of mathematical ideas. Informal introduction to logic; introduction to naïve set theory; induction; relations and functions; big O-notation; recursive definitions, recurrence relations and their solutions; graphs and trees. Three lecture hours per week. Plus drop-in optional problem sessions as well as instructor office hours, as these are announced in each term.

Prerequisites: SC/MATH 1190 3.00, or two 4U Math courses, including MHF4U (Advanced Function). Course credit exclusion: SC/MATH 2320 3.00.

SC/MATH 1025 3.0 Applied Linear Algebra

Topics include spherical and cylindrical coordinates in Euclidean 3-space, general matrix algebra, determinants, vector space concepts for Euclidean n-space (e.g. linear dependence and independence, basis, dimension, linear transformations etc.), an introduction to eigenvalues and eigenvectors.

Prerequisites: One 12U or OAC mathematics course or equivalent. Course credit exclusions: SC/MATH 1021 3.00, SC/MATH 2021 3.00, SC/MATH 2221 3.00, GL/MATH/MODR 2650 3.00.

SC/MATH 1190 3.0 Introduction to Sets and Logic

Topics include logic, sets, functions, relations, modular arithmetic and applications of elementary number theory, proof techniques, induction.

Prerequisite: One 12U or OAC mathematics course or equivalent, or SC/MATH 1710 6.00. NCR Note: This course may not be taken for degree credit by any student who has passed any 3000- or higher-level mathematics course. Course credit exclusion: GL/CSLA/MATH/MODR 1650 3.00.

SC/MATH 1131 3.0 Introduction to Statistics I

Displaying and describing distributions; relations in categorical data; Simpson’s paradox and the need for design; experimental design and sampling design; randomization; probability laws and models; central limit theorem; statistical inference including confidence intervals and tests of significance; matched pairs; simulation.

Prerequisite: At least one 12U mathematics course or OAC in mathematics is recommended. Course credit exclusion: SC/MATH 2560 3.00, GL/MATH/MODR 1610 3.00.

SC/MATH 2565 3.0 Introduction to Applied Statistics

The aim of this course is to give students in various disciplines some fundamental tools in statistical inference. Through a mixture of theory given in lecture hours and practice acquired during lab time, the student will understand when and how to use statistical tools such as the z, t or chi-squared tests, regression analysis, analysis of variance and various other techniques.

Prerequisites: High school MATH 11U or MATH 11U/C. Course credit exclusions: SC/BIOL 2060 3.00, AP/ECON 2500 3.00, AP/SC/GEOG 2420 3.00, HH//KINE 2050 3.00, SC/MATH 2560 3.00, SC/MATH 2570 3.00, HH/PSYC 2020 6.00, SB/OMIS 1000 3.00.


AMPD 1900 Series

DM Majors take 6.0 credits (two courses) from this series.

FA/DANC 1900 3.0 Dance, Film, and Culture

Introduces students to dance, film, and cultural analysis through the critical viewing of many dance films, informed by contemporary scholarship related to dance and cultural criticism. Refines such analytical skills, which will be demonstrated when students communicate with each other online, process ideas through writing, and develop final projects that combine criticism with creativity. Students watch films, access on-line lectures, post comments, and participate in monitored forums via the course website.

Not open to dance majors. Open to non-majors.

FA/FILM 1900 3.0 Anatomy of the Feature Film

Investigates the creative, technical and financial aspects of feature filmmaking, and the specific roles of the personnel involved, from the screenplay development through all the stages of production and release, with particular attention to cinema as a multi-disciplinary art form.

No pre-requisites.Partially online (blended) course. Not open to film majors.

FA/MUSI 1900 3.0 Music in the City

Explores the conception, production, distribution, performance, and reception of a wide variety of musical practices, including jazz, popular, western classical, and world musics. Through readings, listening examples, field trips, lectures and interviews, issues such as identity, community, diaspora, politics, industry, hybridity, technology and globalization will emerge. Theoretical work is grounded in case studies of particular performance practices, musicians, and venues in Toronto.

Not open to music majors. Open to non-majors.

FA/THEA 1900 3.0 Intercultural Theatre and Performance in Toronto

Introduces students to theatre practices and performance styles that reflect the diversity of Toronto’s multi-ethnic population. Students attend a variety of productions and performances outside the existing majority entertainment world, highlighting the contributions of First Nations, African-Canadian, Latino/a, South Asian and Asian-Canadian artists.

Not open to theatre majors. Open to non-majors.

FA/VISA 1900 3.0 Art in the City

Introduces non-majors to art issues, practices, and research through an examination of the multifaceted art scene in Toronto. Explores the relationship between the cultural history of the city and the present art scene.

Not open to Visual Arts Majors.

FA/YSDN 1900 3.0 Design and Contemporary Culture

Introduces students to some of the most exciting and creatively generative aspects of contemporary design practice and design culture from an interdisciplinary perspective. The course suggests that the field of design is potentially foundational in terms of interdisciplinary creativity. The course takes the position that design has a significant impact on contemporary social and cultural spaces and that, as such, is a site of key importance for critical thinking.

Not open to Design majors.