Official course descriptions are available in the York University Undergraduate Calendar.
FA/DATT 1000 6.00 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.
Course credit exclusion: FA/FACS 2930 6.00. Open to non-majors.
FA/DATT 1100 3.00 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.
Course credit exclusion: FA/FACS 1100 3.00.
FA/DATT 2000 3.00 Introduction to Physical Computing
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: Second-year standing or permission of the Instructor.
Course credit exclusion: FA/FACS 3933 3.00.
FA/DATT 2010 3.00 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/FACS 3933 3.00 or FA/DATT 2000 3.00 or permission of the Instructor. Course credit exclusion: FA/FACS 4933 3.00.
FA/DATT 2050 3.00 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.
Course credit exclusion: FA/FACS 2935 3.00. Prerequisites: FA/FACS 2930 6.00 or FA/DATT 1000 6.00.
FA/DATT 2100 3.00 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.
Course credit exclusion: FA/FACS 2500 3.00.
FA/DATT 2300 3.00 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 3.00 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
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.
FA/DATT 2501 3.00 Introduction to 3D Animation
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. Prerequisites:
FA/DATT 2500 3.00, or by permission of the Instructor.
FA/DATT 3200 3.00 Performing Telepresence
Engages the internet as a medium for performance, exploring the concept of remote presence through personal and group projects. Students collaborate on multimedia performance pieces with partner universities in order to develop their own aesthetic vision of this largely-uncharted territory in a way that challenges established notions of audience participation, staging, veracity and inter-performer dialogue. Pressing technical issues related to networking, visual and spatial rendering and audio engineering for telematic performance are engaged in the context of real performance events, bringing together students of both performing arts and digital media development in collaboration. The course accommodates and leverages student backgrounds across disciplines including music, dance, computer science, visual arts, film/video, theatre, engineering and digital media. Network-based multimedia improvisation sessions are used as a resource in project development, as well as critical examination of existing pieces from the telematic performance literature.
Prerequisites: FA/DATT 1000 6.0 Introduction to Interactive Digital Media or Permission of the Instructor
FA/DATT 3300 3.00 Game Mechanics
Explores the rules and procedures followed by players and games-more broadly and not limited to computer games-that are the building blocks that make up gameplay. Students look at the various aspects of game mechanics; what they are, how they can be formed, how they interact with each other, what values they transmit and topics relating to the application of game mechanics. Examines system dynamics, balancing luck and skill, cooperation and competition, in variety of gaming and non-gaming contexts. Students will prototype, test, and implement mechanics in games and learn how to visualize, simulate and operationalize game mechanics. Topics include: emergent gameplay, balancing game mechanics and level design, and scripted events vs. dynamic progression systems.
Prerequisites: FA/DATT 2300 3.00 and FA/DATT 2301 3.00, or permission of the Instructor.
FA/DATT 3700 6.00 Collaborative Project Development
The entire class collaborates on the realization of one or two ambitious projects. Students will work together as a development team by taking on roles where they focus on specific aspects of the project (such as Director, Designer, Artist, Programmer, Sound engineer, Interaction Designer, Publicity). The development team structure is modeled on teams used in large-scale project development within fields related to Digital Media, such as contemporary art practice, game development, creative software development, and interactive experience development that rely on multi-stakeholder collaboration and interdisciplinary research. Projects may incorporate partnerships with York-based Faculties, Departments, or research teams depending on the focus of the project. The nature of the project will vary from year to year, but will be a significant work in the field of Digital Media. The Instructor(s) will prepare a general description of the project(s) at the beginning of the course. The details of the project(s) will be developed as part of the class activities. As part of the project development and execution students will be expected to prepare presentations, posters, and a written paper. The culmination of this course will be a final presentation, which will be open to the public. In addition to group assignments, students are evaluated based on their individual contribution, teamwork, presentations, and other deliverables as appropriate.
Prerequisites: Only open to students the Digital Media Specialized Honours BA program, and FA/DATT 2050 3.0 or FA/DATT 2100 3.00, and LE/EECS 2030 3.00. Course credit exclusion: FA/DATT 3701 6.00.
FA/DATT 3701 6.00 Collaborative Project Development in Games
The entire class collaborates on the realization of one or two ambitious game projects. Students will work together as a development team by taking on roles where they focus on specific aspects of the project (such as Director, Designer, Artist, Programmer, Level Designer, Sound Designer, Publicity). The development team structure is modeled on teams used in large-scale project development within fields related to games that rely on multi-stakeholder collaboration and interdisciplinary research. Projects may incorporate partnerships with York-based Faculties, Departments, or research teams depending on the focus of the project. The nature of the project will vary from year to year, but will be a significant work in the field of games. The Instructor(s) will prepare a general description of the project(s) at the beginning of the course. The details of the project(s) will be developed as part of the class activities. As part of the project development and execution students will be expected to prepare presentations, posters, and a written paper. The culmination of this course will be a final presentation, which will be open to the public. In addition to group assignments, students are evaluated based on their individual contribution, teamwork, presentations, and other deliverables as appropriate.
Prerequisites: Only open to students the Digital Media Specialized Honours BA program Games stream. FA/DATT 2300 3.00, FA/DATT 2301 3.00, LE/EECS 2030 3.00. Course credit exclusion: FA/DATT 3700 6.00.
FA/DATT 3929 Internship Work Term
Provides qualified students with the opportunity to work in an internship work term.
Prerequisites: FACS 3936 3.0 or FA/DATT 3936 3.00 (Designing Interactive Objects II); At least one of CSE3431 3.0 (Introduction to 3D Computer Graphics); CSE3214 3.0 (Introduction to Database Systems); CSE3421 3.0 (Computer Networks Protocols and Applications); CSE3461 3.0 (User Interfaces); Completion of an additional 3 credits from either the 3000-level core CSE or FACS courses from the Digital Media Program; Overall cumulative GPA of 6.0, calculated on the basis of the program-specific courses. CCE: FA/FACS 3929 3.00
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. A course material fee is required.
Course credit exclusion: FA/FACS 3930 6.00. Prerequisite: FA/FACS 2930 6.00 or permission of the course director. CCE: FA/FACS 3930 3.00
FA/DATT 3931 3.00 Collaborative Performance Project I
In this course students work on a large scale project in collaboration with the Departments of Dance, Theatre, and/or Music. Students engage in a collaborative interdisciplinary artistic creation process with students from participating departments under the direction of an Artistic Director(s). The final project is typically presented in one of AMPD’s large performance facilities. Time flexibility on the part of students in this course is critical as class sessions are scheduled around the availability of a diverse team.
Prerequisite: FA/DATT 1000 6.0 or FA/DATT 2400 3.0
FA/DATT 3935 3.0 Creative Data Visualization
Explores data visualization as an artistic practice. Engage with interdisciplinary practices involving the mapping of data to aesthetic form, gaining inspiration from a wide range of topics as musical graphic/abstract notation, conceptual/instructional art, animation, social media analyses and computational sciences. Examines the database as a pervasive cultural and computer form. Students will learn how to manipulate and organize open source data, as well as engage in alternative forms of archiving. Through this hybrid process, students will work towards a summative data art project that is both aesthetically compelling and revelatory in its informational content. Course material fees required.
Prerequisite: FA/FACS 2930 6.00 or FA/DATT 1000 6.00 or permission of course director. CCE: FA/FACS 3935 3.00
FA/DATT 3940 3.00 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: three credits from FA/VISA 203x 3.00 series of courses; for DIGM students: FA/DATT 2050 3.00.
FA/DATT 3941 3.00 Digital Fabrication
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 or FA/VISA 3033 3.00.
FA/DATT 4300 3.00 Game Development II
Advanced topics in game development and implementation such as game engine techniques, game engine scripting, prototyping, player controls, and level design building on previous courses in game development and game mechanics. Advanced 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. Further 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.
Prerequisite: FA/DATT 3300 3.00, or permission of the instructor.
FA/DATT 4931 3.00 Collaborative Performance Project II
In this course students work on a large scale project in collaboration with the Departments of Dance, Theatre, and/or Music. Students engage in a collaborative interdisciplinary artistic creation process with students from participating departments under the direction of an Artistic Director(s). Students in this course are expected to take leadership roles. The final project is typically presented in one of AMPD’s large performance facilities. Time flexibility on the part of students in this course is critical as class sessions are scheduled around the availability of a diverse team.
Prerequisite: FA/DATT 3931 3.0
FA/DATT 4932 3.00 Interactive Stage: Explorations in electronically mediated performance
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/FACS 2936 3.00 or FA/DANC 3220 3.00 or FA/DANC 4220 3.00 or permission of the course director.
FA/DATT 4940 3.00 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.
Prerequisites: FA/DATT 3940 or FA/VISA 3033 or FA/DATT 2500
FA/DATT 4950 3.00 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.
Prerequisites: LE/EECS 1030 3.00, FA/DATT 2050 3.00.
FA/DATT 4010 Physical Computing III
Builds on the material covered in Physical Computing II to explore more advanced topics in physical computing such as circuit board design and manufacturing, embedded computing, communications and protocols, among other topics, with an emphasis on research-creation in the development of novel projects. During the course students will develop a larger work for public presentation.
Prerequisites: DATT 2010 Physical Computing II, or by permission of the instructor. Open to non-majors
FA/DATT 4071 Interactive Sonic Arts
This course prepares students to compose and perform interactive music and sound art using computational means. Students learn the fundamental programming techniques required to realize algorithmic music compositions and interactive performance systems. Following the paradigms of composer/performer and of the composed-instrument, students’ projects focus on writing an interactive composition (solo or ensemble) for their classmates, and developing an interactive performance system for personal expression. Topics include orientation to algorithmic composition principles, sound analysis/processing/synthesis methods, developing new interfaces for musical expression, and fundamentals of acoustics and auditory perception as they relate to computational music and sonic art creation. Contemporary research-creation practices in these ares are introduced, and contextualized relative to the rich historical, aesthetic and conceptual literature in the field of Computer Music.
Prerequisites: MUSI 3070/4070 – Electro-Acoustic Orchestra or MUSI 1140 – Digital and Electronic Media I or DATT 1000 – Introduction to Interactive Digital Media or Permission of Instructor. CCE: FA/MUSI 4071 3.00
LE/EECS 1012 3.0 Net-Centric Computing
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 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.
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.