Teaching
There is plenty to explore within any given media form: how ideas take shape, how meaning is conveyed, how individual qualities work in concert, and what it takes to design and produce with ever-shifting technological palettes.
New York University Abu Dhabi
Interactive Media
IM-UH 1011: Communications Lab (Fall 2020)
Communications Lab is a production-based course that surveys various technologies including web development, 2D design, digital imaging, audio, video, and animation. The forms and uses of these communications technologies are explored in a laboratory context of experimentation, collaboration, and discussion. Much of class time will be spent introducing and surveying equipment and software essential to media production and contemporary storytelling. Each technology is examined as a tool that can be employed and utilized in a variety of situations and experiences. The World Wide Web will serve as the primary environment for content delivery and user-interaction. Principles of interpersonal communications and media theory are also introduced with an emphasis on storytelling fundamentals, user-centered design, and interactivity.
IM-UH 3111: Alternate Realities (VR) (Spring 2020)
Alternate realities, whether all-encompassing (Virtual Reality – VR) or additive (Augmented Reality -AR) are becoming more and more ubiquitous. This can be attributed to two emerging dynamics. The first is the wide availability on the consumer market of a range of newly developed hardware, from cheap DIY kits such as the Google Cardboard to full motion-capture systems like the HTC Vive. The second, in parallel, is the stream-lined development process that has emerge as a result of relatively free software and easily accessible professional code libraries. The combination of both phenomenons has made it easier than ever to prototype, experiment with, and release alternate forms of reality. With these new technologies at our disposal, how can we harness them to push our conceptual understanding of storytelling, personal expression, and human experiences into unchartered territories?
IM-UH 1011: Communications Lab (Spring 2020)
Communications Lab is a production-based course that surveys various technologies including web development, 2D design, digital imaging, audio, video, and animation. The forms and uses of these communications technologies are explored in a laboratory context of experimentation, collaboration, and discussion. Much of class time will be spent introducing and surveying equipment and software essential to media production and contemporary storytelling. Each technology is examined as a tool that can be employed and utilized in a variety of situations and experiences. The World Wide Web will serve as the primary environment for content delivery and user-interaction. Principles of interpersonal communications and media theory are also introduced with an emphasis on storytelling fundamentals, user-centered design, and interactivity.
IM-UH 2320: Games and Play (Fall 2019)
Games and play are deeply embedded in human culture. Play suggests a broad range of human experiences with universal qualities not easily contained by a common form. Games use their playable form to reflect contemporary culture and speak to the cultural spaces in which they reside. There is freedom in play. There is structure in games. How do they work together? This course explores how games structure play to serve their purpose, and how play inspires games to push against expectations of popular culture of what games are, or are not. Informed by perspectives in game studies and theories of play, students will study a variety of analog and digital games to consider the technological, spatial, artistic and social structures that shape a play experience. The practical component of the class utilizes web-based technologies and the Unity game engine to put students in the role of both game designer and developer. Hands-on projects allow students to experiment with building a game experience capable of conveying meaning and message, and expressing aspects of humanity beyond contest and conflict. Programming experience is preferred but not required.
IM-UH 1011: Communications Lab (Fall 2019)
Communications Lab is a production-based course that surveys various technologies including web development, 2D design, digital imaging, audio, video, and animation. The forms and uses of these communications technologies are explored in a laboratory context of experimentation, collaboration, and discussion. Much of class time will be spent introducing and surveying equipment and software essential to media production and contemporary storytelling. Each technology is examined as a tool that can be employed and utilized in a variety of situations and experiences. The World Wide Web will serve as the primary environment for content delivery and user-interaction. Principles of interpersonal communications and media theory are also introduced with an emphasis on storytelling fundamentals, user-centered design, and interactivity.
IM-UH 3111: Alternate Realities (VR) (Spring 2019)
Alternate realities, whether all-encompassing (Virtual Reality – VR) or additive (Augmented Reality -AR) are becoming more and more ubiquitous. This can be attributed to two emerging dynamics. The first is the wide availability on the consumer market of a range of newly developed hardware, from cheap DIY kits such as the Google Cardboard to full motion-capture systems like the HTC Vive. The second, in parallel, is the stream-lined development process that has emerge as a result of relatively free software and easily accessible professional code libraries. The combination of both phenomenons has made it easier than ever to prototype, experiment with, and release alternate forms of reality. With these new technologies at our disposal, how can we harness them to push our conceptual understanding of storytelling, personal expression, and human experiences into unchartered territories?
IM-UH 1011: Communications Lab (Spring 2019)
Communications Lab is a production-based course that surveys various technologies including web development, 2D design, digital imaging, audio, video, and animation. The forms and uses of these communications technologies are explored in a laboratory context of experimentation, collaboration, and discussion. Much of class time will be spent introducing and surveying equipment and software essential to media production and contemporary storytelling. Each technology is examined as a tool that can be employed and utilized in a variety of situations and experiences. The World Wide Web will serve as the primary environment for content delivery and user-interaction. Principles of interpersonal communications and media theory are also introduced with an emphasis on storytelling fundamentals, user-centered design, and interactivity.
IM-UH 2320: Games and Play (Fall 2018)
Games and play are deeply embedded in human culture. Play suggests a broad range of human experiences with universal qualities not easily contained by a common form. Games use their playable form to reflect contemporary culture and speak to the cultural spaces in which they reside. There is freedom in play. There is structure in games. How do they work together? This course explores how games structure play to serve their purpose, and how play inspires games to push against expectations of popular culture of what games are, or are not. Informed by perspectives in game studies and theories of play, students will study a variety of analog and digital games to consider the technological, spatial, artistic and social structures that shape a play experience. The practical component of the class utilizes web-based technologies and the Unity game engine to put students in the role of both game designer and developer. Hands-on projects allow students to experiment with building a game experience capable of conveying meaning and message, and expressing aspects of humanity beyond contest and conflict. Programming experience is preferred but not required.
IM-UH 1011: Communications Lab (Fall 2018)
Communications Lab is a production-based course that surveys various technologies including web development, 2D design, digital imaging, audio, video, and animation. The forms and uses of these communications technologies are explored in a laboratory context of experimentation, collaboration, and discussion. Much of class time will be spent introducing and surveying equipment and software essential to media production and contemporary storytelling. Each technology is examined as a tool that can be employed and utilized in a variety of situations and experiences. The World Wide Web will serve as the primary environment for content delivery and user-interaction. Principles of interpersonal communications and media theory are also introduced with an emphasis on storytelling fundamentals, user-centered design, and interactivity.
New York University Shanghai
Interactive Media Arts
INTM-SHU 120: Communications Lab (Spring 2018)
In this foundation course, designed to provide students with a framework to effectively communicate through digital means, students will explore the possibilities of digital media by successively producing projects that make use of digital images, audio, video, and the Web. Students learn in a laboratory context of hands-on experimentation, and principles of interpersonal communications, media theory, and human factors will be introduced in readings and investigated through discussion. Adobe Creative Cloud and other relevant software applications will be examined, and the basics of fundamental web languages HTML, CSS and JavaScript will be studied, to establish a diverse digital toolkit. Both traditional and experimental outputs, including online and interactive media platforms, will be explored. Weekly assignments, group, and independent projects, as well as project reports will be assigned in each of the core areas of study.
INTM-SHU 280B: Video Games as Art (Spring 2018)
Comparable to the debate inspired by the question “what is art?”, this course poses the question “can games be art?” and if so, “what is an art game?”. Is it a form of experimental game or does it possess aesthetic qualities that distinguish it from other contemporary forms of art that involve expressive play? This course explores the intersection of game making and artistic practice. With a project-oriented approach, students will learn the formal elements of game design through the construction of playcentric artistic works. Lectures and readings will cover critical theories relevant to the question at hand, and students will be asked to analyze and critique existing works that straddle the worlds of art and game.
INTM-SHU 120: Communications Lab (Fall 2017)
In this foundation course, designed to provide students with a framework to effectively communicate through digital means, students will explore the possibilities of digital media by successively producing projects that make use of digital images, audio, video, and the Web. Students learn in a laboratory context of hands-on experimentation, and principles of interpersonal communications, media theory, and human factors will be introduced in readings and investigated through discussion. Adobe Creative Cloud and other relevant software applications will be examined, and the basics of fundamental web languages HTML, CSS and JavaScript will be studied, to establish a diverse digital toolkit. Both traditional and experimental outputs, including online and interactive media platforms, will be explored. Weekly assignments, group, and independent projects, as well as project reports will be assigned in each of the core areas of study.
INTM-SHU 280A: Interactive Storytelling (Fall 2017)
Interactive storytelling has roots in traditional media forms such as novels, comics, animation and cinema. Historically, it has borrowed from conventional practices where an author, designer or director weaves together words and imagery, creating a fixed sequence that communicates the narrative to their audience. Yet in an interactive environment, there is a fundamental shift in how a story unfolds. It is no longer a sequence that the author carefully plans—it is a lively storyworld that the audience can enter and play in as a participant. This course is about the challenges to designing a playable storyworld. It introduces the landscape of interactive storytelling, from interactive fiction, to interactive drama, to cinematic games. Through hands-on experience with a variety of basic design methods the course examines how traditional narrative practices and gameplay contribute to media creation. Readings and written reviews of selected playable works encourage students to address the key questions that this form of digital storytelling poses: In what way is the traditional story structure changed? How does the interactive environment affect the way text and imagery communicate? What role does the audience play? Where is the author’s opportunity to be expressive? The class will consist of lectures, lab-work, discussions, and in-class presentations of works in progress.
University of California Santa Cruz
Various Departments
(As Teaching Assistant while completing MFA)
Art 80F: Introduction to Issues in Digital Media (Fall 2014)
Film 80V: Videogames as Visual Culture (Winter 2015)
Theatre 80N: Walt Disney (Spring 2015)
Theatre 80L: Muppet Magic (Fall 2015)
Art 80H: History of Digital Games (Winter 2015)
Miami University
Armstrong Institute for Interactive Media Studies
IMS 222: Web and Interaction Design (Spring 2014 – 2 sections)
IMS 356: Interactive Animation (Spring 2014)
IMS 212: Design of Play (Fall 2013)
IMS 222: Web and Interaction Design (Fall 2013)
IMS 487/587: Game Prototyping Pipeline (Fall 2013)
National University Singapore
Communications and New Media Program
NM3222: Interactive Storytelling (Fall 2006)
Fachhochschule Kiel University of Applied Sciences
Master of Multimedia Production
Module: Communication in Interactive Storytelling (Winter 2005)
DeAnza College
Department of Film and Television
F/TV 67H: Drawing for Animators: Animal Figure (Winter 1999)
F/TV 67G: Drawing for Animators: Human Figure (Fall 1997, Fall 1998)
F/TV 77: Introduction to Computer Animation (Fall 1997)
F/TV 77B: Intermediate Computer Animation (Summer 1997)
F/TV 77: Introduction to Computer Animation (Winter 1996)
Curriculum Development
Peking University, School of Software and Microelectronics (redesign of Digital Arts and Design program)
Miami University (early development of the AIMS Games Major (BA))
DeAnza College (expansion of new animation program)
Research and Development
National Technological University (Singapore, various projects as Director of the NTU Game Lab)
NYU Abu Dhabi (“Towards a Visual Language for Games and Interactive Narrative”, a project with student researchers as part of NYUAD’s Post-graduation Practical Training Program)
UC Santa Cruz (on team of “Chaplin”, a DARPA project, in collaboration with SRI and Georgia Tech)
Workshops & Presentations
Presentations on Games
“Games for Education”
Given from 2004 to 2007. This presentation provided a general overview of what was being done in Games for Education at the time. It discussed how technology experts, game designers, curriculum specialists and instructional designers were joining forces, and, based on the prevailing research, how well the potential for games to enhance teaching and learning met hopes and expectations. Select presentations: Planet Games, Singapore Science Center (2004). Singapore Ministry of Education and National Institute for Education (2004). Multimedia Innovation Center, Hong Kong Polytechnic University (2005)
“Early Board Games in the Evolution of Game Design”
Given at the public reception for the exhibit, For the Amusement of Youth: Early Board and Card Games. From the library abstract: “This exhibit traces the origins of today’s gaming industry, highlighting the products of the golden age of commercial game production in the United Kingdom, the United States, and beyond from the 1790s to the 1920s. Highlights of the exhibit include several hand-colored board games from England circa 1800, early games and puzzles produced by leading American game manufacturers, Milton Bradley, the McLoughlin Brothers”. Presentation by Sarah Fay Krom on games and gaming, gallery talk by Kimberly Tully. Miami University, Walter Havighurst Special Collections, University Archives & Preservation (2014)
“Game Changing!”
A variation on the presentation on board games that included a workshop on game design. Girl Scouts of Western OH CSA Leadership Conference (2014)
Presentations on Interactive Storytelling
“Playing the Frame”
Just as early filmmakers teased out expressive modes from the material characteristics of camera and film, digital storytellers look to the computational processes to expand the vocabulary that portrays dramatic meaning and the range of human emotion. Yet in the single breath of interactivity there is a fundamental shift in how visual imagery serves the story experience. The cinematic view is recast as a playable space, inviting two-way visual communication. In this talk we discuss how we might alter our perception of the storytelling canvas—including entanglements with narrative structure and traditional authoring practices—to emphasize its creative potential for storytellers and players alike. Select presentations: Blindspot Exhibition, UC Santa Cruz (2016), Videogames as Visual Culture, UC Santa Cruz (2016), NYU Shanghai Faculty Presentation Series, Shanghai (2018)
“Intertwining Stories and Games”
Miami University Art Museum, Oxford OH (2014)
“Auteur Theory for Interactive Storytelling”
A major expressive aspect of interactive storytelling will come from the notion of an auteur—an individual whose personal creative vision leaves an overriding fingerprint on every aspect of the story experience. We can expect the look, feel and behavior of the auteur’s storyworld to generate a distinctive style, as recognizable as the films of well-known directors such as Alfred Hitchcock, Akira Kurosawa, Ingmar Bergman, and Orson Welles and animation directors such as Hiyao Miyazaki, Tim Burton, Sylvain Chomet and the UPA Studio. Asian Game Developer Summit, Kuala Lumpur Malaysia (2005)
“The Real ‘Imaginary’ World of Interactive Storytelling”
As we explore the potentials of interactive storytelling, from interactive fiction to virtual reality, are we expanding our imaginations enough to truly conceive the inconceivable? This presentation poses questions and possibilities about the unexplored territory beyond game, film, literature and theater. Asian Game Developer Summit, Kuala Lumpur Malaysia (2006)
Select Screenings with Presentations
“Media Senses”
Concepts and ideas are expressed and communicated through various media languages. Each appeals distinctively to our senses and to our inner predisposition for story. This presentation discusses how creators use these languages as a means for materializing their thoughts and feelings, and how computer-based interactivity is a contemporary medium for creative expression. In conjunction with the British Council of Singapore Short Film Screening “Walk and Talk”, Singapore Esplanade (2007)
“Vintage Animated Beer Commercials”
ASIFA-Atlanta joins a host of famous cartoon characters to soak in what’s better, wetter, older, colder, and refreshing as the sky blue waters. Come see flavor secrets revealed and confusing brewing processes cheerily demystified by singing kegs and chunks of hops. Featuring commercials from the 50’s and 60’s and starring the likes of Bert and Harry Piels, the Hamms Bear, Mr. Magoo, and Mabel! Mmmm what a happy thought. For ASIFA-Atlanta (2003)
Art by Jim Masara
“Almost Oscar”
ASIFA-Atlanta showcased films that were within reach of the golden statue but never quite got their mitts on him. Featuring past nominees such as the charming “My Grandmother Ironed the King’s Shirts,” multiple-award winner “When the Day Breaks,” and the whimsical clay-animated “Adam.” For ASIFA-Atlanta (2003)
Art by Sarah Fay Krom