100 McCaul St.

Toronto, Ontario

M5T 1W1

 
Faculty of Art

Faculty of Art Office: Room 401

Telephone: 416.977.6000 ext 306

 

 

Course Outline

 

 


Course Title: Virtual Communities                            Course Number: INTM 3B01

Room Number: 654, 665                                          Semester Offered: Fall

Course Meeting Time: Tuesdays 12:00 – 2:50         Credit Value: 0.5   

Professor:   Judith Doyle and Martha Ladly

Contact Information: judithdoyle@rogers.com   mladly@faculty.ocad.ca

 

 


Meeting Time

Tuesdays, 12:00 - 2:50 PM

Required Readings

Access to a Personal Computer is required for at least three hours per week for the adequate performance of assignments. The following software tools must be installed: Photoshop, Illustrator, InDesign, Web Browser, Web Authoring (Dream Weaver, Flash), PowerPoint and Word Processing. All of these software tools are installed in the classroom lab. In addition, access to digital image capture devices will be of benefit in this course. Digital video and still cameras can be borrowed from the AV Loans Dept. Students will be expected to regularly check their student e-mail accounts and the class blog as this will be a contact methods for the course.

Learning Outcomes and Objectives

Students will:
1 Develop analytical skills by critically assessing interactive media.
2 Gain insight into interactive storytelling and community-building, in a context of
technological and social change.
3 Acquire skills in interaction design and non-linear narrative structure through creative
project development.

4 Develop research skills, prototyping skills, and skills in working collaboratively, by
carrying a project through development stages on a timeline.

5 Learn to present research in groups, through presentation of in-class seminars.
6 Refine their perceptual abilities by analyzing and creating wireless technology-based
projects that engage the body of the user

Key Topics

Key topics include:
• The internet blogging phenomena.
audio and podcasting online
Mobile technologies, wireless storytelling and narratives.
• Online communities. Narratives of collective memory online.
• Interactive storytelling and installation/site specific work.
• Locative, mobile and GPS (Global Positioning System) gaming.
•Artists’ teleculture and networks, from early proto-networks of the mid-1970’s, analyzing
the context of mail art, artist-run centres and publications.
• Point of view of the on-line improviser and collaborator.
• Newsgroups and the changing shape of news research and production, analyzing the
online point of view of the correspondent.
• Impacts of globalization and the reshaping of activism, international aid & charitable
donations.
• Analyzing the tensions of embodiment and disembodiment revealed in virtual gaming community narratives and
stories about virtual conditions. point of view: Role-Playing Gamer.
• User-driven design of assistive technologies : questions of technology and embodiment.

In this course, students will learn about key aspects of virtual communities, while examining virtual narratives and developing hands-on skills with storytelling for the Internet and wireless technologies. The course is intended as a cross-disciplinary opportunity for art and design students to learn and collaborate together. Through lectures and case studies, class discussion, research, field trips and both individual and collaborative group project work, students will learn about both historical and emerging models of virtual community. We will review the history and practices of an array of virtual communities and subcultures: from teleculture, bulletin boards, newsgroups and multi-user domains, to gaming, new media art and design and activist networks. We will examine how stories about virtual communities exist in a context of technological and social change. Are virtual cultures an escape from the social world? How do virtual communities impact on our local ones? Who accesses virtual technology and how does it affect the quality of life in different localities? How can artists, designers and users collaborate to create virtual communities that intervene and assist in the real world? New media artists and designers are responding to these questions.

Students will creatively explore the topic of virtual communities, carrying projects from research through to the creation of prototypes for interactive projects. Students will also present small-group seminars on different examples of virtual communities and focus on debates arising from the lectures and case studies.

Teaching Methods and Delivery

The course will combine viewing and analysis of new media art and design projects, lectures, class discussion, research, field study and individual and group project work. Students will explore the narratives of virtual communities, while creating their own stories and prototypes for interactive narratives and publications. Our toolkit will draw from Internet and wireless authoring languages, video and photography, audio, creative writing, digital mapping and other innovative approaches.

Course Load

Class time: 3 hours per week. This class meets once a week for one 3 hour session.

Prep Time

On average, students should expect a minimum of 3 hours per week spent on research and individual and group assignments.

Course Grading Scheme

No individual assignment or phase of an assignment will count for more than 40% of the final grade. Peer and self-evaluation, although an important part of the course, cannot determine the grade.

Evaluation Criteria

Participation will account for no more than 10% of the final mark. Participation may include some or all of the following: arriving on time; listening to lectures and instruction; being prepared and working in class time; sharing ideas, concepts and creative exploration and conceptual development with other students; cooperating in group projects; analyzing and offering opinions about work in progress; listening to and being an active participant in critique and discussions. A variety of methods will be used to evaluate student progress, such as individual and group research projects, presentations, quizzes, tests, field trips, assigned readings and writings, and participation in class project work and discussions.
Evaluation criteria will depend on the method in question, but will always include the following elements; an analysis and understanding of the project or research brief, the pursuit of original thinking and research from a variety of different resources, an appropriate level of questioning and enquiry into the issue under scrutiny, a well organized in-class presentation, timely completion of work and presentation and/or hand-in of the project, interest and attention to the presentations of others, and participation in discussion of the issues in class.

Grades at the level of Good to Satisfactory (B = 70-79%, C = 65-69%) are anticipated to be the average for this interdisciplinary studio/seminar course. To obtain pass standing in a course, a student must complete required and assigned course work, as described in the course outline, to the satisfaction of the teaching faculty. Evaluation of student performance is based upon a reasonable diversity of methods. Students are evaluated on their work according to the breakdown in the Grading Scheme and criteria listed below. Numerical grades may be translated into letter grades based upon the following scale. For averaging purposes in determining a student’s overall standing, fail grades are calculated as 45%.

90-100% A+ The student exceeded expectations in demonstrating knowledge of
Exceptional concepts and/or techniques, and exceptional skill in their application in
satisfying the requirements of the course.


80-89% A The student demonstrated a thorough knowledge of concepts and/or
Excellent techniques, and with a very high degree of skill in their application in satisfying the requirements of the course.

70-79% B The student demonstrated a good knowledge of concepts and/or
Good techniques and considerable skill in their application in satisfying the
requirements of the course.

65-69% C The student demonstrated a satisfactory level of knowledge of concepts
Satisfactory and/or techniques and competence in their application in satisfying the
requirements of the course.

65-69% C- The student demonstrated a satisfactory level of knowledge of concepts Low and/or techniques and their application to the requirements of the course Satisfactory that was minimally satisfactory in an elective or non-major subject, but unsatisfactory in a core course of the student’s major subject.

50-59% D The student demonstrated minimal knowledge and ability to apply
concepts and/or techniques in satisfying the requirements of the course.

0-49% F Failure to meet minimum course requirements.
Fail
Late Work: Late work will be accepted at the discretion of the faculty member, with a minimum penalty of 20% per week for unexcused work. Students may not re-submit previously graded work or work produced for other courses for evaluation.

Mid-term Standing: Teaching faculty will provide an evaluation of the student’s work to date at least one week prior to the final deadline to withdraw from a course without academic penalty.

Incomplete Grades: An incomplete grade is considered when students with justification, encounter difficulty completing course work. Incomplete grades are filed at the discretion of the teaching faculty in consultation with the program Chair. Students with incomplete grades must complete all course work by the deadline listed in the Calendar. See the Calendar for details.

Academic Integrity

Plagiarism, misrepresenting personal performance or status and any conduct that damages the integrity of scholarly and artistic activity is unacceptable. Academic penalties will result. See the Calendar for details.

Attendance Policy

Since students benefit from an active involvement with faculty and with their fellow students, the College requires that they attend and participate fully in classes on a regular basis. Marks are not assigned for attendance. However, a student with three or more unexcused absences may be assigned a failing grade for that course. Students who are more than 30 minutes late for a class may, at the discretion of the faculty member, be marked absent.

Required Texts and Materials

Access to a Personal Computer is required for at least three hours per week for the adequate performance of assignments. The following software tools must be installed: Photoshop, Illustrator, InDesign, Web Browser, Web Authoring (Dream Weaver, Flash), PowerPoint and Word Processing. All of these software tools are installed in the classroom lab. In addition, access to digital image capture devices will be of benefit in this course. Digital video and still cameras can be borrowed from the AV Loans Dept. Students will be expected to regularly check their student e-mail accounts and the class blog as this will be a contact methods for the course.

Supplies

See course outline with regard to supplies required for specific projects.

Bibliography

Apple Computer. Macintosh Human Interface Guidelines. Addison-Wesley, Reading, Mass., 1992.

David Bell, “Community and Cyberculture”, An Introduction to Cybercultures, Routledge, 2001.

Berners-Lee, Tim, with Mark Fischetti. Weaving the Web : The Original Design and Ultimate Destiny of the World Wide Web by its Inventor. Harper San Francisco, 1999.

Buzan, Tony and Barry. Chapter 10, The Guiding Principals, in The Mind Map Book. BBC Worldwide Ltd, 2000

Dourish, Paul.
Where the Action Is: The Foundations of Embodied Interaction. The MIT Press, 2001.

Mike Frumin, Hacking Maps: Who Are the Neighbors Voting For?,
http://www.eyebeam.org/reblog/journal/archives/2005/08/hacking_maps_who_are_the_neighbo.html

Ron Geyshick, “Just A Walk”, Te Bwe Win (Truth): Stories by an Ojibway Healer, Summerhill Press, 1989.

Johnson, Steven. Interface Culture: How New Technology Transforms the Way We Create and Communicate. HarperCollins Publishers, 1997.

Katzenbach, Jon R. Douglas K. Smith. The Wisdom of Teams. Harper Business, 1999.

Kline, Dyer-Witheford, de Peuter; “Sim Capital”, Digital Play : The Interaction of Technology, Culture, and Marketing, McGill-Queen’s University Press, 2003

Lidwell, W., Holden, K., Butler, J. Universal Principles of Design. Rockport, 2003.

Meadows, Mark. Pause and Effect: The Art of Interactive Narrative. New Riders, 2002.

Lisa Nakamura, “Cybertyping and the Work of Race in the Age of Digital Reproduction”, Cybertypes: Race, Ethnicity, and Identity on the Internet, Routledge, 2002.

“Where do you want to go today? Cybernetic tourism, the Internet and Transnationality”, (Ibid)

Poole, Steven. Trigger Happy Videogames and the Entertainment Revolution. Arcade Publishing, 2000.

Raskin, J. The Humane Interface. Addison-Wesley, 2000.

Shedroff, Nathan. Experience Design. New Riders 2001.

Mike Wu, Ron Baecker, Brian Richards, Participatory Design of an Orientation Aid for Amnesics, University of Toronto, 2005.

Disclaimer Statement

This course outline may be amended as the course proceeds. The class will be notified and consulted about all changes. See Calendar for details.