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DESIGN | MEDIA ARTS 189 - Winter 2003 Interfacing
the Real and the Computational Syllabus |
Nicholas Gessler - gessler@ucla.edu -
Office hours after class.
Osman Khan - osman73@ucla.edu - Office
hours Thursday 1-3 in Kinross South at the front desk.
Dave Niebuhr - dnieb@aol.com
- Whenever you can catch him.
CLICC PC Classroom "A" (Powell
307) - Fridays 10:00 - 1:00
changed to
CLICC PC Classroom "C" (Powell 320) - Fridays 11:00 - 2:00
Synopsis
A hands-on introduction to the methods of making computers aware of and reactive to their physical and social environments. Participants will learn to connect sensors and actuators to microcontrollers and PCs as well as the basics of languages required to design and build interactive projects. Additionally, participants will survey, critique and write a variety of multiagent simulations and games in Borland's Graphical C++ for Windows programming. These applications will explore the entailments of complex models of multiple causation connected to the analog real and digital virtual worlds. This course provides the elemental building blocks from which larger immersive realities may be imagined, planned and created. No previous programming experience is required. (grad/undergrad)
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We
will focus on Borland C++ Builder
and work with real-world interfaces. |
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No Prerequisites
There are no prerequisites other than an interest in artificial (and natural) worlds. You will have an advantage if you are comfortable working with PCs, HTML, browsing the Web, computer games, and sending and receiving E-mail. We will spend some time on these skills if necessary and you should have your own website up and running by the end of the first week. Make sure to contact Bruin-On-Line to get your own identification, password, email and website. Please familiarize yourself with the services (including classes) that they offer. We will introduce you to new visual tools with drag-and-drop components. It is really not that difficult. Check out the participant reviews and the instructor's profile.
Please arrive on the first day of class with:
Readings:
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required
readings |
Good books on this subject are few and far between. They are usually expensive, have low print runs and go out of print quickly. I will simply Xerox articles for you to read or make them available on the Web. |
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REQUIRED: All handouts which will be Xeroxed or available on the Web. Begin with Computer Models of Cultural Evolution, by Nick Gessler. |
another list of useful and interesting books
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recommended
readings |
These will inspire your class discussions, challenges and quarter project. |
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RECOMMENDED:
Evolutionary Design by Computers, by Peter Bentley (Editor) amazon.com
= $62.95 plus shipping and handling |
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RECOMMENDED:
Artificial Life, by Christopher G. Langton
(Editor) amazon.com
= $35.00 plus shipping and handling |
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RECOMMENDED: The Pattern on the Stone – The Simple Ideas that Make Computers Work, by Danny Hillis. Basic Books, New York (1998). An easy and enjoyable read. List price $13. available from instructor = $10.00 |
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RECOMMENDED:
C++ Guide. BarCharts, Quick Study - Computer. A six-page cheat
sheet on the C++ programming language. available from instructor = $4.00 |
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RECOMMENDED:
Growing Artificial Societies – Social Science from the Bottom Up, by Joshua
Epstein and Robert Axtell. MIT Press, Cambridge (1996). A quick read for
the overall strategy by week three. More in-depth reading will be assigned.
amazon.com
= $24.00 plus shipping and handling |
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RECOMMENDED:
ATLAS OF CYBERSPACE amazon.com
= $27.99 plus shipping and handling |
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RECOMMENDED: The Computational Beauty of Nature – Computer Exploration of Fractals, Chaos, Complex Systems, and Adaptation, by Gary William Flake. MIT Press, Cambridge (1999). Readings will be assigned each week. amazon.com
= 32.95 plus shipping and handling MIT
Press Website |
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RECOMMENDED: Blondie24, by David Fogel. Morgan Kauffman (2001). Tells the story of a computer that taught itself to play checkers far better than its creators ever could by emulating the principles of Darwinian evolution and discovering innovative ways to approach the game. |
Grading:
Since participant standing ranges from Freshman to Graduate and programming exprience ranges from none to extensive, your grade will be base on what you have accomplished as an individual. Based upon previous courses I have taught with the same participant make-up, everyone has an equal chance to earn an "A."
| 8 Weekly Challenges: 5% each = 40% | Class Participation: (30%) | Class Project (30%) | ||||
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Challenges will be mostly simulations for you to write, explore, and enhance in code, pseudocode and procedural ideas. Please keep your own copies since I will keep what you turn in so that I can impress my colleagues with your work. We will return comments and suggestions separately, or better let's meet me over lunch or coffee (my treat).
Please turn in the following for each programming challenge:
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Includes:
We are always interested in epistemological issues (how do we know what we think we know), the evolution of representations (simulations and models), and what may be possible just around the corner. We would always like our discussions grounded in technological fact.
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