TRUTH AND LIES IN A DIGITAL WORLD
This course addresses the problem of misinformation, propaganda, “fake news,” and the verification of truth in digital environments. It introduces students to how multiple fields and disciplines approach these questions, the historical roots of these problems, the unique challenges introduced by digital environments, and strategies for evaluating information and its sources.
Multimedia thinking is a way of making arguments and telling stories using digital media production tools. Multimedia thinking cultivates a transmedia perspective and involves the convergence of text, graphics, audio, and video, and the distribution of these assets over various media. Media may include video and sound, text, animation, still images, audio, or any form of non-physical media. Ideas are presented in a variety of formats including videos, comics, electronic literature, sound installations, remixes, mash-ups or video games. The course will begin with a theoretical and critical examination of media to prepare for their own digital media creations.
MW 12:30-1:50 PM
An introduction to various aspects of graphic communications covering design concepts, typography, and composition. This course offers students both practical and theoretical experience with graphic design.Required for the major in Digital Studies
TTH 9:35-10:55 AM
How do we use computation to solve problems? What kinds of problems are solvable with computation, and what kinds aren’t? This course offers students both practical and theoretical experience with computer programming. No previous programming experience is required.Required for the major in Digital Studies
DIGITAL YOUTH CULTURES
Digital technologies have fundamentally altered human life. This is as true for young people as it is for adults. This course explores how scholars from a variety of disciplines have considered the historically shifting relationship between young people and digital technologies. How have young people contributed to the rise of the digital? And how, in turn, have digital technologies shaped young people’s worlds, bodies, and lives? The course explores a range of issues related to these themes including the emergence of massive multiplayer online games and the gaming cultures associated with them; the rise of social media and smartphones; and the emergence of digital educational and biomedical platforms for monitoring youth health, development, and behavior.
INTERNSHIP IN DIGITAL STUDIES
Hours by Arrangement
Application of digital skills in a position as a digital lab or project assistant for the Rutgers-Camden Digital Studies Center. Individually designed and evaluated experience under supervision of intern adviser. Commitment of at least 30 hours per credit/100 hours for 3 Credits.
DIGITAL STUDIES CAPSTONE
Wednesday 12:30- 3:20PM
Brown and Emmons
Required of all students in the Digital Humanities Certificate program, the capstone course involves working with a faculty advisor on a digital project designed and executed by the student. Students are also required to teach a 1-hour workshop based on a digital technology they have used or investigated in the course of the project.
Brown & Emmons
INDEPENDENT STUDY IN DIGITAL STUDIES II
Hours by Arrangement
An opportunity for advanced students to pursue their interests in digital humanities in a self-determined course of study under the direction of a faculty member.
Interdisciplinary Major Electives:
These courses can be counted towards the Digital Studies Major and Minor
INTRODUCTION TO DATA SCIENCE
50:220:122 or 50:960:185 (co-listed)
Yuchung Wang & I-Ming Chiu
Introduction to Data Science is to enable our students to become sufficiently fluent in both inferential thinking and computational skill, so they can communicate and collaborate with data scientist effectively. The class consists of the following six main components: data structures, data wrangling, data visualization, data mining, inferential thinking and statistical computations.
What do we do with books that are so weird that we don’t even know what to think of them or how to study them? In this course, students will read “weird” or “broken” books that challenge our understanding of texts and the experience of reading. Using works by Mark Danielewski, Chris Ware, JJ Abrams, Doug Dorst, and others, we will be thinking about how weird books mark important intersections between literature, fine art, and gaming. To complete their study, students will be creating non-traditional works to help them understand these weird books, including interactive maps, unboxing archives, and weird books of their own. Course has no prerequisites. Pending Gen Ed approval for AAI.
50:080:201 Social Media Photography
50:080:264 Digital Photography
50:080:213 Intro to Computer Graphics
50:080:214 Interactive Art
50:080:264 Digital Photography I
50:080:279 COMPUTER ANIMATION I
50:080:388 3D Modeling and Printing
50:163:350 Kid’s Media Cultures English
All 198 COMPUTER SCIENCE COURSES
50:443:297 SPECIAL TOPICS IN GENDER STUDIES: GENDER AND TECHNOLOGY
52:630:361 Digital Marketing Strategy
50:700:301 Sound Thinking
50:700:499 Audio Post-Production
50:965:125 Introduction to Video and Film
50:512:381 SPECIAL TOPICS IN AMERICAN HISTORY: PUBLIC HISTORY