2021-2022 Academic Catalog 
    
    May 15, 2024  
2021-2022 Academic Catalog [ARCHIVED CATALOG]

Courses


 
  
  • FREN 140 - Francophone Writing and Film


    Offering an overview of the French-speaking world that spans from South East Asia to the Caribbean, North and sub-Saharan Africa, and North America, this course celebrates the diversity of francophone cultures through literature and film. It also seeks to examine and interrogate the ties of these former colonies with France and Belgium, the paths they have followed since independence, and their current socio-economic and political situation.

    Prerequisites: FREN 120  , FREN 124  or above, or permission. Fulfills the Culture Requirement for majors. 

    Course Designation/Attribute: GP

    Anticipated Terms Offered: Bi-annually

    Placement Guidelines
    Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 145 - Translation Workshop


    Students work on various texts (advertising, journalism, theater, film scripts and fiction) exploring theory, techniques and problems of translation. Emphasizes translation from French into English and stresses lexical and syntactic aspects of comparative style. Students become acquainted with the variety of texts an American professional translator might expect to work on, including film subtitling.

    Prerequisites: FREN 120 , FREN 124  or above, or permission.

    Course Designation/Attribute: POP

    Anticipated Terms Offered: Periodically

    Placement Guidelines
    Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 146 - Advanced Oral Expression - Lecture/Discussion


    This course is designed to help students improve their fluency in French. A variety of materials including films, newspaper articles, current events and literary texts will be used to help students perfect pronunciation and intonation, communicate opinions and engage in debate. Other topics may include phonetics, levels of discourse, public speaking, and dramatic interpretation.

    Prerequisites: FREN 120  , FREN 124  or above.

    Course Designation/Attribute: LP

    Anticipated Terms Offered: Periodically

    Placement Guidelines
    Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 164 - Haiti and the French Antilles


    This course examines the societies, cultures and literatures of Haiti, Guadeloupe, Martinique and French Guyana. It begins by tracing the history of the area, including the consequences of the Haitian Revolution in the Caribbean. The course then goes on to explore the cultures of the region, notably the cultural links with both ancestral Africa and France, the status of the Creole language, Haitian vodun, Haitian visual arts, and French Antillean carnival practices. Other topics discussed include gender relations, emigration and diaspora, Haiti’s political trajectory since independence, and the political status of the French Caribbean territories.

     

     

    Prerequisites: FREN 131  or above, or permission.

    Anticipated Terms Offered: Periodically

    Placement Guidelines
    Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 165 - Theater Workshop in French


    A workshop course using scene study to provide direct experience of the theatrical synthesis within which play, actor and spectator operate. Emphasizes vocal delivery through intensive work on diction, phrasing, rhythm and gesture. Explores various approaches to the play’s staging. Typically one playwright is studied and topics of theatrical practice are combined with theoretical issues concerning the social background and artistic conventions of the playwright’s period. Playwrights studied may be: Molière, Marivaux, Ionesco, Beckett.

    Prerequisites: FREN 120  or higher, or permission.

    Course Designation/Attribute: LP

    Anticipated Terms Offered: Periodically

    Placement Guidelines
    Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 223 - Surrealist Literature and Art of the 1920s-1940s


    This course is an interdisciplinary exploration of the literary, artistic, and social movement of Surrealism during its most productive and influential period. We will consider its precursors and the singular context in which Surrealism arose as well as its legacy and manifestations in the 21st century. Various facets of Surrealism will be examined, namely manifestoes and essays, poetry, theater, literary prose, cinema, visual art. Themes of the unconscious, the imagination, play, desire, language, transgression, love, and revolution will be of particular interest to us.

    Prerequisites:   FREN 131  , FREN 132  or above, or by permission.

     

    Course Designation/Attribute: LP

    Anticipated Terms Offered: Periodically

    Placement Guidelines
    Majors and non-majors welcome. Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 249 - The French-Speaking World In the 21st Century


    An interdisciplinary analysis of the effects of globalization in French-speaking countries around the world. Through literature, social texts, and fiction film and documentaries we explore such issues as the rise of religious extremism; the Algerian  civil war;  the problematic role of French language and culture in former French colonies decades after independence; the social, economic  and cultural consequences of globalization; the intersection between the local and the global; migration patterns from or within the francophone world; and other contemporary issues which the postcolonial francophone world is facing.
     

    Course Designation/Attribute: LP

    Anticipated Terms Offered: Periodically

    Placement Guidelines
    Majors and non-majors welcome. Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 256 - Education in 20th Century French Novel and Film.


    An exploration of literary and cinematic portrayals of youth with a focus on the role of the school and other sources of learning. Topics include gendered identity, social structures and narrative strategies. Authors may include Colette, Alain-Fournier, Gide, Sagan, Ernaux and Duras. Majors and non-majors welcome.

    Prerequisites: FREN 131  or FREN 132  or permission.

    Course Designation/Attribute: LP

    Anticipated Terms Offered: Periodically

    Placement Guidelines
    Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 297 - Honors


    This honors program is for language, literature and culture majors only. By November 1 of the capstone semester, faculty will identify qualified senior majors (with a minimum GPA of 3.5) and invite them to submit a proposal for a semester-long honors thesis during the spring of their senior year. Other students who wish to take honors should identify an area of interest during the capstone semester, consult with the capstone professor and/or an appropriate honors adviser, and submit a proposal (by December 1) to the professor they would like to direct the project.*

    • Proposals will be approved at the discretion of the individual professor.
    • The Department Chair must also approve the project.
    • The honors candidate and adviser will decide on a work schedule, but a preliminary draft must be completed by the first week of April.
    • The final version is due one week before the last day of classes.
    • A second faculty reader will participate in the final evaluation of the honors project.
    • An honors project counts as one unit of credit.

    *Students graduating early and wishing to do an honors project should see their adviser during the fall of their junior year and get approval for the project from the thesis director and the department chair.

    Anticipated Terms Offered: Annually

    Placement Guidelines
    Please visit the Department of Language, Literature and Culture for the language placement guidelines.

  
  • FREN 298 - Internship


    An Academic internship is a practical work experience with an academic component that enables a student to gain knowledge and skills within an organization, industry, or functional area that reflects the student’s academic and professional interests while earning credit.

    Maybe repeatable for credit.

    Anticipated Terms Offered: every semester

  
  • FREN 299 - Directed Study


    Undergraduates, typically juniors and seniors, construct an independent study course on a topic approved and directed by a faculty member. Offered for variable credit. May be repeatable for credit.

     

    Anticipated Terms Offered: Every Semester

    Placement Guidelines
    Please visit the Department of Language, Literature, and Culture for the language placement guidelines.

  
  • GAME 010 - History of Game Development


    This course covers the history and evolution of electronic game development, focusing on design elements, technical innovations, societal influence, and the impact of marketing. The course will dissect the roles of programmers, designers, artists, and writers, as well as provide an overview of various software and hardware developments for the gaming industry. Students will gain a global and historic view of the interactive media field and its origins.

    Course Designation/Attribute: HP

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 025 - Introduction to Game Design


    This course serves to introduce the various aspects of game design for those intending to work as part of management, production, and/or design teams.The student will begin with an analysis of gaming, with consideration of various platforms, game genres, playability, objectives, rule dynamics, and overall quality. Further, the student will learn the elements of production including game conceptualization, story development, and interface, character, and soundtrack, and level design.

    Course Designation/Attribute: AP

    Anticipated Terms Offered: Spring

  
  • GAME 030 - Examining Play


    This course will cover how playing video games affects the brain and how players respond to different forms of interaction. We will cover how exactly games affect mood and emotion as well as what kind of skills you learn in- game that you can bring into the real world. Students will also study various types of play, and how players react to events and triggers in games. Ultimately students will learn how they can use this knowledge to make better, more interesting and more impactful games.

    Course Designation/Attribute: VP

    Anticipated Terms Offered: Fall

  
  • GAME 050 - Game Pitch and Design Documents


    In this class students will learn how to craft high quality game design documents as fundamental design aids for memory and communication as well as how to create and deliver effective verbal pitch statements based on design document contents.

    Prerequisites: GAME 025

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 055 - Procedural Modeling


    Procedural Modeling will provide in-depth study of methodologies utilized within all 3D-related industries related to procedural and non-destructive model design. Procedural systems on both a macro and micro level will be covered, while maintaining a wider perspective of non-destructive modeling capabilities. This course will strengthen practical knowledge in 3D modeling, providing a greater understanding of the relationship between traditional 3D modeling principles and more contemporary procedural techniques.

    Anticipated Terms Offered: Fall

  
  • GAME 060 - Procedural Visual Effects


    Procedural Visual Effects will provide in-depth study of methodologies utilized within all 3D-related industries related to procedural and non- destructive visual effects. Procedural systems on both a macro and micro level will be covered, while maintaining a wider perspective on the current state of the visual effects industry. This course will strengthen practical knowledge in rigid body simulation & destruction, particle effects, volume dynamics, and visual effects integration into real-time game engines.

    Anticipated Terms Offered: Spring

  
  • GAME 065 - Effective Design Strategies


    This course will prepare students to work in development teams through in- depth analysis of the development process including all phases of the design pipeline. The course will cover generating and refining ideas, determining effective user interaction, and interpreting and implementing user feedback. Course work will include analysis of games through the lens of the player and the developer, as well as group discussions and team projects.

    Anticipated Terms Offered: Spring

  
  • GAME 075 - Literary Development of Virtual Worlds


    This course looks at traditional storytelling and literary development. Students will then apply classical techniques to the development of virtual worlds, both through non-linear narrative and 3D deployment of literary creations.

    Prerequisites: GAME 010 and VE PLACEMENT

    Course Designation/Attribute: VE

    Anticipated Terms Offered: Fall

  
  • GAME 080 - Storyboarding Animation


    This course covers the design process of storyboarding which encompasses the fundamentals in the pre-production phase of any digital video, multimedia, or computer gaming project. During the first phase, students will learn the value of project management, presentation skills, and effective communication. Second phase lessons include the technical aspects of planning scenes with consideration given to scene set up, stage mapping, virtual or physical camera angles, and object and character movement. Emphasis will be placed on visually translating written descriptions and rendering genre and tone through effective visual blocking. Production techniques include the use of traditional drawing materials to formulate sketches, text description boards, and prototype digital renderings.

    Anticipated Terms Offered: Fall & Spring

    Placement Guidelines
    GART 100 or GAME 025

  
  • GAME 085 - Raster and Vector Games


    This course will introduce Game students to Adobe Photoshop and Illustrator. Students will learn the differences between Raster and Vector images and the appropriate uses for each. Students will gain a full understanding of the interface and tools in the software. The course will cover the uses of these two programs throughout the game development process. Topics include creating sprites and sprite sheets, tile sets, painting UV maps, creating textures, creating title and menu screens, and digital painting.

    Prerequisites: GART 100 or ARTS 100

    Anticipated Terms Offered: Spring

  
  • GAME 090 - Intermediate Game Development


    This course introduces students to more advanced concepts in game design and development such as ideation, digital prototyping, interface design, usability testing, teamwork, project scoping and management. The main emphasis of the class is on the conceptualization of innovative design goals and the execution of those goals in the form of a complete, polished intermediate game project.

    Prerequisites: GAME 080 or GAME 025

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 095 - Digital 3D Modeling


    This course covers the principles and techniques involved in creating 3- dimensional media. Students will learn the step by step process of 3D graphics including modeling with NURBs, polygons, and subdivisions using sophisticated 3D software such as Maya. They will also acquire skills in texture design and UV Mapping skills, lighting, scene setup and rendering.

    Prerequisites: GART 100 or ARTS 100

    Anticipated Terms Offered: Fall

  
  • GAME 100 - Texturing


    Using a combination of 2D and 3D graphics applications, students will learn to create textures that are mapped onto real-time 3D models. A variety of visual styles as well as procedural texturing will be covered.

    Prerequisites: GAME 095

    Anticipated Terms Offered: Fall

  
  • GAME 105 - Environment Art


    Environment Art is a specialization within game development which straddles the line between modeling and level design. In this course, students will learn to build art assets such as modular architectural components and reusable landscape models, then construct full real-time environments in a commercial game engine.

    Prerequisites: GAME 095

    Anticipated Terms Offered: Fall

  
  • GAME 110 - Software Engineering Life Cycle


    This course teaches the fundamental principles and strategies of game production and prototyping, allowing the student to assume the role of project producer. Students will learn the core elements of game assembly, project management, development tracking and troubleshooting. They will become familiar with the procedures necessary for successful game development, from the conception stage and on through the implementation stage, covering the various technologies prevalent in the game design industry. Production focus will be on prototyping, planning, implementation, testing, and tracking across financial and technological constraints.

    Prerequisites: GAME 025 or MGMT 100

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 120 - Real-Time Lighting, Shading and Rendering


    This course covers the techniques involved in preparing 3D models for the rendering process. Students will design complex shading networks, explore various light types and attributes, and build lighting rigs common to the animation, visual effects, and gaming industries. Additionally, tools and concepts related to the compositing process are explored including the utilization of render layers and render passes.

    Prerequisites: GAME 095

    Anticipated Terms Offered: Fall

  
  • GAME 130 - Digital Audio Production


    This course explores the fundamentals of the medium of sound and processes of sound-design, with the goal of understanding, articulating, and creating audio assets for games. Through demos and creative projects, students will experiment with the essential building blocks of sound and explore audio principles such as acoustics and perception, the use of microphones and digital recording hardware, editing, signal-processing and mixing using ProTools, Foley recording and sound-effect production, sampling and MIDI, audio synchronization to video, and applications of audio assets in digital-media and game development. The course sets a solid foundation for the understanding of sound while developing a strong toolset for working within the medium.

    Prerequisites: GAME 010 and/or GAME 025

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 135 - Digital Music Studio


    This course explores the world of MIDI and sound-design through virtual- instruments and synthesized techniques. Through demos and creative projects, students will learn essential building blocks of synthesized sounds by using virtual-instruments in ProTools, interfacing MIDI controllers with software, creation of sound-effects through synthesized means, basic rhythmic and tonal music theory, and the creation of musical assets for games. The course sets a solid foundation for the understanding of sound- design and a historical context for the field of Game Audio, while developing a strong toolset for working within the medium.

    Prerequisites: GAME 010 or GAME 025

    Anticipated Terms Offered: Spring

  
  • GAME 140 - Music Theory


    This course explores the fundamentals of music theory, with the goal of understanding and creating music for games. Topics cover the fundamentals of music theory including rhythms, scales, intervals, chords, keys, harmony, and modulations. Composition concepts are also introduced and explored. The course sets a solid foundation for the understanding and application of musical terms and structures in the development of game audio, and a historical context for game music.

    Anticipated Terms Offered: Spring

  
  • GAME 155 - Game Industry Trends


    This course will analyze trends in popular culture both in and out of the scope of the video game industry. By gaining a broad understanding of how trends evolve and change within the entertainment industry, students will better be able to anticipate market changes and develop games for targeted audiences. This course will also focus on tracking and discussing new and evolving technologies as well as current events in the entertainment industry.

    Prerequisites: GAME 010 and GAME 050

    Anticipated Terms Offered: Fall

  
  • GAME 160 - Foley and Field Recording


    This course involves the research and production of audio recordings using live studio-based Foley techniques and site-based field recordings. The class will involve the use of microphones, portable recorders, studio recording, location-based recording, and advanced digital editing tools to develop audio assets such as sound effects for interactive media and video.

    Prerequisites: GAME 130

    Anticipated Terms Offered: Spring

  
  • GAME 165 - Game Audio 1


    This course focuses on game audio production, and the techniques and methodologies commonly used in implementing sound and music assets into an electronic game environment. Game engine components are introduced, as well as middleware tools for designing interactive, dynamic and adaptive systems. Asset management and general project workflow will be examined as part of the game development structure.

    Prerequisites: GAME 130 and GAME 090

    Anticipated Terms Offered: Fall

  
  • GAME 170 - Game Audio 2


    This course builds on the techniques and methodologies taught in Game Audio 1. Principles of sound in a game engine environment are reviewed, followed by deeper examinations into game audio processes and techniques for implementation including advanced use of middleware tools, coding and script management, and real-time DSP. Audio design document authoring and goals will be discussed. Asset management tools and version control techniques will be explored in a team project-based environment.

    Prerequisites: GAME 165

    Anticipated Terms Offered: Spring

  
  • GAME 175 - Writing for Fantasy & RPGs


    This course covers the broad palette of fantasy and its sub-genres, genre- and lore-appropriate game-text, character development within fantasy, world development within fantasy, writing within the constraints of game development tools, traditional narrative storytelling, cinematic scripts, voiceover scripts, dialogue and narrative, writing specs, writing proposals, writing for established intellectual properties, and analysis of existing games.

    Prerequisites: GAME 075

    Anticipated Terms Offered: Spring

  
  • GAME 180 - Computer Illustration for Game Design


    This course covers the creation and implementation of computer graphics within the framework of multimedia and game design. Students will learn how to use computer graphic software such as Adobe Illustrator and Adobe Photoshop to render image files for use in the digital medium. Each phase of graphic creation will be considered including digitizing a base image, creating and manipulating a digital graphic directly within one of the software packages, importing and exporting between programs, and outputting to any one of various suitable graphic formats. Emphasis will be given to designing graphics for digital video, animation, multimedia design, online development, and game production.

    Prerequisites: GAME 085

    Anticipated Terms Offered: Fall

  
  • GAME 185 - 3D Animation


    This course covers the techniques involved in animating 3D models in 3D scenes utilizing sophisticated software such as Maya. Students will learn the process of creating and building a 3D scene from objects, lighting placement, and camera manipulation. Furthermore, the animation of characters including model skeleton building, rigging, and key frame animation will be covered in detail.

    Prerequisites: GAME 095

    Anticipated Terms Offered: Spring

  
  • GAME 190 - Game Programming I


    This course provides a review of the fundamentals of C++, the standard language of the game industry, and builds on those fundamentals to create moderately complex games. Beginning with simple games, the course progresses through more interesting game functions: game loops, using and creating software objects, using functions to break game programs into manageable chunks of code, how to address and manipulate computer memory, and define objects in terms of other objects.

    Prerequisites: GCPT 110

    Anticipated Terms Offered: Fall

  
  • GAME 195 - Game Programming II


    This course focuses on the subject of game programming using a third party 3D game engine to provide a uniform interface for audio, 3D visuals, and device input. Students will use open source multi-platform, tools and game libraries, such as those available in Torque to produce platform independent code. Students will also have the opportunity to interact with the online game programming community to further develop their skills.

    Prerequisites: GAME 110

    Anticipated Terms Offered: Spring

  
  • GAME 200 - Level Design


    This course teaches the concepts and skill sets involved in creating successful levels within any game format. Emphasis will be given to integrating levels within a given game design, construction guided by balance and rhythm, and approaches for handling technical and environmental limitations. Students will develop levels for existing game engines as well as utilizing original game aesthetics.

    Prerequisites: GAME 110

    Anticipated Terms Offered: Spring

  
  • GAME 205 - Digital Cinematography


    This course covers the technical aspects of working within the challenging medium of digital audio and video production. With a focus on using non- linear editing methods, students will be able to take full advantage of digital editing processes utilizing the latest in audio and video software such as Sound Forge, Adobe Premiere, and Adobe After Effects. Students will cover all aspects of the production process including audio and video recording and capturing, digital editing of sound and video, special effects generation, and final preparation for use in interactive media such as DVDs, advanced video games, and the World Wide Web - each with its own technical and production requirements.

    Prerequisites: GAME 080

    Anticipated Terms Offered: Spring

  
  • GAME 210 - Agile Project Management with Scrum


    In this course, the student will learn how to apply Agile and Scrum techniques to manage software and interactive media development projects. Through immersive and evolving case studies and other activities, the student will acquire the theory, practical knowledge and skills to plan, manage and close a software/game development project.

    Prerequisites: GAME 110

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 215 - Principles of Motion Capture


    This course focuses on principles and techniques related to producing, editing, and rendering of motion capture information. Both pre-recorded and live motion capture data will be utilized throughout the course. General animation project discussions will take place focusing on the various considerations and processes for leading and supervising an animated project.

    Prerequisites: GAME 185

    Anticipated Terms Offered: Spring

  
  • GAME 220 - Virtual Reality in Gaming


    This course is an advanced level exploration meant for Interactive Design and Programming majors, focusing on the virtual reality experience as it applies to interactive development, covering the history of VR approaches, practical applications, typical challenges, and current trends in gaming. This course specifically explores the use of VR headsets, as well as other newly developed input devices, for the purposes of creating engaging, immersive interactive experiences. Both the technical and design side of working within this medium will be addressed.

    Prerequisites: Two semesters of GAME 255

    Anticipated Terms Offered: Fall

  
  • GAME 225 - Mobile Game Production


    This course explores the unique characteristics of developing and designing interactive media and games for mobile devices. Students will learn the various hardware and software appropriate for this platform as well as how to evaluate and address the challenges inherit in the technology. Lessons addressing the global audience as well as the rapidly expanding reach and influence of this dynamic distribution platform will be integral to the practical application of mobile development throughout the course.

    Prerequisites: Two semesters fo GAME 255

    Anticipated Terms Offered: Varies

  
  • GAME 230 - Rigging for Animation


    This course covers the techniques involved in preparing 3D models for the animation process. Students will design efficient and intuitive rig systems using popular industry tools such as bones, joints, control objects, and constraints. Furthermore, the process of skinning and application interoperability will be explored.

    Prerequisites: GAME 095

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 235 - Digital Organic Modeling


    This course covers the techniques involved in building organic 3D models using industry standard modeling-specific applications. Emphasis is placed on human and non-human figure study, its importance the modeling process, and the utilization of application tools for an efficient production pipeline. Methodologies for building animation-ready assets from concept sculpts will also be explored.

    Prerequisites: GAME 095

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 240 - Visual Effects


    In this course students will learn to create real-time visual effects, using effects tools within a commercial game engine. Topics covered include development of different styles of effects, particles, texture and material creation, and timing.

    Prerequisites: GAME 085 and GAME 095

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 245 - Music Composition for Games


    The course explores advanced game music production concepts and techniques. Topics cover scoring, arranging, and orchestration. Adaptive and non-linear audio concepts are introduced in the context of gameplay, as well as subjects such as looping, branching, and randomization, transition matrices, algorithmic operations, and creating multi-layered stems. Concepts are introduced and explored through applied creative projects. Historical context is given within the development of game music.

    Prerequisites: GAME 140

    Anticipated Terms Offered: Spring

  
  • GAME 250 - Synthesis and Sampling


    This course surveys advanced sound-design tools and software used by professionals in the industry and expands upon skills from Digital Audio Production and/or Digital Music Studio. Numerous synthesis techniques and procedures are covered such as advanced analog emulation and subtractive synthesis, FM, wave-table, granular, and semi-modular synthesis, physical modeling, software samplers, and signal processing through effects. Tools created by independent designers will also be implemented and critiqued. Students will use these tools for advanced sound production and the development of audio assets for games.

    Prerequisites: GAME 130 or GAME 135

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 255 - Game Studio


    This course is to be taken by Game students enrolled in a Game Studio: Art, Audio, Design, Production or Programming section. The course is centered on an instructor guided project which may include serious games, simulations, artistic installations, entertainment, or new technological exploration. The course will provide a hands-on development environment for a formal interactive title to be released. Students will gain experience working as part of a game studio team with various departments, leads, development infrastructure, and real-world demands. Students are required to take this course multiple times during the course of their degree program. May be repeatable for credit.

    Prerequisites: GAME 025

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 260 - Serious Game Project


    This course is the capstone course for the Context component of the interactive media curriculum and is thematically connected with the experience component. Students are required to link their humanities and social science work with their interactive media studies. Teams of students work on game projects that are designed for a primary purpose other than pure entertainment. The “serious” adjective generally refers to applications that have been designed for use by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. These projects draw heavily on the outcomes students have mastered as a result of their general education courses.

    Prerequisites: GAME 010 and at least two semesters fo GAME 255

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 265 - Artificial Intelligence for Video Games


    This course provides an overview of the field of artificial intelligence with special attention to uses in the electronic gaming field. Students will develop logic grids for intelligent agents, discuss how learning and communication are integral elements of artificial intelligence. Philosophical discussion of such concepts as intelligence, cognition, learning, and the Turing test will be addressed.

    Anticipated Terms Offered: Fall

  
  • GAME 270 - Game Analytics


    The course will discuss optimization of 3 phases of game design development and production - marketing (how do we acquire the users?), retention (how do we keep and convert users to players?) and monetization (modeling the game changes to get the optimal monetization). The course will also discuss the Stochastic approach, introduce students to relational databases, statistical software and other analytical tools used in Game Analytics.

    Prerequisites: GAME 025   & QBUS 110  

    Anticipated Terms Offered: Fall

  
  • GAME 275 - Character Animation


    Animated characters are becoming increasingly popular as pivotal assets in animation, storytelling, and simulation related industries. The fundamentals of creating animation lie in the ability to generate believable characters that have emotion and life. This course will explore tools and techniques used in the animation industry to design convincing character animations including blocking, breakdowns, non-linear, and procedural animation.

    Prerequisites: GAME 230

    Anticipated Terms Offered: Fall

  
  • GAME 280 - Advanced Character Animation


    This course continues the study of processes and procedures related to character animation initiated in GAME 275. Facial animation and lip synchronization concepts are presented along with current technologies utilized in the efficient design of dialog-based animation. Unlike GAME 275 Character Animation where focus is placed on designing character animation loops for real-time engines, this course focuses on story and narrative for cut scenes and short film.

    Prerequisites: GAME 275

    Anticipated Terms Offered: Varies

  
  • GAME 285 - Advanced Topics in Game Development


    Courses offered under the designation Special Topics may represent emerging issues or specialized content not represented in the curriculum.  May be repeatable for credit if topic is differerent.

    SPRING 2022 TOPIC: Business of Games This course is really about business and opportunities in the gaming industry. It offers students a more in-depth understanding of business, game development, project management, marketing & communication skills through case studies; and all through resources like online articles, videos, guest speakers, lectures, and real life game projects. Students will also hone their skills to be more confident in the pitch process, better communicators, and present a strong personal brand. Rounding out the course involves a better understanding of the fundamentals of funding, distributing, and marketing their game. At the finale of the course students will have gone through the A-Z process of project creation to game launch!

    SPRING 2022 TOPIC: Esports This course will cover everything you wanted to know about esports, but didn’t know to ask. Principal topics the class covers the evolution of teams, advanced marketing tactics, publisher integration strategies, esports popularity trends, and more. The class will also be highly interactive, with active participation in class discussions a must.

    SPRING 2022 TOPIC: Programming Languages A survey of current and historical programming languages, including syntax, applications, performance, advantages, drawbacks, and features. Work will include translating code between languages, writing original code in various languages, and making and justifying language recommendations.

    SPRING 2022 TOPIC: Screenwriting Basics This course focuses on scriptwriting for cinematics, cutscenes, and voiceover bytes, as well as principles of screenwriting. Students will also learn how to take into account budgetary factors and storyboarding while drafting their scripts.

    SPRING 2022 TOPIC:Tabletop and Fantasy Card Game Illustration and Design This course focuses on illustrating and designing artwork for collaborative Tabletop and Fantasy Card Games. Coursework emphasizes the development of representational, full-color, art images that tell visual stories based on common elements, tropes, and archetypes found in these heroic games of adventure.

    SPRING 2022 TOPIC: Investment Game Quest Using Roblox In this course, the students will be able to work for an important investment company using the platform Roblox, to create a game with quests that will encourage good financial habits. Students will be able to get hands-on experience relevant to education and serious games.

     

    FALL 2021 TOPIC: CHARACTER DESIGN ART   This course will focus on the elements involved for successful 2-D character design ranging from concept to final project. These elements include, but are not limited to research, conceptualization, synthesis and refinement. The student will develop a body of work, consistent with her/his/their interests, while at the same time learning about industry methods, practices and standards.

     

    FALL 2021 TOPIC: CREATURES & CHARACTERS In this course, students will learn and put into practice the process of developing creatures and characters for story-intensive games. In addition to narrative development, students will also create art requests and develop specs for statistics, skills, special abilities, and other elements that would be implemented by systems designers and programmers.

     

    FALL 2021 TOPIC: CAREER ADVENTURE Grasp and embrace new, creative, and effective strategies to build up a unique stand out portfolio. Learn how to effectively build relationships in the industry with studios and grow your network. Hands on learning to build your digital brand along with exceptional CV’s and cover letters.  Find out how to determine what type of role & culture you flourish in, to build an and what it takes to stand out when finding your next role.

     

    FALL 2021 TOPIC: Gaming and Esports Develop and hone new, creative, and effective strategies for connecting with the video game industry. This would include but not be limited to eSports events, industry leaders, event organizers, and key developers. Learn how to effectively build long-term relationships with studios all while growing your gaming-related network and placing an emphasis on the eSports industry. Dive into case studies, learn from expert leaders in eSports, participate in town-hall-style talks with guest speakers, and examine eSports events and initiatives. This course will also offer hands-on learning to elevate your digital brand along with refreshing & revitalizing your CVs, cover letters, and portfolios for today’s hiring managers.

     

    Prerequisites: Established per Topical Section

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 290 - Portfolio


    A professional review of a student’s cumulative work toward the degree is provided. The student spends the semester gathering work, updating items, participating in critiques, and creating a professional presentation of his/her work which is meant to be shown for career and graduate school opportunities.

    Prerequisites: At least three semesters fo GAME 255

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 295 - Game Audio Production


    The overall purpose of this course is to design and create a fully realized game audio production to be implemented in a working game, in tandem with the Senior Game Project course. The course involves creating all audio assets to be used in-game including sound-effects, music, and voice-overs, and the implementation of adaptive audio theories, real-time mixing, and middleware. Topics build on previous sound-design and composition courses. Students will work both individually and as a team. This course deepens the preparation of students for entry-level work in sound design and music at a game development company or as a freelance professional.

    Prerequisites: GAME 245 and GAME 250

    Anticipated Terms Offered: Varies

  
  • GAME 298 - Career Internship


    The junior or senior student is required to pursue an internship with a local company in which the student can apply his/her academic design experience to the professional working environment. The student intern works under the supervision and guidance of a faculty member in partnership with the student business supervisor.

    Students may get credit for this course multiple times but may not get credit for more than two (2) instances from the same company. This course may not be used as a substitute for GAME 255. May be repeatable for credit.

    Prerequisites: GAME 255

    Anticipated Terms Offered: Fall & Spring

  
  • GAME 299 - Directed Study


    Undergraduates, typically juniors & seniors, construct an independent study course on a topic approved & directed by a faculty member. May be repeatable for credit.

    Anticipated Terms Offered: as needed

  
  • GART 100 - Principles of Drawing


    Principles of Drawing is an introductory studio course that teaches students the basics of drawing. This course will focus on a wide range of drawing exercises using a variety of drawing tools. Students will work in black and white and color, drawing from still life and photographs. They will develop their own sense of composition, and discover the illusion of three dimensions by using shading and perspective. Students will develop the skills of handson observational drawing as well as create constructive concepts that deal with simple volumes in space.

    Anticipated Terms Offered: Fall & Spring

  
  • GART 105 - Drawing Studio: Systems and Techniques


    This course provides a survey of the major systems of linear expression. Through group projects in class and homework, students experiment with drawing styles. Each style will be examined through stylistic origin and historic context through research, application and discussion. The students will be encouraged to explore different styles, focusing on one that appeals to their sensibilities.

    Anticipated Terms Offered: Fall

  
  • GART 110 - Painting Studio


    Through twelve projects in acrylic paints, students will explore their own sense of beauty and visual expression. Some projects concentrate on pure visual structure, some on emotional expression, and some on image making (landscapes, faces, still life). Realism and “drawing ability” are irrelevant, and students can enter the course at any level, from beginner to advanced.

    Anticipated Terms Offered: Fall

  
  • GART 210 - Drawing II


    This course is a follow-up studio course that continues to solidify and expand the basic drawing concepts that students explored in GART 100 Principles of Drawing. The student will be working with wet media techniques (watercolors, oils, markers) as they develop their drawing, and painting techniques in creating 2D objects and more complex subject matter. Students also learn the relationship of plain objects, figures and animals, and their relationship to an environment or composition.

    Prerequisites: GART 100

    Anticipated Terms Offered: Fall

  
  • GART 225 - Cartooning Basics


    This course is an introduction to the basic principles of cartooning. Students will learn the essential components of cartooning, ranging from initial concept to finished cartoon. The history of the cartoon will be covered, along with its contemporary application. Cartoon genres will include caricatures, “Funnies”, single panel (including political cartoons), and Manga/Anime style drawing. Student will work to develop their own cartoon style while learning to use a variety of media such as pen and ink, marker and watercolor. Digital techniques, including the use of the computer, will be researched and explored.

    Prerequisites: GART 100

    Anticipated Terms Offered: Fall

  
  • GART 235 - Life Drawing


    The students will enhance their drawing skills by drawing the human figure using live models. Students will study proportion, light and shade, simple anatomy of the human form, and develop a basic understanding of the human figure in action and in motion.

    Prerequisites: GART 100

    Anticipated Terms Offered: Spring

  
  • GART 240 - Interactive Media Advanced Drawing


    This course is designed for advanced level undergraduate Interactive Media Design students, as well as those students from a fine and applied arts background looking to further their knowledge and skill in the various categories of drawing as it applies to the creation of digital art concepts and assets. The course will build upon the foundation of knowledge that Principles of Drawing and Life Drawing courses provide, while allowing the student to experiment with various new media and to focus on an area that is geared toward their career goals and interests. Examples of drawing projects and tracks included in the course could be: advanced traditional drawing, digital drawing, investigation into character concept design and environmental concept art/design for games. The student will develop a body of work consistent with her/his/their interests, while at the same time learning about contemporary approaches and methods, practices and standards commonly found in the interactive media industry. May be repeated once (taken a total of two times).

    Prerequisites: GART 100  or GART 235  

    Course Designation/Attribute: AP

    Anticipated Terms Offered: Varies

  
  • GART 299 - Directed Study


    Undergraduates, typically juniors & seniors, construct an independent study course on a topic approved & directed by a faculty member. May be repeatable for credit.

    Anticipated Terms Offered: as needed

  
  • GCPT 010 - Computer Programming I


    Introduction to Programming, this course introduces principles of programming in an object-oriented environment. Topics include design and implementation of programs that use a variety of data structures, functions, and conditionals. Students will be expected to design, implement, and debug programs.

    Course Designation/Attribute: SP

    Anticipated Terms Offered: Fall & Spring

  
  • GCPT 020 - Computer Programming II


    This course will improve upon existing object-oriented programming skills and introduce new concepts in programming. Topics covered are classes/objects and constructors, overloading operators, strings, pointers, namespaces, encapsulation, and reading and writing files.

    Prerequisites: GCPT 010

    Anticipated Terms Offered: Fall & Spring

  
  • GCPT 110 - Data Structures


    Manipulation of character strings and data (searching, sorting, etc.) file processing, program segmentation, linearly linked lists, matrices, trees and graphics, stack and queues will be covered using the language of C++.

    Prerequisites: GCPT 020

    Anticipated Terms Offered: Fall & Spring

  
  • GCPT 299 - Directed Study


    Undergraduates, typically juniors & seniors, construct an independent study course on a topic approved & directed by a faculty member. May be repeatable for credit.

    Anticipated Terms Offered: as needed

  
  • GEOG 016 - Introduction to Economic Geography


    This course is built on the assumption that we live in a world whose societies, cultures, governments, and environmental relationships are most significantly shaped by the mechanisms and influences of global capitalism. A fuller understanding of the dynamics of the world economy requires that we not isolate them from the political, cultural, social, and ecological contexts through and within which they are situated. Deeper contextual understandings are what economic geographers seek to achieve and this course surveys these perspectives with a focus on the locations and distributions of economic activities and the flows, interconnections, and drivers of uneven development in the global economy. Fulfills the Global Comparison Perspective.

    Course Designation/Attribute: GP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 017 - Environment and Society


    Relationships between human societies and the natural environment are central to the discipline of geography. Geography 017 introduces students to these relationships and to the analysis of them, integrating perspectives from the natural and social sciences. We examine questions such as: how do environments shape societies; how do societies transform environments; are there environmental limits to economic growth; how does culture shape our relationships with our environments; and what sorts of human-environment relationships are sustainable and just? We examine these questions at many different geographic and temporal scales: from pre-history up to the present, from very local cases to the entire planet, and from pre-industrial or rural landscapes to suburban and urban ones. Cases and discussions will span the entire globe, but will include examples from the Americas, the United States, and New England in order to ground our discussions in the places we know best. One weekly discussion section. Fulfills the Global Comparison Perspective.

     

    Course Designation/Attribute: GP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 018 - Environment and Development in the Global South


    “Development” is an international mandate for addressing structural inequality between the Global North and South. However, many institutions, private entities, NGOs and governments equate development with capitalist economic growth. The equation of capitalist growth with development has deepened global inequality and helps fuel global environmental crises. With the expansion of consumerism, the globalization of trade and travel and a world-wide dependency on fossil fuels, countries in the Global South not only have to navigate their own colonial legacies within an unequal world system but also the worst effects of climate change and widespread environmental degradation. This course will address the fundamental contradictions between economy and the environment that are at the heart of the world system. It will ask if it is possible to reclaim and refigure “development” to create a new platform for addressing global economic inequality and environmental health simultaneously. In this course we will read introductory texts on development and global environmental issues from geography and the social sciences, with special focus on the interdisciplinary subfields of critical development studies and political ecology.

     

    Anticipated Terms Offered: fall & spring

  
  • GEOG 019 - Geographies of Israel and Palestine


    This course will present students with a deep appreciation of the history, politics, and geography of the Israeli-Palestinian conflict while simultaneously offering students an introduction to different approaches and subfields within human geography. Approaching the conflict from different geographical perspectives allows us to reevaluate the way that the Israel, Palestine, and the conflict are represented in generic media and political analyses. For instance, we will ask such questions as, how do the colonial geographies of the Ottoman Empire and British Mandate determine much of the spatial politics in Israel and Palestine today? What are the contradictory cultural and political identities of the people who live in Israel and Palestine? How are borders created and how do they affect mobility and access? How do different flows of money and labor show how porous these borders are in reality? Why is the natural environment so central to cultural ideas of nation and belonging? How does the built environment of an urban space like Jerusalem speak to the ongoing conflict? How do Israeli and Palestinian feminists understand the myriad ways that the conflict specifically affects women and their livelihoods? These are just some of the questions we will delve into over the course of the semester. Class materials will vary between academic articles on different aspects of the conflict, to nonfiction writing, to graphic novels, to sitcoms, in order to show the multiple facets of life in Israel and Palestine. 

    As a First Year Intensive (FYI), the course will also help introduce you to academic life at Clark, as well as reading, writing, and research within geography and the social sciences. We will spend approximately 1/3rd of each class meeting discussing ways to be successful academics, covering everything from how to write a paper, to ways to manage our time, to pointers on how to give good presentations, and more. We will also spend time in two class sessions reading each other’s work in order to learn how to peer review. Meetings will include some brief lectures but will be centered on class discussion.

    Course Designation/Attribute: FYI

    Anticipated Terms Offered: annually

  
  • GEOG 020 - American Cities: Changing Spaces, Community Places


    This course examines the history and contemporary processes of urbanization, primarily in the North American context, with particular attention to the geography of these processes, which results in the differentiation of space and the creation of distinct places. The course covers a range of topics relevant to cities, including historical development, governance, social patterns, economics, planning, contemporary problems and the linkages among all of these. We examine the geography of urbanization at several scales, ranging from the development of the North American urban system to the experiences of neighborhoods within cities. A core course in Globalization, Cities and Development in the geography major. Fulfills the Historical Perspective (HP) requirement.

    Course Designation/Attribute: HP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 028 - Discover Worcester


    What is this city of Worcester? Discover it! In this class, we will explore and learn about Worcester using a variety of lenses: field trips, historical accounts and documents, contemporary statistical data, and scholarly analyses of broader US urban trends. We will visit cultural institutions such as the Art Museum, document social life via photography of streets and parks, and learn about the city from local experts. At the end of the course, you will be able to describe and critically assess Worcester in terms of US urban development, institutional and neighborhood resources, and your own experiences of its many landscapes. Fulfills the History Perspective.

    Course Designation/Attribute: HP

    Anticipated Terms Offered: Offered periodically

  
  • GEOG 052 - Global Change, Regional Challenges


    Applies a regional perspective to explore important questions related to our planet and its people including: What are the key challenges facing communities, environments and societies in different regions of the world today? Is the world becoming more culturally homogenous or more fragmented? Why is the global distribution of wealth so uneven and how might poorer regions “catch up” to wealthier regions? How does the physical and human context of a region influence its ability to benefit from globalization? What factors are driving regional conflicts and how might peaceful resolutions be achieved? Focuses on eight regions – Europe, Russia/Central Asia, Middle East, Sub-Saharan Africa, Latin America, East Asia, and South/Southeast Asia. One or two significant issues will be focused on in each region such as gender equality, human rights, environmental sustainability, political change, economic development, public health, and/or human rights. Fulfills the Global Comparative Perspective.

    Course Designation/Attribute: GP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 087 - Introduction to Environmental Information Science


    An introduction to fundamental concepts of environmental geographic information science, and a comprehensive survey of the technologies and institutions involved in producing and using geographic data. These include the global positioning system, aerial surveys and photogrammetry, topographic mapping, social surveys such as the U.S. Census, and satellite remote sensing. Overall, this class is a combined introductory class to Geographic Information Science (GISc), cartography and remote sensing. Fulfills the Science Perspective.

    Course Designation/Attribute: SP

    Anticipated Terms Offered: Offered Periodically

  
  • GEOG 102 - Weather and Climate


    Understanding controls of weather: insolation, evaporation, wind, and topography; the climates that result; and how they influence human activities. Students are also introduced to fundamentals of scientific inquiry and knowledge with exposure to observational methods, data analysis, and forecasting. Fulfills the Science Perspective.

    Course Designation/Attribute: SP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 104 - Earth System Science


    This course introduces the structure and function of the earth system, with a focus on how the Earth system sustains life. Topics include (1) connections among terrestrial surface, oceans, and atmosphere and (2) how these connections create and sustain climates, biomes, and ecosystem services. Fulfills the Science Perspective requirement.

    Course Designation/Attribute: SP

    Anticipated Terms Offered: Offered every year.

  
  • GEOG 106 - Water and the City: A Socio-Hydrology of Worcester and its Environs


    The course offers a historical and contemporary exploration of the social relationships between our city-region and its water (as lifeline, right, cultural and ecological resource, economic engine, waste, and central to politics, regulation, management and future climate vulnerability and resilience). We draw widely from the academic literature on urban nature, urban development and change, planning, environmental justice, and climate and environmental history, as well as from popular literature and periodicals (newspapers, regional watershed-related blogs and websites, policy briefs). This scholarship is used to establish a foundational framework of urban socio-hydrology. We strongly integrate our academic work with field experiences in Worcester, the Blackstone River Valley and the Central New England region as a living laboratory, in order to witness key moments and features that have shaped regional history as well as current issues in water (and wastewater) management, conservation, and planning. We will undertake visits to sites such as the Clark campus rain garden and public parks and locations throughout Worcester, the Worcester Art Museum, Worcester Historical Museum, the Blackstone River and Canal Heritage State Park and the Millville Lock, regional watershed associations, the Broad Meadow Brook Wildlife Sanctuary, The Harvard Forest Fisher Museum and the City of Worcester Water Treatment Plant. These experiences of regional land use, watershed change and urban water management will be threaded through and complement our academic investigation of urban socio-hydrology.

    Course Designation/Attribute: VP, POP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 110 - Introduction to Quantitative Methods


     

    GEOG110 is an introductory course in applied statistical analysis with emphasis on computer skills. Students gain proficiency in using spreadsheets to organize data and to perform the most common statistical procedures such as univariate analysis, hypothesis testing, estimation of means, regression, and association. Undergraduate students receive credit for a Formal Analysis perspective. Geography majors receive credit for a skills course. Environmental Science majors receive credit for a statistics course. Graduate students receive credit by registering for GEOG311. Prerequisites are high school math such as Algebra 2 and/or pre-calculus.

     

    Prerequisites:  

    Prerequisites are high school math such as Algebra 2 and/or pre-calculus.

    Course Designation/Attribute: FA

    Anticipated Terms Offered: Offered at least once per year

  
  • GEOG 116 - Forest Ecology


    Understanding how ecosystems function and how they change in response to human activities and normal Earth system fluctuations are important themes in contemporary natural sciences. Beyond having inherent scientific value, such knowledge has become integral to national and international policies and practices of ecosystem management. This course provides a foundation in forest ecology by considering the function, structure, and composition of forest ecosystems. Topics include forest succession, long-term ecological variability, disturbance ecology, ecological resilience, and the influence of climate and environmental heterogeneity on forest patterns and dynamics.

    Anticipated Terms Offered: Offered every year

  
  • GEOG 119 - The Arctic in the Anthropocene


    The Arctic is currently experiencing some of the most rapid and severe climate change on Earth. The most profound environmental changes that will occur in your lifetime are undoubtedly those resulting from climate warming in the Arctic: loss of Arctic sea ice, melting of glaciers/ice caps/ice sheets, thawing of carbon-rich permafrost, extinction of species, among numerous other impacts. However, what happens in the Arctic does not stay in the Arctic - these changes have far-reaching implications across the planet. For instance, loss of arctic snow and ice exacerbates global climate warming, thawing of arctic permafrost carbon contributes vast quantities of greenhouse gases to the global atmosphere, and the melting of land ice in the Arctic is the largest contributor to expected global sea level rise over the next century. Furthermore, climate warming in the Arctic has significant implications for native communities and subsistence hunting activities, fisheries, oil and gas exploration, and shipping routes. This course focuses on understanding the Arctic as a system, including land-atmosphere-ocean-ice-human interactions. Topics include arctic hydrology, climatology, biogeochemical cycling, permafrost, glacier/ice sheet dynamics, terrestrial and marine ecology, sea ice, physical oceanography, and human-environment interactions.

    Course Designation/Attribute: SP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 136 - Gender and Environment


    Explores the gendered nature of environments we inhabit, represent, and transform through everyday practices, as well as the gendered power relations implicated in the politics of resource access, use, and control at the local and the global level. Spans a number of interrelated themes, including feminist environmentalism, ecofeminism, feminist political ecological concerns on food, water, the body, and human-animal relations, masculine environments, queer ecologies, and environmental and gender justice movements. Combines lectures, discussions, films, student presentations, and group debates.

    Course Designation/Attribute: VP, DI

    Anticipated Terms Offered: Offered every year

  
  • GEOG 141 - Research Design and Methods in Geography


    Focuses on ways in which empirical geographic research is conducted. Students study problems, methodological strategies and analytical techniques characteristic of current research in human and/or environmental geography and spatial science. Includes defining a research problem, research design, approaches to sampling and measurement, analysis, interpretation and writeup. As a building block of geographic and human-environment research, GEOG 141 is a required skills course in the Geography major, and strongly recommended for the GES major. All Geography majors are required to take the research methods course in the Geography department; substitution requests for GEOG 141 will be granted only in exceptional circumstances, after consultation with the major advisor, and with adequate justification.

    Must register for discussion; recommended for sophomores.

    Course Designation/Attribute: FA

    Anticipated Terms Offered: Offered every year

  
  • GEOG 156 - Getting to Zero: Clean Energy for a Climate-Safe Future


    This course focuses on scalable solutions for carbon neutrality.   The goal of this course is to learn about, and apply, a quantitative approach to sizing up the technical potential of a range of clean energy technologies that could support the transition to a low carbon society.  Students will explore clean energy solutions applicable for electricity supply, heating and cooling, transportation and more. In parallel, students will investigate climate change mitigation policies and actions being pursued in Massachusetts, in New England, in the U.S., and around the world.  Students will also their emerging understanding of clean energy solutions to the case of Clark University to examine what Clark University might do to achieve carbon neutrality.  This course satisfies the Formal Analysis requirement by emphasizing quantitative analysis as a basis for critical reasoning about of the opportunities of various technologies for meeting the clean energy challenge, including symbolic equations used for quantitative assessments and for modeling alternative outcomes.

    Course Designation/Attribute: FA

    Anticipated Terms Offered: every 4 years in fall

  
  • GEOG 157 - Psychogeography and Cultural Spaces


    Human are forever inscribing themselves in the landscape; whether it be particular architectural forms or certain crop formations, the result is a complex palimpsest that records social life. Cultural geographies have unpicked this record, studying how and why grandiose monuments signify social status and, conversely, why other groups have been resigned to a ghostly presence. And yet these complex and intriguing geographies too often become buried underneath daily routines and multimedia bombardment. Psychogeographers look to reignite our awareness and engagement with the human environment; as one of its founders stated, psychogeography is “the study of the precise laws and specific effects of the geographical environment, consciously organized or not, on the emotions and behavior of individuals”. This course continues on in this tradition. It does not simply look to engage with questions of how to identify and examine cultural geographies, rather it enlists students in an attempt to interact with the shaping of landscapes; recognizing how daily routines make our world and how critical understandings of cultural geographies can help effect social change. After an introduction to the psychogeographical and cultural geography literatures, students will engage in their own urban explorations and interactions; navigating Worcester via Berlin, partaking in “urban drifting” and constructing their own “detourements”. The course will therefore provide a foundation in cultural geography and connect classroom to outside world through the practice of psychogeography. Fulfills the Values Perspective (VP) requirement.


     

    Course Designation/Attribute: VP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 0170 - Environment and Society


    Relationships between human societies and the natural environment are central to the discipline of geography. Geography 017 introduces students to these relationships and to the analysis of them, integrating perspectives from the natural and social sciences. We examine questions such as: how do environments shape societies; how do societies transform environments; are there environmental limits to economic growth; how does culture shape our relationships with our environments; and what sorts of human-environment relationships are sustainable and just? We examine these questions at many different geographic and temporal scales: from pre-history up to the present, from very local cases to the entire planet, and from pre-industrial or rural landscapes to suburban and urban ones. Cases and discussions will span the entire globe, but will include examples from the Americas, the United States, and New England in order to ground our discussions in the places we know best.

    Course Designation/Attribute: GP (summer only)

    Anticipated Terms Offered: varies

  
  • GEOG 179 - Global and Local Environmental Justice


    Integrates ecology, culture and political economy from local to global scale through case studies. Starts from a view of people in environmental “hot spots,” following links to world economy and planetary ecosystems. Explores connections of international environmental, economic and social policy with everyday realities and possible futures of people from the Amazon rain forest to the streets of Worcester. Fulfills the Values Perspective (VP) requirement. Normally offered as lecture/discussion course.

     

    We will offer hands on field research to support local solutions to pollution along the Tatnuck Brook  and specifically Coes Pond, as well as a module on local/global food connections and three international case studies of local and global resistance to environmental damage and resource depletion by indigenous peoples, peasants and community organizations from forest and agrarian landscapes to urban neighborhoods.       

     

     

    Course Designation/Attribute: VP

    Anticipated Terms Offered: Offered every other year

  
  • GEOG 186 - Special Topics:


    Devoted to a specific topic unique for each semester and instructor.  FALL 2018 TOPIC: GEOGRAPHIES OF POVERTY & INEQUALITY

    The gap between the rich and poor is growing, prompting concerns about what intensifying inequality and poverty might mean for society. This course will provide students with an opportunity to think deeply about the diverse causes, consequences and experiences of inequality and poverty. We will focus primarily on the United States, but we will also look at historical and global examples for context. Throughout the semester, we will move through a series of inquiries to explore how housing, food, transportation, health, the environment, and work and wages are related to course themes. We will use academic articles, maps, videos, short stories, reputable news sources, policy briefs, art and in-class discussion to help us identify and analyze the underlying structural causes and consequences of poverty and inequality so we might envision alternatives.

    May be repeateable for credit.

    Course Designation/Attribute: VP

    Anticipated Terms Offered: Occasionally

  
  • GEOG 190 - Introduction to Geographic Information Science


    This course introduces Geographic Information Science (GIS) as a powerful mapping and analytical tool. Topics include GISc data structure, map projections, and fundamental GISc techniques for spatial analysis. Laboratory exercises concentrate on applying concepts presented in lectures and incorporate two widely used GISc software packages - IDRISI (created by Clarklabs) and ArcGIS (created by ESRI). These exercises include examples of GISc applications in environmental modeling, socio-demographic change and site suitability analyses. Although the course is computer-intensive, no programming background is required. A formal-analysis course. Counts as skills course or core course in mapping sciences/spatial analysis in geography major.

    Course Designation/Attribute: FA

    Anticipated Terms Offered: Offered every semester

  
  • GEOG 196 - Development and Environment in Latin America: Difficult Questions, Creative Responses


    This first-year intensive, run as a seminar, will ask students to consider deeply difficult questions about the relationships between economic development, human rights, cultural difference and the environment. We address these dilemmas for the case of Latin America, and will interact with professionals and activists primarily from Latin America who work on these issues every day and seek to develop creative responses. The course will focus on the complex relationships among natural resource extraction, large-scale agriculture, large-scale infrastructure, community-based development, and human and indigenous peoples’ rights. As such, the seminar also introduces students to on-going research being conducted at Clark University and in which they may later wish to become involved.

    Course Designation/Attribute: VP

    Anticipated Terms Offered: Bi-anually

  
  • GEOG 205 - Introduction to Hydrology


    Overview of what governs the hydrological cycle’s major components of precipitation, evapotranspiration, soil moisture, surface water, and groundwater.  Core principles of physical hydrology will be introduced including rainfall-runoff processes, surface and subsurface storage and flows, and land-atmosphere exchange.  Students will also learn about human influences on the water cycle, and consider management of water resources at field to watershed scales.  Upon completion of this course, students will:

    • Understand the essential elements of hydrological processes and how these govern the distribution of water in the earth system.
    • Be able to solve the surface water balance and analyze its controls in different environments.
    • Have the basic skills needed to explore water resource issues, such as quantitative understanding of the likelihood of extreme rainfall and flooding events, flow directions and rates in surface and ground waters, or land use/land cover effects on hydrological processes.
    • Have new appreciation for fundamental tools and terms used in the field of hydrology including mass balance, steady-state, flux-gradient relations, continuity, dimensional analysis, and probability.

    RECOMMEND GEOG 104  or GEOG 102 . A background in one or more of the following courses would also be helpful: physics (PHYS 110 /PHYS 111 ), calculus (MATH 120 /MATH 121 ), or statistics (GEOG 110 ).  Three of the lab sessions will require extended hours.

    Prerequisites:  

    Anticipated Terms Offered: Fall

  
  • GEOG 216 - Field Methods for Environmental Science


    The collection and analysis of field data is central to research and other work in the environmental sciences. In this field-based course students learn key methods used in environmental science, especially forest ecology. Students also work with the scientific method and learn to formulate and test hypotheses. Most class meetings involve field trips to nearby forest ecosystems to collect field data.  Occasional class meetings are in the classroom to discuss methodological approaches. 

    Prerequisites: The successful completion of or concurrent enrollment in GEOG 116  or consent of the instructor is a prerequisite for GEOG 216.

    Course Designation/Attribute: SP

    Anticipated Terms Offered: Offered every year

  
  • GEOG 220 - Property and the Global Environment


    Property relations are among the most powerful and pervasive institutions in human societies. Fundamental rules governing and legitimating who can do what, and where, shape and reveal interactions between human societies and physical environments. This course explores these dynamics with a particular focus on their implications for environmental politics and regulation. It addresses debates over common property; the benefits and dangers of privatization of environmental goods and services; distinctions between formal and informal property rights; the development of zoning and other regulation of private property; and contemporary debates over novel forms of property rights in nature (e.g., intellectual property rights, tradeable pollution permits, etc.), as well as relationships among trade, property rights, and environmental quality. At least 6 credits of prior coursework in geography or another relevant discipline (e.g., political science, economics, history, or ID) or permission of the instructor subsequent to discussion regarding the student’s level of preparation is required.

    Anticipated Terms Offered: varies

  
  • GEOG 222 - Why Global Warming Matters


    Climate change (a.k.a. “global warming”) is the single greatest problem facing the planet today. Or is it? In this course students will peel away the rhetoric surrounding global climate change, so that they may be able to understand why this issue matters not only to international policy makers but also to individuals and their daily lives. Topics for exploration will focus on the causes and consequences of climate change and justification (and options) for action. The breadth of areas the climate-change issue intersects - including but not limited to ecology, politics, economy, ethics - suggests that global warming is a crucial integrating theme for the discipline of geography and, more importantly, the intellectual foundation of a well-rounded student. Students will engage in quantitative and qualitative analysis.

    Anticipated Terms Offered: Periodically

 

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