Fall 2019 - IAT 481 E100
Special Topics in Interactive Arts and Technology (Science) (3)
Class Number: 10805
Delivery Method: In Person
Course Times + Location:
Th 4:30 PM – 7:20 PM
Prerequisites:Completion of 60 units.
Specific details of courses to be offered will be published prior to enrollment each term. This course can be repeated for credit up to a maximum of three times, if topic studied is different. Variable units: 1, 2, 3, 4, 5, 6, 7, 8, 9.
As technology becomes more integrated into daily lives, one area that is getting a lot of attention from industry is ‘experiential technology’, or Xtech: technology that directly influences the human experience. The XTech industry market is exploding and has been evaluated to reach over $100B per year. This industry includes health, wellness, learning, training, sports and entertainment, creating massive new growth opportunities. In this field, the class will focus on neurotechnology, products that combine digital technology with advances in neuroscience to rehabilitate, change or improve the human brain. While digital therapies seek to help people recover from ailments, other forms of neurotechnology are looking to take human performance to the highest levels. Students are introduced to the theoretical concept of cutting edge brain sciences implemented in the industry and innovation needs of today.
COURSE-LEVEL EDUCATIONAL GOALS:
The class will include lectures, screenings, class discussions, course readings, a discussion board, writing assignments and neurotechnology project assignments. Some software design assignments, exercises and short quizzes will be conducted during class times throughout the semester.
Course Objectives - Learning Outcomes:
Upon completion of this course students will be able to:
· Understanding the concept of neurotechnology and innovation
· Identify and discuss the concept of experiential technology and the interface with the brain
· Write critically about the history and evolution of neurotechnology
· Analyze the design of neurotechnology prototypes and products, identifying the role of critical design variables such as brain processing, sensory processing, neural signals, learning process, user involvement in design, the specificity of each pathology and the needs of the patient, etc.
· Analyze and critique the neurotechnology experience, relating it to the fundamentals of neuroscience and human behavior
· Develop and critique a neurotechnology project
· Identify and discuss critical cultural and social issues in the neurotechnology industry
· Identify the roles of technology in supporting and extending the design and experience of neurotechnology products
· Identify and discuss a variety of emergent new paradigm in neurotechnologies.
Mid-term Exam – multiple-choice questions: 30%
Neurotechnology Project: 40%
Final Exam: 30%
MATERIALS + SUPPLIES:
Course Text: ·
Doidge, Norman (2007). The Brain That Changes Itself: Stories of Personal Triumph from the Frontiers of Brain Science. Viking Adult. ISBN 978-0-670-03830-5. ·
Marie T., Banich, Rebecca, J., Compton (2010). Cognitive Neuroscience. Wadsworth Publishing; 3 edition ISBN 978-0840032980.
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