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12 Sessions (adaptive)
Audit (Free)
Certificate (Incl. w/ Premium)
Credit Eligible ($900 USD)
The University of Texas at Austin
Entertainment Technology
Skill Level
Video Transcripts
Interactive Artwork, Gaming, Robotics, Gifs, Virtual and Augmented Reality, Pop Culture
Course Description

This course explores the primary entertainment vehicles that students are exposed to on a daily basis through a series of interlinking concepts such as the digital audio workstation, a Kraftwerk 3D concert, interactive toys, robotics in art, 3D projection mapping, Pokémon Go! and much more.

This examination is supported by a critical evaluation of the various kinds of technologies that have emerged along the continuum of entertainment technology.

How have these technologies shaped and even created new art forms? How have these transformations informed styles and genres across theater, recording music, feature films, integrated media events, game play from consoles to hand-helds and the explosion of commercially accessible virtual and augmented realities?

Information will be synthesized through an understanding that the common thread has been the ever-expanding role of computing technologies in all forms of commercial and popular art.


This course is in Adaptive mode, and is open for enrollment. Learn more about Adaptive courses here.

Session 1: Introduction to Arts and Entertainment Technologies
This session will present an overview of the course, the three pillars of AET and numerous of examples of how they intersect, cross-pollinate, combine and deliver.
Session 2: Commercial Music Technologies I: From Pipe Organ to Cloud-based Streaming
This session will lead the student through the history of music technology, from the pipe organ to the modern day digital revolution, and also address sociological trends and implications that emerge with the evolution of digital music technology.
Session 3: Commercial Music Technologies II: The Digital Audio Workstation
This session will introduce the student to the digital audio workstation and the digital signal processor as a means of exploring the power and scope of digital audio technology today.
Session 4: The Range Of The Concert Experience
This session will examine how technologies – ranging from amplification to motion tracking – combine in modern, multi-sensory concert experiences. The German electronic band, Kraftwerk, and Trent Reznor’s Nine Inch Nails will serve as case studies. When and how should multimedia technologies be utilized to enhance a concert experience?
Session 5: Theater, Spectacle, & Robotics in Art
This session will examine how a wide range of new theatre performance genres have flourished alongside the exploding growth of high-precision, expressive, programmable technologies.
Session 6: New Trends in Interactive Art
This session will focus on how technology may create a new level of audience engagement and immersion in interactive art and educational installations using powerful and versatile programming languages like Max/MSP.
Session 7: The Moving Image
This session will look at how software from the Adobe Creative Cloud can be used in nontraditional ways—from the creation of recursive animated GIFs in Photoshop to kinetic text in After Effects—as well as the application of cutting-edge visual effects technology in the film industry.
Session 8: Gaming I: History and Development Principles
This session will focus on the history of video games and explore how that history parallels and, in many cases, promotes new innovation in entertainment technology.
Session 9: Gaming II: The Sociology and Culture of Gaming
This session will explore significant historical and contemporary sociological trends and issues raised uniquely in the rise of video gaming over the past several decades, including gender portrayal issues and the recent phenomenon of organized eSports.
Session 10: New Modes of Gaming and Entertainment: Mobile Gaming, Virtual Reality
This session will look at how new technologies are used in increasingly sophisticated ways to enhance the gaming and/or entertainment experience and blur the lines that divide us from our experience of the world around us.
Session 11: The “Do-it-Yourself” Technological Revolution: Podcasting and Arduino
This session will focus on ways that the digital revolution has “democratized” content creation, from the ease of making a Podcast to the vast potential of “do-it-yourself” electronics such as Arduino.
Session 12: Technology Today: Makerspaces and Subversive Technologies
This concluding session will explore cutting-edge trends and applications of technology within the very recent past and show how technological developments continue to impact the society we live in.
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Enroll for College Credit

Credit Eligible

Kadenze has partnered with The University of Texas at Austin to offer this course for 3 college credits.*

How much does it cost?

This course costs $900 USD to take for college credit.

*Upon completion, this rigorous college-level course will provide credits that are recognized and transferable from the partnering institution. Credit as workload and transferability is defined by the granting institution. Participation in these courses does not represent an acceptance decision or admission from the institution that offers them.

Learning Outcomes

Below you will find an overview of the Learning Outcomes you will achieve as you complete this course.

Grading Policy
Course Great Breakdown Chart
Total: 100.00%

PLEASE NOTE: Taking part in a Kadenze course For-Credit does not affirm that you have been enrolled or accepted for enrollment by the institution offering this course. Successfully completed For-Credit courses are recognized by the offering institution, and transferability of credits into or between institutions is at the sole discretion of the issuing and receiving institutions. Some institutions may require additional information from you in order to generate an official transcript from the institution. It is recommended that students complete this course by the last class day of the UT semester in order to receive a transcript in a timely fashion. It is also recommended to contact the UT registrar with any credit/transcript inquiries.

In addition, completion of a course for credit shows up on your Kadenze resume/portfolio, which can be valuable for presentation to potential employers, or schools to which you might apply.

Peer Assessment Code of Conduct: Part of what makes Kadenze a great place to learn is our community of students. While you are completing your Peer Assessments, we ask that you help us maintain the quality of our community. Please:

  • Be Polite. Show your fellow students courtesy. No one wants to feel attacked - ever. For this reason, insults, condescension, or abuse will not be tolerated.
  • Show Respect. Kadenze is a global community. Our students are from many different cultures and backgrounds. Please be patient, kind, and open-minded when discussing topics such as race, religion, gender, sexual orientation, or other potentially controversial subjects.
  • Post Appropriate Content. We believe that expression is a human right and we would never censor our students. With that in mind, please be sensitive of what you post in a Peer Assessment. Only post content where and when it is appropriate to do so.

Please understand that posts which violate this Code of Conduct harm our community and may be deleted or made invisible to other students by course moderators. Students who repeatedly break these rules may be removed from the course and/or may lose access to Kadenze.

Students with Disabilities: Students who have documented disabilities and who want to request accommodations should refer to the student help article via the Kadenze support center. Kadenze is committed to making sure that our site is accessible to everyone. Configure your accessibility settings in your Kadenze Account Settings.

Instructors & Guests
What You Need to Take This Course
  • Equipment: A computer (Mac or PC) with a minimum i5 processor
  • Software: Adobe Creative Cloud. Teachers and students can subscribe to the Adobe CC for 19.99/month. More information here.

You must have reliable internet access with bandwidth suitable for the upload and download of larger course files.

Additional Information

This course requires a total of approximately 150 - 200 hours of work, including both lectures and independent student learning time.

Plagiarism: We learn by doing our own work, and by collaborating with other students. Discussing course content and assignments with your peers is an important and helpful way to deepen your learning. However, encouraging others to copy your homework and submit it as their own is a form of cheating. So please don't post your completed assignments or correct answers to quizzes, tests, or other assessments to the discussion forums or in repositories outside of Kadenze.