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Go at your own pace
12 Sessions / 13 hours of work per session
Included w/ premium membership ($20/month)
Skill Level
Beginner
Video Transcripts
English, Spanish; Castilian, Russian, Chinese, Portuguese
Topics
Interactive Artwork, Gaming, Robotics, Gifs, Virtual and Augmented Reality, Pop Culture
Open For Enrollment

Foundations of Arts and Entertainment Technologies

Starts in 4 days

Would you like to enroll?

Enrollment for this course has closed. But you can enroll in a future offering (please select)

Enrollment has closed

Enrollment for this course is currently closed, but the next offering will be available shortly. Check back soon!

Go at your own pace
12 Sessions / 13 hours of work per session
Included w/ premium membership ($20/month)
Skill Level
Beginner
Video Transcripts
English, Spanish; Castilian, Russian, Chinese, Portuguese
Topics
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.

PLEASE NOTE: For Credit Eligible students, you must complete this course within 15 weeks.

schedule

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 (December 18, 2018)
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.
5 lessons
1. Welcome and Introduction to Course Format
2. What is Music Technology? Music & Sound
3. What is New Performance Technology? (Premium Exclusive)
4. Video Games and Mobile Media
5. The Next Chapter (Premium Exclusive)
Session 2: Commercial Music Technologies I: From Pipe Organ to Cloud-based Streaming (December 25, 2018)
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.
4 lessons
1. History of Music Technology, From the Pipe Organ to the DAW
2. The Changing Music Industry
3. The Changing Music Industry's "Black Box" - David Byrne
4. Evolving to Survive - A Case Study, They Might be Giants (Premium Exclusive)
Session 3: Commercial Music Technologies II: The Digital Audio Workstation (January 1, 2019)
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.
4 lessons
1. A Closer Look at the DAW Part I
2. A Closer Look at the DAW Part II
3. Mouse on Mars Make a 21 Track Album in 21 Minutes
4. A Brief Introduction to DSP's and to Session Assignment (Premium Exclusive)
Session 4: The Range Of The Concert Experience (January 8, 2019)
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?
4 lessons
1. Case Study 1 - Nine Inch Nails 2013 Tour, Part I
2. Case Study 1 - Nine Inch Nails 2013 Tour, Part II
3. Case Study 2 - Kraftwerk History (Premium Exclusive)
4. Case Study 2 - Kraftwerk: Concert Technologies
Session 5: Theater, Spectacle, & Robotics in Art (January 15, 2019)
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.
9 lessons
1. Origins of the Life from Lifelessness Mythology
2. Modern Incarnations: Ex Macina and Beyond
3. Robotics Research in Academics
4. Robotics in Choreography
5. Interview with Sven Ortel pt. I
6. Interview with Sven Ortel pt. II
7. Interview with Sven Ortel pt. III (Premium Exclusive)
8. Interview with Sven Ortel pt. IV (Premium Exclusive)
9. Box, A Case Study (Premium Exclusive)
Session 6: New Trends in Interactive Art (January 22, 2019)
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.
5 lessons
1. Introduction to MAX/MSP
2. MAX/MSP and Music
3. Jitter & Interactive Kinetic Art
4. Kinect, Ableton Live & Motion Performance (Premium Exclusive)
5. Interactive Art Installations & Wrap-Up (Premium Exclusive)
Session 7: The Moving Image (January 29, 2019)
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.
8 lessons
1. Interview with Neal Daugherty pt. I
2. Interview with Neal Daugherty pt. II
3. Interview with Neal Daugherty pt. III
4. Interview with Dax Norman pt. I
5. Interview with Dax Norman pt. II
6. Interview with Dax Norman pt. III (Premium Exclusive)
7. Interview with Dax Norman pt. IV (Premium Exclusive)
8. Session Wrap-Up
Session 8: Gaming I: History and Development Principles (February 5, 2019)
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.
2 lessons
1. A Brief History of Early Video Games
2. The Evolution of Modern Gaming Genres & Platforms (Premium Exclusive)
Session 9: Gaming II: The Sociology and Culture of Gaming (February 12, 2019)
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.
3 lessons
1. Gender Issues in Gaming Part I: The Origin of the Damsel in Distress
2. Gender Issues in Gaming Part II: Modern, Edgy Damsel-based Tropes (Premium Exclusive)
3. Reactions and Counter-reactions: Gender Issues and Modern Culture
Session 10: New Modes of Gaming and Entertainment: Mobile Gaming, Virtual Reality (February 19, 2019)
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.
5 lessons
1. What Makes a Great Mobile App Great?
2. Principles of Mobile Game Design
3. VR/AR Basics & Mike Alger's Virtual Reality Interface
4. Oculus Rift and the Future of Entertainment
5. Case Study: Levithan & the Future of AR Stortelling (Premium Exclusive)
Session 11: The “Do-it-Yourself” Technological Revolution: Podcasting and Arduino (February 26, 2019)
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.
5 lessons
1. Podcasting as an Art Form and Information Resource
2. Two Case Studies: This American Life and Radiolab (Premium Exclusive)
3. The Foundation and Rise of Arduino
4. Further Examples and Arduino as an Education Tool
5. Cultural and Research Implications of Crowdsourcing Innovation
Session 12: Technology Today: Makerspaces and Subversive Technologies (March 5, 2019)
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.
5 lessons
1. Introduction to Makerspaces by Exploring Techshop
2. The Makerspace & Education: A Case Study on the UT Foundry (Premium Exclusive)
3. Forget Your Expectation - This is Entertainment! Interview pt. I
4. Forget Your Expectation - This is Entertainment! Interview pt. II (Premium Exclusive)
5. Course Summary and Final Salutations
Reviews
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Learning Outcomes

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

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.