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