How have these technologies shaped the art form? How have these transformations informed styles and genres across theater, recording music, feature films (esp. Imax and 3d), spectacle and integrated media events (such as Cirque du Soleil), game play from consoles to hand-helds and, the re-emergence of “virtual reality” and “augmented reality” using low-cost devices and tools?
Information will be synthesized through an understanding that the common thread has been the ever-expanding role of computer systems technologies in all forms of commercial and popular art.
Course opens September 27, 2016
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.