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Go at your own pace
12 Sessions / 13 hours of work per session
Price
Premium membership $20/month (Preview session 1 free)
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

Not available for purchase in India

Open for Enrollment

Foundations of Arts and Entertainment Technologies

Open for Enrollment
You can also start immediately after joining!

Would you like to enroll?

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

Enrollment has closed

Go at your own pace
12 Sessions / 13 hours of work per session
Price
Premium membership $20/month (Preview session 1 free)
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

Not available for purchase in India

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.

Reviews
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 24, 2024)
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?
4. Video Games and Mobile Media
5. The Next Chapter
Session 2: Commercial Music Technologies I: From Pipe Organ to Cloud-based Streaming (December 31, 2024)
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 (Premium Exclusive)
2. The Changing Music Industry (Premium Exclusive)
3. The Changing Music Industry's "Black Box" - David Byrne (Premium Exclusive)
4. Evolving to Survive - A Case Study, They Might be Giants (Premium Exclusive)
Session 3: Commercial Music Technologies II: The Digital Audio Workstation (January 7, 2025)
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 (Premium Exclusive)
2. A Closer Look at the DAW Part II (Premium Exclusive)
3. Mouse on Mars Make a 21 Track Album in 21 Minutes (Premium Exclusive)
4. A Brief Introduction to DSP's and to Session Assignment (Premium Exclusive)
Session 4: The Range Of The Concert Experience (January 14, 2025)
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 (Premium Exclusive)
2. Case Study 1 - Nine Inch Nails 2013 Tour, Part II (Premium Exclusive)
3. Case Study 2 - Kraftwerk History (Premium Exclusive)
4. Case Study 2 - Kraftwerk: Concert Technologies (Premium Exclusive)
Session 5: Theater, Spectacle, & Robotics in Art (January 21, 2025)
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 (Premium Exclusive)
2. Modern Incarnations: Ex Macina and Beyond (Premium Exclusive)
3. Robotics Research in Academics (Premium Exclusive)
4. Robotics in Choreography (Premium Exclusive)
5. Interview with Sven Ortel pt. I (Premium Exclusive)
6. Interview with Sven Ortel pt. II (Premium Exclusive)
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 28, 2025)
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 (Premium Exclusive)
2. MAX/MSP and Music (Premium Exclusive)
3. Jitter & Interactive Kinetic Art (Premium Exclusive)
4. Kinect, Ableton Live & Motion Performance (Premium Exclusive)
5. Interactive Art Installations & Wrap-Up (Premium Exclusive)
Session 7: The Moving Image (February 4, 2025)
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 (Premium Exclusive)
2. Interview with Neal Daugherty pt. II (Premium Exclusive)
3. Interview with Neal Daugherty pt. III (Premium Exclusive)
4. Interview with Dax Norman pt. I (Premium Exclusive)
5. Interview with Dax Norman pt. II (Premium Exclusive)
6. Interview with Dax Norman pt. III (Premium Exclusive)
7. Interview with Dax Norman pt. IV (Premium Exclusive)
8. Session Wrap-Up (Premium Exclusive)
Session 8: Gaming I: History and Development Principles (February 11, 2025)
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 (Premium Exclusive)
2. The Evolution of Modern Gaming Genres & Platforms (Premium Exclusive)
Session 9: Gaming II: The Sociology and Culture of Gaming (February 18, 2025)
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 (Premium Exclusive)
2. Gender Issues in Gaming Part II: Modern, Edgy Damsel-based Tropes (Premium Exclusive)
3. Reactions and Counter-reactions: Gender Issues and Modern Culture (Premium Exclusive)
Session 10: New Modes of Gaming and Entertainment: Mobile Gaming, Virtual Reality (February 25, 2025)
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? (Premium Exclusive)
2. Principles of Mobile Game Design (Premium Exclusive)
3. VR/AR Basics & Mike Alger's Virtual Reality Interface (Premium Exclusive)
4. Oculus Rift and the Future of Entertainment (Premium Exclusive)
5. Case Study: Levithan & the Future of AR Stortelling (Premium Exclusive)
Session 11: The “Do-it-Yourself” Technological Revolution: Podcasting and Arduino (March 4, 2025)
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 (Premium Exclusive)
2. Two Case Studies: This American Life and Radiolab (Premium Exclusive)
3. The Foundation and Rise of Arduino (Premium Exclusive)
4. Further Examples and Arduino as an Education Tool (Premium Exclusive)
5. Cultural and Research Implications of Crowdsourcing Innovation (Premium Exclusive)
Session 12: Technology Today: Makerspaces and Subversive Technologies (March 11, 2025)
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 (Premium Exclusive)
2. The Makerspace & Education: A Case Study on the UT Foundry (Premium Exclusive)
3. Forget Your Expectation - This is Entertainment! Interview pt. I (Premium Exclusive)
4. Forget Your Expectation - This is Entertainment! Interview pt. II (Premium Exclusive)
5. Course Summary and Final Salutations (Premium Exclusive)
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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 And 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.