Module Catalogues

Entertainment Technology

Module Title Entertainment Technology
Module Level Level 1
Module Credits 10.00
Academic Year 2021/22
Semester ACYR

Aims and Fit of Module

This module aims to introduce students to the range of technologies and practices involved in the creation of entertainment projects. By looking at the arts, cultural and entertainment industries and understanding the notion of convergence, students will acquire practical skills across a number of disciplines including VR, 3-D modelling, gaming, live performance, arts installation, online streaming etc. in order to create new work for audiences.

Learning outcomes

A. Demonstrate understanding of the key elements of entertainment technology and how they are used successfully within a creative project
B. Demonstrate practical skills within the context of creating a short entertainment project
C. Demonstrate the ability to work both autonomously and collaboratively in a project based activity
D. Inform practice by placing it in an historical and conceptual framework

Method of teaching and learning

A series of lectures will provide the historical and conceptual background to understand how different entertainment technologies are utilized to create successful work.
Practical workshops will allow students to explore technologies and their uses within an entertainment context.