This module aims to explore the more varied applications and new uses of art and entertainment technologies. With reference to the historical context of art and its contemporary developments --performance, expanded moving image, installation art, interactive narratives, new forms of delivery platforms. The module will also provide the necessary balance of critical thinking so as to bring the programme into competitive international levels with the leading world faculties on performance, art and technology so as to guarantee the business oriented approaches are soundly grounded on a theoretical, critical as well as experimental basis that can bring forth new concepts and practices with the highest creativity and with both responsible and experimental approaches to entertainment that can open up new horizons in the field as well as embrace new ways of audience building.
This is project-based focusing on culture as an industry, with equal emphasis on process and product. Students will be required to work in teams to produce an artefact or live event in one of the above areas – in consultation and with agreement of the tutor – this must be supported by a substantial research and production portfolio. Students will work towards the production of a live event.
A. Demonstrate understanding of and analyse contemporary art and entertainment and its relationship with audience
B. Devise and plan a a live event project to a given brief
C. Use a range of technical craft skills to realise the project to a given brief
The teaching sessions are divided into three components (Lectures, Practical Workshops and tutorials and labs).
A series of lectures will equip the students with the knowledge and understanding of a range of visual media within the context of the art and entertainment industries
Practical workshops will allow students to explore technologies and their uses within the art and entertainment context.
Tutorials will focus on reviewing work in progress and reflection.