EED 250 - History of Entertainment and
Technology
CATALOG DATA
Study of the evolution of entertainment in
the 19th century to the present as an art form and as a science.
PREREQUISITES
AND/OR COREQUISITES
RELEVANT TEXTBOOK(s)
None
COURSE COORDINATOR
Michael Genova
COURSE INSTRUCTORS
Michael Genova, Si Jung
Kim, Helga Watkins
COURSE TOPICS
· Greek Theatre
· Roman
· Medieval
· Renaissance
· Victorian to
Modern
· Modern Theatre
Broadway
· Wild West Touring Shows/
Circus Electricity Theatrical Lighting
· DMX Control
· Audio/ Digital
Recording
· TV/ Radio Robotics/Animatronics/Automation
· Theater
Augmentation Theme Parks
· Internet, Rock and
Roll and Everything Else
· Modern Festivals
STUDENT
LEARNING OUTCOMES [University Undergraduate Learning Outcomes]
Upon completion of the course, students
should be able to:
1.
Understanding
the evolution of technology in the entertainment industry beginning with the
Greek period through modern times. (7, 8)[1, 5]
2.
Background
knowledge of designing engineering solutions in the field of entertainment
engineering and technology. (1, 2, 8, 9) [1, 2, 5]
COMPUTER USAGE/TOOLS
None
GRADING
Class Participation (10%), Historical
Paper (10%), Modern Effect (15%), Group Presentation (15%), Peer evaluation (10%), Midterm Exam (10%),
Final Exam (15%), Group Presentation (15%)
STUDENT LEARNING OUTCOMES
1. an ability to identify, formulate, and solve
complex engineering problems by applying principles of engineering, science,
and mathematics
2. an ability to apply engineering design to
produce solutions that meet specified needs with consideration of public
health, safety, and welfare, as well as global, cultural, social,
environmental, and economic factors
3. an ability to communicate effectively with a
range of audiences
4. an ability to recognize ethical and
professional responsibilities in engineering situations and make informed
judgments, which must consider the impact of engineering solutions in global,
economic, environmental, and societal contexts
5. an ability to function effectively on a team
whose members together provide leadership, create a collaborative and inclusive
environment, establish goals, plan tasks, and meet objectives
6. an ability to develop and conduct appropriate
experimentation, analyze and interpret data, and use engineering judgment to
draw conclusions
7. an ability to acquire and apply new knowledge
as needed, using appropriate learning strategies.
8. an understanding of aesthetics in relation to
engineering design
9. knowledge of the processes and methods used
for the creation of the arts
University Undergraduate Learning Outcomes
1. Intellectual Breadth and
Lifelong Learning
2. Inquiry and Critical Thinking
3. Communication
4. Global/Multicultural Knowledge
and Awareness
5. Citizenship and Ethics
COURSE PREPARER AND DATE OF
PREPARATION
Michael Genova, Wednesday,
February 14, 2018