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

 

CREDITS-CONTACT HRS:

3 Credits

 

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