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This course explores television as an academic discipline. Topics include: history of television-- industry, models and processes of globalization; television as a source of history-- construction of collective imagination; television genres as cultural categories; TV and ideology-- identity politics..
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This course offers an introduction into the core concepts of the digital age, drawing on a rich variety of disciplines. Students examine a number of concepts, including, but not limited to: technicity, affective turn, digital subjectivity and extended mind, creative expression and participation in the digital era, amateur production, Free Software, fun and politics, self-organization, media archeology, and sonic architectures.
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This course examines genre as applied to the production of fiction and TV entertainment. It discusses types, evolution, and models of television genres: programs, magazines, quiz shows, humor, fiction, and reality shows.
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This course explores the mechanisms of the audiovisual script, including the models of dramatic narration that are involved in the creation of scripts. It provides an opportunity to conceive and develop a dramatic narrative model based on observation, analysis, and tradition; as well as create a literary script of a short or medium-length fiction film (treatment or first draft of the script).
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This course is a workshop. Students work together to write a press article on subjects or events related to the nineteenth and early twentieth centuries using the resources offered by RetroNews (newspapers, magazines) and Gallica (newspapers, magazines, and journals), two online sites belonging to the Bibliothèque nationale de France (BNF). Students gather and work on a corpus of articles to shed light on a specific historical subject or event, based on published historical research, while analyzing the political and social representations and discourse of the press of the period. Some student articles are then submitted to the RetroNews editorial team for publication.
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This course introduces students to two key aspects of management in the external and internal environment. The first part, Understanding the Business Environment, analyses changes in key environmental forces, the impact of such changes on the objectives and structural form of organizations, and the implications on performance and for management. The second part, People and Organizations, looks at theoretical perspectives and practical problems in understanding people and work and how they are managed.
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The purpose of the course is to improve students' professional and creative writing abilities through the monthly publication of an online journal. Our website is: taidajournal.weebly.com. Students work together as a team to publish each issue, not only writing stories but editing the stories of other students in the class. The course accepts news stories and creative writing.
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Films evoke a variety of feelings and thoughts with the stories they tell and the way in which they tell those stories. How a film looks and shapes our aesthetic experience. This course provides a basic understanding of the form and content of a film and introduces its formal elements such as narrative, design, composition, camera movement and angle, editing, and the like. It also shows us how to critically engage with these formal elements that construct our cinematic experiences.
By looking at films more systematically and approaching them more analytically, one can arrive at a better understanding of film as an art form as well as a social, cultural, and political practice that informs, challenges, and interrogates our understanding of self, society, and the world.
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This course considers how technology may influence the transmission of languages and the implications this may have for minority or endangered languages.
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How we eat, sleep, talk, love, shop, work, play, learn and die are all shaped by digital media. Everyday digital media focuses on the transformation of self and society through the digital mediation of everyday practices. How do we organize our social lives and engage creatively in online realms? What are the opportunities and risks of sharing and self-presentation in networked publics? How are communities reconfigured in a digital context? This unit introduces theories of digital culture and identity and applies them to our everyday experiences and interactions with social media, participatory culture, locative media, computer games, virtual reality, smart homes and connected cities.
Pagination
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