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Our contemporary world is deeply permeated with media and new technologies that inherently influence the way we communicate, transfer knowledge, exchange information, offer representations, and experience reality and its possible imaginaries. This course traces the development of such media technologies (print media, telephony, radio, television, film, internet, mobiles, games) and accounts for their historical transformations while focusing on their intermedial character and their relation to other arts (literature, photography, performing arts, painting, architecture, music). The course takes into account archeological and philosophical notions of media and how new forms of communication exert social, cultural, and political influences in a global context. In particular, the course addresses fandom and popular culture, gender and race in networked spaces, convergence culture, intellectual property, the role and function of social networks in the redefinition of the public sphere, notions of citizenship and democracy, and the future of digital humanities.
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This course covers leading theoretical approaches to Japanese animation as viewed from abroad. Is anime a genre? A culture? An industry? How do we actually define anime? And what reasons exist for studying anime in the first place? To answer these questions, the course explores the history of Japanese animation and its global reach by means of arguments put forth by leading scholars in the English language, including notably Rayna Denison, Susan Napier, Thomas Lamarre, and Jonathan Clements. This course looks at the themes they identify in and around anime, such as the shojo, the otaku, the techno-orientalism, as well as investigating to what extent characteristic production methods such as hand-drawn animation define a supposedly unique nature of anime. In the process the course also attempts to identify the transnational aspects that have long formed a part of "Japanese" animation, by asking the question: How Japanese is anime?
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In this course, students further their application of industry-standard digital tools and techniques for the development of interactive projects across different platforms. Students gain extended creative and technical knowledge and understanding of development processes and programming, and develop their knowledge and application of aesthetics and form.
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This course investigates the way in which literary texts and cultural theories have responded to the emergence of multiple new media formats through the twentieth and twenty-first centuries. By situating literary and theoretical texts in a broader network of visual, aural and interactive media the course invites students to consider: the social, political and cultural effects of technology; the specificity of written texts as distinct from other forms of technical media; relationships between text, image, and sound; the historical implications of mechanical reproduction; the emergence of networked communication; the cultural and political impact of the computer.
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This introductory course is a practical platform for students to build their understanding of games, immersive media, and film. The course provides students with an overview of the skills, knowledge, and understanding needed to create both games and film work. Students work in lab environments to both develop practical outcomes with industry-orientated skillset and acquire a critical understanding through foundational lectures. It includes an introduction to film-editing and 3D Design for Games, integrated into group and individual project activities.
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COURSE DETAIL
COURSE DETAIL
COURSE DETAIL
This course offers a study of Italian history and culture from Reunification to the present day through its cinematic self-representation. The selected films and directors are representative of the different periods of recent Italian history and explore the country's main political, economic, social, and cultural aspects.
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This course focuses on the general economic structure of cinema and the audiovisual industry in France. It includes an overview of the production of cinematic film, the CNC (National Center for Cinema and Moving Images), and the financing and distribution of films. The course includes industry professionals as guest speakers.
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