This paper discusses what students studying entertainment
technology and theater should be learning in order to work in the entertainment
industry. The author primarily
teaches technical concepts in theater to technical students.
In include this paper because it gives an overview of some of
the knowledge domains that are needed to use current entertainment technology.
1. Math and Science
2. Basic
Electronics
3. Electrical Power
Distribution
4. Rigging for
shows
5. Computer systems
and networking
6. Moving lights
operation
7. Sound system
design
8. Entertainment
control systems
9. Video systems
10. Structures
11. Mechanics and
scenic automation
12. Permanently
installed electronic systems.
Its interesting to note that a lot of the knowledge domains are
centered around the physics of things and physical manifestations. Numbers 2, 3, 4, 7, 10, and 11 deal
with physical setup and operation.
Numbers 1, 5, 6, 8, 9, and 12 all deal with more virtual issues
(although 5, 6, 7, 8 and 12 have physical components).
All this goes to show that even if the software is user friendly
and highly capable there are still many physically manifested issues that must
be addressed. This begs the
question, can the physical components of entertainment technology be made to be
plug and play?
Quotes:
1. the language of
live-performance storytelling is now evolving fastest outside the theatre
world. These new high-tech mega-spectaculars have taken traditional theatrical
techniques, and have morphed and augmented them into something new.
2. Today, what used to be considered special effects are now
core show technologies.