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.