Carnegie Mellon Masters in Entertainment Technology
Well, the evolution of opportunities continues...
I was reading Dan Pink's A Whole New Mind, and he mentioned the Carnegie Mellon Entertainment Technology program.
After reading the website, this is what I know:
1) I like the program design. Lots of hands-on, experiential work. 80% of the work is project-based. This is GOOD.
2) Not only will I get to work with a creative team (my ideal environment), I know I would meet people who I could work with the rest of my life.
3) I would learn about a lot of stuff that I'm currently clueless about.
4) I can get into this program.
The phrase "entertainment technology" refers to a very real world of entertainment experiences made possible by the advent of primarily computer-mediated digital technologies. The term requires an elastic and fluid definition, required in large part by advances in technology that are making ever-new entertainment experiences and venues possible. What was meant by the phrase entertainment technology as recently as a year ago requires re-definition in light of recent developments on both technology and entertainment fronts. In general, though, the term 'entertainment technology' refers to:
* networked and free-standing interactive computer games
* avatar creation and utilization
* massive multi-player online games
* digital entertainment
* specialty venues such theme parks, themed retail, specialty restaurants, and other location-based entertainment venues
* motion-base rides
* console and PC interactive game design
* the creation of unique input devices
* virtual reality utilizing head-mounted displays or other technologies such as CAVES
* wearable computing for entertainment purposes
* massive immersive display environments such as planetaria and Omnimax
* interactive robot animatronics
* synthetic interview technology
* speech recognition
* augmented reality
* telepresence for entertainment and education purposes
* digital production and post-production
* sound synthesis, surround sound, 3-D sound, and streaming audio
* the development of haptic devices (i.e. force feedback)
* entertainment robotics
The ETC considers this all to be within its investigative domain; especially those aspects of entertainment technology our very own students and colleagues in the field, will create in the near future!
I was reading Dan Pink's A Whole New Mind, and he mentioned the Carnegie Mellon Entertainment Technology program.
After reading the website, this is what I know:
1) I like the program design. Lots of hands-on, experiential work. 80% of the work is project-based. This is GOOD.
2) Not only will I get to work with a creative team (my ideal environment), I know I would meet people who I could work with the rest of my life.
3) I would learn about a lot of stuff that I'm currently clueless about.
4) I can get into this program.
The phrase "entertainment technology" refers to a very real world of entertainment experiences made possible by the advent of primarily computer-mediated digital technologies. The term requires an elastic and fluid definition, required in large part by advances in technology that are making ever-new entertainment experiences and venues possible. What was meant by the phrase entertainment technology as recently as a year ago requires re-definition in light of recent developments on both technology and entertainment fronts. In general, though, the term 'entertainment technology' refers to:
* networked and free-standing interactive computer games
* avatar creation and utilization
* massive multi-player online games
* digital entertainment
* specialty venues such theme parks, themed retail, specialty restaurants, and other location-based entertainment venues
* motion-base rides
* console and PC interactive game design
* the creation of unique input devices
* virtual reality utilizing head-mounted displays or other technologies such as CAVES
* wearable computing for entertainment purposes
* massive immersive display environments such as planetaria and Omnimax
* interactive robot animatronics
* synthetic interview technology
* speech recognition
* augmented reality
* telepresence for entertainment and education purposes
* digital production and post-production
* sound synthesis, surround sound, 3-D sound, and streaming audio
* the development of haptic devices (i.e. force feedback)
* entertainment robotics
The ETC considers this all to be within its investigative domain; especially those aspects of entertainment technology our very own students and colleagues in the field, will create in the near future!

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