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1 - 10 of 14 results for: COMM

COMM 101S: Growing up Digital: Technology's role in Cognitive and Social Development

Interactive digital technology infiltrates homes, schools, and entertainment venues, changing how people think, and socialize. What is the impact of growing up with greater access? How might age influence its use? This course focuses on technology's role in cognitive and social development and how that impacts its design. Topics include brain development, social cognition, symbolic processing, media usage, and self-representation. Coursework includes interacting with digital technologies such as virtual reality and social networking websites and completing a design project.
Terms: Sum | Units: 3

COMM 103S: Media Entertainment

The impact of media entertainment on individuals, social groups, and societies. Sources include a diverse cross-section of entertainment. Introduction to psychological and socio-psychological theories. Empirical findings relating to media entertainment as a stimulus and a reception phenomenon. What renders diverse genres of media content and format enjoyable? Why do individuals pursue entertainment experiences in ever-increasing numbers? What is the political impact of apolitical media entertainment?
Terms: Sum | Units: 3
Instructors: Bosshart, L. (PI)

COMM 105S: Media Power in American Culture

An exploration of media power, focused on both digital and mass media. This course aims to interrogate what it means to claim that media are powerful, with an eye toward power dynamics in an era of Edward Snowden, National Security Agency surveillance of Americans, and constant online tracking by Internet companies. The objective of this course is to develop a framework and vocabulary for critically understanding media power and its role in setting the conditions of everyday life.
Terms: Sum | Units: 3
Instructors: Varma, A. (PI)

COMM 111S: Creative Industries: The Business of Popular Culture

Examines the processes, institutions and cultural forces that shape production in creative industries. Examines book publishing, journalism, music, video/film, and games. Explores how these industries are organized, how work is structured and how technology and social media affect the production, distribution and discovery of products (like books, songs and videos) and experiences (like concerts). Asks how user-created content, like fan fiction and youtube videos, affect existing media institutions, and asks how digital technologies change the way culture is made.
Terms: Sum | Units: 3

COMM 195: Honors Thesis

Qualifies students to conduct communication research. Student must apply for department honors thesis program during Spring Quarter of junior year.
Terms: Aut, Win, Spr, Sum | Units: 5 | Repeatable 3 times (up to 15 units total)

COMM 199: Individual Work

For students with high academic standing. May be repeated for credit.
Terms: Aut, Win, Spr, Sum | Units: 1-5 | Repeatable for credit

COMM 290: Media Studies M.A. Project

Individual research for coterminal Media Studies students.
Terms: Aut, Win, Spr, Sum | Units: 1-2 | Repeatable 2 times (up to 4 units total)

COMM 299: Individual Work

Terms: Aut, Win, Spr, Sum | Units: 1-4 | Repeatable for credit

COMM 380: Curriculum Practical Training

Practical experience in the communication industries. Prerequisite: consent of instructor. Meets requirements for Curricular Practical Training for students on F-1 visas. (Staff)
Terms: Aut, Win, Spr, Sum | Units: 1-5 | Repeatable 4 times (up to 20 units total)

COMM 397: Minor Research Project

Individual research for Ph.D. candidates. Course may be repeated for credit.
Terms: Aut, Win, Spr, Sum | Units: 1-6 | Repeatable 3 times (up to 18 units total)
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