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Video art
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== As an academic discipline == Since 2000, video arts programs have begun to emerge among colleges and universities as a standalone discipline typically situated in relation to film and older broadcast curricula. Current models found in universities like [[Northeastern University|Northeastern]] and [[Syracuse University|Syracuse]] show video arts offering baseline competencies in lighting, editing and camera operation. While these fundamentals can feed into and support existing film or TV production areas, recent growth of entertainment media through CGI and other special effects situate skills like animation, motion graphics and computer aided design as upper level courses in this emerging area. As the industry continues to evolve, video arts programs are also incorporating elements of interactive media, virtual production, and immersive technologies such as augmented and virtual reality. Many institutions are expanding their curricula to include courses on real-time rendering, AI-assisted content creation, and multi-platform storytelling, reflecting the growing demand for versatile digital artists. Additionally, collaborations with game design, digital marketing, and media studies departments are fostering interdisciplinary approaches that prepare students for diverse career opportunities beyond traditional film and television.
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