lost in science -- on the emergence of creative technology

A. Eliens 14/5/08 / 23/9/08


inspiration(s) / tag(s)


question(s)

  1. personal -- what makes life (more) beautiful?
  2. professional -- how can your discipline/expertise help/assist/ contribute in making (digital) life more beautiful?
  3. general -- what is the (greatest) risk of creative technology?

section(s)

  1. question(s) -- what is creative?
  2. challenge(s) -- engineering / CS
  3. approach/solution(s) -- response(s)
  4. model(s) -- analyze
  5. perspective(s) -- discuss
  6. issue(s) -- deal with/mention
  7. dialectic(s) -- literacy / creativity

slogan(s) -- creative technology / indeed, language is confusing

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

theme(s) / rule(s) / topic(s)

play / change(s) / human(s) / pattern(s) / experiment(s) / cycle(s)


media(s) / education(s) / color(s) / relationship(s) / pattern(s) / _ / .

twinkle(s) / difference(s)

being human is not simply a label.

... it is about a set of aspirations. Recognizing those aspirations and striving to realise them can make the world we live in one to celebrate rather than fear.



human(s) / experiment(s) / cycle(s)

the new wave of Web 2.0 -- google(s) / mashup(s) / science(s)

IIPCREATE / interview(s) / _ / .


  yahoo -- developer.yahoo.com
      del.icio.us -- del.icio.us/help/api
          technorati -- www.technorati.com/developers
              flickr -- www.flickr.com/services
                  google -- code.google.com
                      ebay -- developer.ebay.com 
  

REACTIVE ==> CREATIVE!?


ICT challenge(s) [3/5]

concept(s)

model(s)

problem(s)

ICT challenge(s) [5/5]

application(s) -- creative industry

computer science(s) -- magic

creative technology -- target(s)


random thought(s) -- without thinking / inspiration(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


reflection(s) -- creative technology

Think before you ask! Write clearly and do not forget your name!

slogan(s) -- metaphor(s) / towards a new curriculum

... / ground(s) / picnic(s) / network(s) / _ / .

/ knowledge is a (creative)? process / cycle(s)

game(s) -- meaning / C4(X) / engine(s) / space(s)

instruction / second life / climate / mashup(s) / panorama / _ / .

twinkle(s) / difference(s)

gaming is a waste of time / MW2008 / design / game(s) / ximpel

play / war(s) / dynamic(s) / challenge(s) / value(s) / theory


approach -- with subtext(s)

random thought(s) -- why always square screens?


  rhethorics 
    of    <--   personal challenge
  material
  

  everything else     computation
     is           -->
  subsidiary          interaction
  

item(s)/hazard(s) -- with subtext(s)

the creative process -- involvement & reflection


  peripheral
   --> unfocussed
   --> subliminal
         attention/awareness model(s)
  

model(s) of dissemination -- dialectic(s) of awareness

pathology


on the emergence of creative technology

this is where the subtext ends, and the exploration begins, with as the ultimate challenge, to realize a new discipline: creative technology

perspective(s) -- innovation as an expression of ignorance

medium is the message -- the aesthetics of our time

9/11 / performance(s) -- tube(s)

slogan(s) -- creative technology / starting from 1st year


_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

play / game(s) / project(s) / experiment(s) / cycle(s)

mechanism(s) -- educational element(s)

control(s) -- layered mentorship

slogan(s) -- do you want to make a difference

de Waag / open source


in every scientist there is an artist, in every artist there is a scientist

slogan(s) -- fun application(s) / de wereld gaat aan vlijt ten onder / time

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

UTwente/EWI doctrine(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- media art(s) / computer augmented artefact(s)

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

twinkle(s) / difference(s)



shift of paradigm(s) / reading(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- shift of paradigm(s) / innovation by re-creation(s)

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

innovation(s) / collaboration(s)

course(s) / twente(s) / science(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- dilemma(s) / how to teach attitude(s) & creativity

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

  1. implicit -- confusion is the origin of (all) creativity -- there is no theory / creativity killers / hacking the human / spark(s) / pattern(s)
  2. explicit -- (amateur) course(s) on creativity, philosophy, psychology -- computational art / new media / meaning / planning / workshop(s)
  3. by example(s) -- invite artist(s) & pioneer(s) -- teaching creativity / project(s) / dead media / tube(s)
  4. design case(s) -- facets of fun -- on the design of computer augmented entertainment artefacts [offline!?] -- a long read, indeed!
  5. target(s) -- generation Y / rip it / creative thinking / loser(s) / leader(s) / vision(s) / definition(s)

slogan(s) -- known(s) / ignorance 2.0

creativity / ... / vision(s) / science / quality / _ / .

innovation(s) / collaboration(s)

... in science only one thing is more wonderful than how much we know, and that is how much we do not know.

I. Svitak -- Man and his world / quest(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


designer vs developer -- culture(s) / question(s)


_ .. / practice(s) / change(s) / vision(s) / _ / .

identity / creativity

... no, at the personal level, you should accept no less than the title of artist and aspire to earn the right to carry the title. And earning this right is influenced not so much by your accomplishments as by your approach: a relentless pursuit of perfection, where the journey is the destination.

www.bit-101.com / from: as3 animation -- making things move

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


creative technology -- ethic(s)

value(s) / socio-digital landscape(s) / _ / .


     ethically informed
                    morally inclined
  
divina comedia
www.nmc.org

aesthetic(s) -- new media

skill(s) / truth(s) / beauty / miracle(s) / place(s) / screen(s) / _ / .

twinkle(s) / difference(s)

the skin is the deepest part of man.


Paul Valery / color(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


engineer(s) -- create technology?

_ .. / create / common(s) / art(s) / _ / .

twinkle(s) / difference(s)

the 20th century is the century of engineers ...



Der Man ohne Eigenschaften / human(s) / scenario(s)

skin(s) / project(s) / room(s) / problem(s) / screen(s) / cycle(s)


we need a paradigm shift

the aesthetics/literacy of our time(s)


game(s) -- active learning / rethoric(s)

_ .. / create / common(s) / art(s) / _ / .

identity / creativity

situated cognition in a semiotic domain
experiment(s) / critical learning

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


answers(s) -- message 2.0

_ .. / create / common(s) / art(s) / _ / .



in our digital age the message determines the selection of the medium

Æ


space(s) / dream(s) / vision(s) / _ / .



we will watch



brother(s) / experiment(s) / screen(s) / experience(s)


...


game play, model-based simulation, exploration


_ .. / create / common(s) / art(s) / _ / .

game elements / XIMPEL

structure(s) -- creative explorations of art, science & technology

who-am-i?
  1. disciplinary courses -- traditional approach, with regular courses and assignments
  2. project-based work -- lectures to support active exploration of topics by students
  3. creative applications -- challenges, to produce viable solutions for real world applications

slogan(s) -- creative problem(s) / compute / media / smart / math / design

_ .. / ... / [] / social / process / change(s) / design(s) / space(s) / _ / .

twinkle(s) / difference(s)


  problem solving
  
          problem finding
  
                  problem creation
  

educational goal(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- creative application(s): format(s) / target(s)

_ .. / rethoric(s) / place(s) / _ / .


                   We Create Identity
          Living and Working Tomorrow
        Have Fun and Play!
     Ambient Screen(s)
  Hybrid World(s)
  
what are (y)our dreams?

resource(s) -- creative technology