creative technology
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present / print / bounce(s)

lost in science -- on the emergence of creative technology

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


inspiration(s) / tag(s)


from a new media perspective

abstract

In this presentation, we will look at developments in computer science and engineering and argument the necessity of a new approach to teaching and research, in which exploratory development and creative applications inspired by new media practice(s) play a pivotal role.

Analyzing the potential benefits and pitfalls of this new approach, we will discuss issues of aesthetics, literacy and technology and establish criteria for meaningful (human-oriented) creative applications, which may be summarized by the notions of challenge, curiosity, control and context, which together may form the foundation for value-oriented design.

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

question(s) -- what is creative in creative technology?

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)

challenge(s) -- the supposed maturity of CS

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)

  • everything is miscellaneous (video) -- site

model(s)

problem(s)

ICT challenge(s) [5/5]

application(s) -- creative industry

computer science(s) -- magic

creative technology -- target(s)


  • program to enhance students' participation and creativity

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

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


reflection(s) -- creative technology

  • main benefit(s)
  • main risk(s)

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) / _ / .

  • a networked world -- you make it work [engineering, management] -- not network maintenance!
  • everything is connected -- you make the connections [mediator, management]
  • everything is intertwinkled (Ted Nelson) -- you make it twinkle [the creative track]
/ 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


solution(s) -- multimedia in context

approach -- with subtext(s)

  • (cheap) philosophy -- leads to ignorance and self-satisfaction
  • colloquial wisdom -- is an internet commodity
  • common sense -- only results in confusion

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)

  • requirements -- kill creativity
  • user studies -- lead to conservatism
  • clear goals -- limit exploration

model(s) -- the creative process

the creative process -- involvement & reflection


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

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

pathology


  • viral game(s)/clip(s)
  • creativity is contagious
  • the (digital) seduction of a civilisation

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) -- aesthetic awareness

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

  • frankfurt airport -- multimedia walkway
  • shanghai river tunnel -- visual experience
  • shanghai shopping -- full (globe) video
  • etcetera -- visual quilt, PANORAMA, ...

medium is the message -- the aesthetics of our time

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

issue(s) -- creative technology track(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)

  • (art) inspiration(s) -- item(s) of beauty
  • (periodic) de-construction(s) -- discover (un)truth(s)
  • (technical) exploration(s) -- trial(s) without error(s)
  • (creative) workshop(s) -- to boost the imagination(s)

control(s) -- layered mentorship

  • supervision(s) -- from multiple perspectives
  • (peer) reviews -- with mild competitive edge
  • (public) exhibition(s) -- for external exposure

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

de Waag / open source


  • technology to innovate social processes
  • social processes to innovate technology
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)

  • emotional response -- enrich experience
  • intellectual challenge -- avoid boredom


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)

  • taking (media) artists as a role model for creative engineers, following the recommendation of IIP/CREATE
  • combining disciplinary courses with creative applications, to ensure a solid technical level
  • looking for inspiration in the art(s), as the ultimate source of human value(s)

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

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


dialectic(s) -- literacy / spark(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

  • experiencing the world in new ways
  • forming new affiliations
  • preparation for future learning

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 cycle -- turns in subsequent rounds
  • simulation(s) -- world (climate) model
  • exploration -- by means of interactive video

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


[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) interactive visualization / serious games resource(s) _ / .

(C) Æliens 09/09/09
creativetechnology.eu