a bewildering number of topics,
to get familiar with the means to express ideas,
and communicate thoughts, but equally important
to get first ideas on what this means for
(y)our aspirations and, why not, dreams.
includes web technology
|

creative applications and projects
form
the core of creative technology,
as they allow for student initiative,
a high degree of autonomy,
problem finding and cooperation,
yet within a structure
that facilitates feedback
and promotes a high level of achievement.
|

..., there are no actual course topics,
but rather a number of high level requirements,
... the development of interactive game play,
with as major principle(s) self-organization
and learning by challenge
|

... big urban screens on public squares,
medium size screens in shopping malls,
small screens that come with (mobile) gadgets
or built-in consoles in buses or airplanes.
with intelligent interaction, when
equiped with sensors and bluetooth ...
|

... with special focus on the relation between
the real world and the virtual world,
as expressed by the internet of things.
... to explore issues of smart systems, logistics
or playful applications in an urban context ...
|

slide(s)

selected reference(s)
- Thackara J. (ed.) (1988), Design after Modernism
- John Mayfield -- The Engine of Complexity: Evolution as Computation
remark(s): the latter is not so much a design book as well as providing
a model that is (at least) inspirational for the exploratory attitude
that is at the heart of creative technology ... (
eh ...)

target(s) -- design
from a new media perspective: track(s)
- skill(s) -- drawing, modelling
- knowledge -- design methodology
- theory -- human factors
- experience(s) -- design & prototyping
- attitude -- sensitive, with an eye for human experience

reference(s) --
auxiliary /
etcetera [
literature]
- Brown T. (2009), Change by Design -- how design thinking transforms organizations and inspires innovation, HarperCollins Publishers
- Buxton B. (2007), Sketching User Experiences -- getting the design right and the right design, Morgan Kaufmann
- Jones J.C. (1092), Design Methods, Wiley (2nd edn)
- Idris Mootee -- Design Thinking for Strategic Innovation: What They Can't Teach You at Business or Design School
-- amazon

Munari B. (1966), Design as Art, Penguin Books
Norman D.A (1990), The Design Of Everyday Things, Basic Books

Petroski H. (1982),
To Engineer is Human -- The Role of Failure in Successful Design , Vintage Books
Petroski H. (1989), The Pencil -- a history of design and circumstance , Alfred A. Knopf
Petroski H. (1992), The evolution of useful things, Vintage Books
Petroski H. (2006), Success through Failure -- the paradox of design , Princeton Press

Thackara J. (ed.) (1988), Design after Modernism -- Beyond the Object, Thames and Hudson
Thorp H. and Goldstein B. (2010), Engines of Innovation -- the entrepreneurial university in the twenty-first century, University of North Carolina Press
_
..
from a new media perspective: track(s)
- skill(s) -- computing, mathematics, simulation, technology
- knowledge --computer & software architecture, human factors
- theory -- systems engineering, media & communication
- experience(s) -- project(s), deployment in social context
- attitude -- initiative, creative, involved

- skill(s) -- scripting, programming, interaction design
- knowledge -- web, multimedia & game technology
- theory -- understanding of media & communication
- experience(s) -- concept development & realization of (playful) application(s)
- attitude -- explorative, with an eye for the rethorics of the material

target(s) -- smart technology
from a new media perspective: track(s)
- skill(s) -- modeling, construction
- knowledge -- mechatronics, ubiquitous computing, dynamic systems
- theory -- human perception, privacy, security
- experience(s) -- deployment of smart (multi sensor) systems
- attitude -- inventive, with a playful mind

target(s) -- design
from a new media perspective: track(s)
- skill(s) -- drawing, modelling
- knowledge -- design methodology
- theory -- human factors
- experience(s) -- design & prototyping
- attitude -- sensitive, with an eye for human experience

target(s)
- sketch, drawing
- vr & cad modeling
- physical prototypes
- concept development

workshop game design -- in 7 rounds
- introduction -- getting to know eachother
- selection of game theme(s) -- the playground
- exercise(s) -- associative chaining
- visual style -- design & reference(s)
- narrative content -- story line(s)
- game mechanics -- play & score(s)
- wrap up(s) -- speak out!

- urban -- (un)safety in urban environment(s)
- climate -- climate change and reduction of energy consumption
- fitness-- (social network) support for sport and fitness
- media -- prevent(ion) of media and information overload
- scenario(s) -- emergency / rescue scenario(s) in public area(s)
- communication -- exchange(s) in private/public space(s)
- idea(s)? -- ...

- create (y)our identity -- draw (y)our avatar
- invite the player(s) -- design the front portal
- invent game mechanic(s) -- sketch
scenario(s)
- create challenge(s) -- define task(s) & score(s)
(pre)requisite(s)
- smart technology -- rfid tags, motion sensors, ...
- new media -- camera(s), screen(s), game world(s)

reference(s)

using web-based rich media technology
the focus is on first principles,
that is using computational means
to get access to, manipulate, and present data,
processes, events and scenarios in visually appealing ways.
|

masterclass -- creative technology
Edwin Dertien, Angelika Mader & A. Eliens (2009)

narrowcast(s) & game(s) for public transport
- context/setting -- screens in bus & tram(s)
- assignment(s) -- create personalized information (using RFID)
- exploration(s) -- narrative(s) involving multiple passengers
- suggestion(s) -- think visual!

workshop(s) -- design (y)our idea(s)
- question(s) -- who, where, what (magical powers)?
- self-representation(s) -- sketch (y)our avatar(s) with attributes, in context
- (associative) story-line(s) -- chain(s) in group(s)
- game map(s)/world(s) -- layout & decoration(s) of (y)our transport system(s)
- location(s)/representation(s)/game(s) -- design mini-game(s) in context

session(s) -- 11, 12, 18, 19, 25 may 2008, 13.00-17.00
- introduction -- theme(s), processing, sensor(s)
- idea(s) -- context, narrative(s), game mechanics, smart technology
- development(s) -- hardware, software, assets, design
- development(s) -- hardware, software, assets, design
- presentation(s) -- pitch & demonstration(s)

processing -- bridging art(s) & technology
- software is a unique medium with unique qualities
- every programming language is a distinct material
- sketching is necessary for the development of ideas
- programming is not just for engineers

- 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]

the main focus is to bring about the skills
needed to effectively use the web
in later projects and applications,
however, we will also deal with the web
as a societal phenomenon,
that is as a vital element of (y)our daily life.
|
included in
we create identity

using web-based rich media technology
the focus is on first principles,
that is using computational means
to get access to, manipulate, and present data,
processes, events and scenarios in visually appealing ways.
|

... user contributed content, media, images,
video, with APIs for web services.
mashups allow for quick & easy prototypes,
acting as media portals, providing content & services ...
|
included in
virtual environments

..., 3D virtual environments,
for online games and communities,
as well as for visualisation and mockups.
online communities have a long history,
and recently became popular by role playing games
such as World of War Craft and Second Life
|

... games increasingly become important in
digital learning and corporate training,
and are appealing for conceptual reasons
as well as their sensorial impact, ...
we will study the analysis and critical comparison of games,
as well as game design & development ...
|

PROJECT(S) -- CREATIVE TECHNOLOGY ... & ... / ...
creative applications and projects
form the core of creative technology,
as they allow for student initiative,
a high degree of autonomy,
problem finding and cooperation,
yet within a structure
that facilitates feedback
and promotes a high level of achievement.
|

create(s)

institute(s)

past & present







new
book(s) -- technical
kindle
- JavaScript: The Definitive Guide by David Flanagan -- (amazon)
- CSS: The Definitive Guide (Paperback)
by Eric Meyer -- (amazon)
- Foundation Actionscript 3.0 Animation: Making Things Move! by Keith Peters -- (amazon)
- Professional Adobe Flex 2 (Programmer to Programmer) by Rich Tretola, Simon Barber, and Renaun Erickson -- (amazon)
- Professional Web 2.0 Programming (Wrox Professional Guides) (Paperback)
by Eric van der Vlist, Danny Ayers, Erik Bruchez, Joe Fawcett, Alessandro Vernet -- (amazon)
- Foundation Flash 8 Video (Foundation) by Jordan L Chilcott and Tom Green -- (amazon)
- Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library) by Frank Luna -- (amazon)
- Visual Computing: Geometry, Graphics, And Vision by Frank Nielsen -- (amazon)
-
X3D: Extensible 3D Graphics for Web Authors (The Morgan Kaufmann Series in Interactive 3D Technology) (Paperback)
by Don Brutzman, Leonard Daly
-- (online)
- Visualizing the Semantic Web: XML-based Internet and Information Visualization by Vladimir Geroimenko -- (amazon)

reference(s)
An initial set of references should include the list below,
although many more are available.
- Mitchel Resnick, Sowing the Seeds for a more Creative Society -- online video
- Facets of Fun -- On the Design of Computer Augmented Entertainment Artefacts,
available in online version
- Kress G. and van Leeuwen T. (1996), Reading Images: The Grammar of Visual Design, Routledge
- Geert Lovink and Ned Rossiter (eds), MyCreativity Reader, A Critique of Creative Industries, Institute of Network Cultures, Amsterdam 2007
- A. Eliëns, topical media & game development -- media.eliens.net

reference(s)
- method(s) -- www.agilemanifesto.org/principles.html
- resource(s) -- game design patterns / team work
- Eliëns A. and Vyas D., Panorama -- explorations in the aesthetics of social awareness, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), p. 71-75, EUROSIS-ETI Publication, ISBN 9789077381373
- Eliëns A., van de Watering M., Huurdeman H., Bhikharie S.V., Lemmers H., Vellinga P. , Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), pp. 125-129, EUROSIS-ETI Publication, ISBN 9789077381373
- A. Eliëns, topical media & game development -- media.eliens.net

reference(s)
- Convivial Urban Spaces: Creating Effective Public Spaces,
by Henry Shaftoe
-- (amazon)
- Eliëns A. and Vyas D., Panorama -- explorations in the aesthetics of social awareness, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), p. 71-75, EUROSIS-ETI Publication, ISBN 9789077381373
- A. Eliëns, topical media & game development -- media.eliens.net

reference(s)
- Convivial Urban Spaces: Creating Effective Public Spaces,
by Henry Shaftoe
-- (amazon)
- A. Eliëns, topical media & game development -- media.eliens.net

reference(s)
There are many books dealing in one way or another with
web technology.
- JavaScript: The Definitive Guide by David Flanagan -- (amazon)
- CSS: The Definitive Guide
by Eric Meyer -- (amazon)
- Professional Web 2.0 Programming (Wrox Professional Guides)
by Eric van der Vlist, Danny Ayers, Erik Bruchez, Joe Fawcett, Alessandro Vernet -- (amazon)
- business model(s) -- www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
- Webbots, Spiders, and Screen Scrapers: A Guide to Developing Internet Agents with PHP/CURL by Michael Schrenk -- amazon)
- The Web Application Hacker's Handbook: Discovering and Exploiting Security Flaws, by Dafydd Stuttard amd Marcus Pinto --
amazon)
- A. Eliëns, topical media & game development -- media.eliens.net

reference(s)
As said before, a highly recommended reference
for interactive data visualization is
Visualizing Data by Ben Fry, not in the least because
the approach described is tightly connected with
processing
and its underlying philosophy of creative intuitive
understanding by computational means.
However, also the flex/as3 related references are worthwhile
because they give access to the display
environment of
flash, which is the dominant media
technolgy for (business-related) web-applications.
- Visualizing Data: Exploring and Explaining Data with the Processing Environment, by Ben Fry -- (amazon)
- Foundation Actionscript 3.0 Animation: Making Things Move! by Keith Peters -- (amazon)
- Professional Adobe Flex 2 (Programmer to Programmer) by Rich Tretola, Simon Barber, and Renaun Erickson -- (amazon)
- Foundation Flash 8 Video (Foundation) by Jordan L Chilcott and Tom Green -- (amazon)
- Visualizing the Semantic Web: XML-based Internet and Information Visualization by Vladimir Geroimenko -- (amazon)
- Eliëns A., Wang Y. van Riel C. and Scholte T. (2007), 3D Digital Dossiers -- a new way of presenting cultural heritage on the Web, In Proc. Web3D 2007, ACM SIGGRAPH, pp. 157-160
- A. Eliëns, topical media & game development -- media.eliens.net

reference(s)
- Flickr Mashups, by David A. Wilkinson, Wrox
-- info)
- Amazon.com Mashups, byFrancis Shanahan
-- info
- del.icio.us Mashups, by Brett O'Connor
-- (info)
- Web APIs with PHP, by Paul Reinheimer, Wrox
-- (info)
- Professional Adobe Flex 2 (Programmer to Programmer) by Rich Tretola, Simon Barber, and Renaun Erickson -- (amazon)
- Visualizing the Semantic Web: XML-based Internet and Information Visualization by Vladimir Geroimenko -- (amazon)
- A. Eliëns, topical media & game development -- media.eliens.net

- X3D: Extensible 3D Graphics for Web Authors (The Morgan Kaufmann Series in Interactive 3D Technology)
by Don Brutzman, Leonard Daly
-- (online)
- A. Eliëns, topical media & game development -- media.eliens.net

schedule(s) -- creative technology / new media
course(s) / announcement(s) / program(s)
- CA course(s) -- 8 meetings in lecture room, additional bi-weekly meetings
- NM course(s) -- 8 meetings in lecture room
date(s): monday and/or tuesday
3/4: 10.45-11.30 / 11.45-12.30 uur
6/7: 13.45-14.30 / 14.45-15.30 uur




elaboration(s) -- beginner(s) vs expert(s)
- beginner(s): trick(s)
- lack of -- imagination, structure, closure, knowledge of allusion(s)
- poor use of -- technology, story storyboards, interaction graphs
- naive in -- (game/story) patterns & interaction mechanics
- rely on -- aspiration, talent, cleverness and ability
- get stuck in -- cliches, self-indulgence, if not arrogance
- expert(s): craft/trade
- mastery in -- (digital) rethorics (i.e rules) and interaction style
- advanced use of -- technology in relation to content and style
- reflection(s) on -- application context, meta-readings
- strive for -- inspiration, reaching their audience, appropriate targets
- try to -- direct their talent(s), be original, and realize their ideals

- economy -- efficiency of means / mechanism(s)
- simplicity -- sincerity: adequate expression / organic unity
- sequence -- composition: exposition & progression(s)
- climax -- progression(s): emotional involvement
- variety -- sincerity: contrast(s) & entertainment
from principles of success in literature.

critical appraisal(s) -- phrase(s) of judgement
- negative: boring, ...
- positive: awesome, cool, unreal, ...
remark(s)
in creative application there is always a notion of the
beginners mind and
the need to
unlearn
given skills, in order to arrive at an original approach.

workshop game design -- in 7 rounds
- introduction -- getting to know eachother
- selection of game theme(s) -- the playground
- exercise(s) -- associative chaining
- visual style -- design & reference(s)
- narrative content -- story line(s)
- game mechanics -- play & score(s)
- wrap up(s) -- speak out!

- urban -- (un)safety in urban environment(s)
- climate -- climate change and reduction of energy consumption
- fitness-- (social network) support for sport and fitness
- media -- prevent(ion) of media and information overload
- scenario(s) -- emergency / rescue scenario(s) in public area(s)
- communication -- exchange(s) in private/public space(s)
- idea(s)? -- ...

- create (y)our identity -- draw (y)our avatar
- invite the player(s) -- design the front portal
- invent game mechanic(s) -- sketch
scenario(s)
- create challenge(s) -- define task(s) & score(s)
(pre)requisite(s)
- smart technology -- rfid tags, motion sensors, ...
- new media -- camera(s), screen(s), game world(s)

reference(s)
