outline(s) / dilemma(s) / schedule(s) / form(s) content(s) / topic(s) / goal(s) / material(s) / structure(s) / assign(s) / reference(s) / link(s) / course(s)

CA1: WE CREATE IDENTITY


creative technology


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.

INFORMATION

includes web technology

_ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

CA2: LIVING AND WORKING TOMORROW


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.

INFORMATION

_ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

CA3: HAVE FUN AND PLAY!


creative technology


..., 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

INFORMATION

_ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

CA4: AMBIENT SCREEN(S)


creative technology


... 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 ...

INFORMATION

_ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

CA5: HYBRID WORLD(S)


creative technology


... 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 ...

INFORMATION

_ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

CE: CREATIVE EXPLORATION(S)

creative technology

... creative exploration(s) .......................
in art
physics-based animations
and digital culture
with an application to ...
installation(s) & (urban) architecture

INFORMATION

speak(s) / common(s) / slide(s) / meeting(s) / cycle(s) / innovation(s) / talk(s)

_ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

outline(s) / dilemma(s) / schedule(s) / form(s) content(s) / topic(s) / goal(s) / material(s) / structure(s) / assign(s) / reference(s) / link(s) / course(s)

COURSE(S) -- CREATIVE TECHNOLOGY


creative technology


INFORMATION

_ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

outline(s) / dilemma(s) / schedule(s) / form(s) content(s) / topic(s) / goal(s) / material(s) / structure(s) / assign(s) / reference(s) / link(s) / course(s)

consideration(s) -- design for create


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

creative technology

Æliens


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

slide(s)

* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

selected reference(s)

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 ...)

* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ


target(s) -- design

from a new media perspective: track(s)

reference(s) -- auxiliary / etcetera [literature]

  • 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
  • target(s) -- creative technology

    _ .. from a new media perspective: track(s)

    target(s) -- new media

    ... / format(s) / track(s)

    . / slogan(s) / cycle(s) / ..

    new media -- the aesthetics of our time

    target(s)

    target(s) -- smart technology

    from a new media perspective: track(s)

    target(s) -- design

    from a new media perspective: track(s)

    design -- senso-motor experience

    target(s)

    ET: ETHICS FOR CREATIVE TECHNOLOGY

    creative technology

    ... issues related to the (future) professional
    ethics
    of creative technology graduates,
    new and emergent technology to improve
    the quality of life, psychological research
    on well-being, behavioral change, and (in addition)
    potential role(s) of games as ethical frameworks
    allowing to explore moral options
    and their consequences ...

    INFORMATION

    speak(s) / common(s) / slide(s) / exercise(s) / cycle(s) / dialogue(s) / talk(s)

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    outline(s) / dilemma(s) / schedule(s) / form(s) content(s) / topic(s) / goal(s) / material(s) / structure(s) / assign(s) / reference(s) / link(s) / course(s)

    present / print / tag(s)

    workshop game design -- in 7 rounds

    creative thinking / inspiration(s) / panel(s) / space(s) / vision(s)



    _ .. game(s) / workshop(s) / challenge(s) / TINAG / go / CTSG

    [] teaching(s) / display(s) / ethic(s) / ritual(s) / evolution(s) []


    ... communication is ... the key to creativity ... !

    experiment knowledge illusion scratch engine craft maze run ar x


    n-gram(s) / collaboration(s) / context(s) / mission(s) / AR(G)

    media / education(s) / method / classic(s) / literacy / cycle(s) ! Æ


    workshop game design -- in 7 rounds


    1. introduction -- getting to know eachother
    2. selection of game theme(s) -- the playground
    3. exercise(s) -- associative chaining
    4. visual style -- design & reference(s)
    5. narrative content -- story line(s)
    6. game mechanics -- play & score(s)
    7. wrap up(s) -- speak out!

    assignment(s) / theme(s)


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

    theme(s) / workshop(s) / assignment(s)


    1. create (y)our identity -- draw (y)our avatar
    2. invite the player(s) -- design the front portal
    3. invent game mechanic(s) -- sketch scenario(s)
    4. create challenge(s) -- define task(s) & score(s)

    (pre)requisite(s)

    reference(s)

    IV: INTERACTIVE VISUALIZATION


    creative technology


    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.

    INFORMATION

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    masterclass -- creative technology

    wiki / workshop game design / tag(s)


    Edwin Dertien, Angelika Mader & A. Eliens (2009)



    theme(s) -- public & private space(s)

    narrowcast(s) & game(s) for public transport


    workshop(s) -- design (y)our idea(s)

    www.186ideeen.nl/spel.html / wiki


    1. question(s) -- who, where, what (magical powers)?
    2. self-representation(s) -- sketch (y)our avatar(s) with attributes, in context
    3. (associative) story-line(s) -- chain(s) in group(s)
    4. game map(s)/world(s) -- layout & decoration(s) of (y)our transport system(s)
    5. 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

    masterclass

    1. introduction -- theme(s), processing, sensor(s)
    2. idea(s) -- context, narrative(s), game mechanics, smart technology
    3. development(s) -- hardware, software, assets, design
    4. development(s) -- hardware, software, assets, design
    5. presentation(s) -- pitch & demonstration(s)

    processing -- bridging art(s) & technology

    ... / learning / software / literacy / education / network / context / _ / .

    . / create / software literacy: read & write (tool(s)) / cycle(s)

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

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

    twinkle(s) / difference(s)

    experiment knowledge illusion scratch engine craft maze run ar x

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

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


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

    * _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

    * - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ


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

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

    / knowledge is a (creative)? process / 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)


    outline(s) / dilemma(s) / schedule(s) / form(s) content(s) / topic(s) / goal(s) / material(s) / structure(s) / assign(s) / reference(s) / link(s) / course(s)

    NM1: WEB TECHNOLOGY


    creative technology


    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.

    INFORMATION

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    included in we create identity

    NM2: INTERACTIVE VISUALIZATION


    creative technology


    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.

    INFORMATION

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    NM3: WEB 2.0 MASHUPS


    creative technology


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

    INFORMATION

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    included in virtual environments

    NM4: VIRTUAL ENVIRONMENTS


    creative technology


    ..., 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

    INFORMATION

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    NM5: GAME DEVELOPMENT


    creative technology


    ... 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 ...

    INFORMATION

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    outline(s) / dilemma(s) / schedule(s) / form(s) content(s) / topic(s) / goal(s) / material(s) / structure(s) / assign(s) / reference(s) / link(s) / course(s)

    PROJECT(S) -- CREATIVE TECHNOLOGY ... & ... / ...


    www.creativeapplications.net / 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.

    INFORMATION

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    create(s)

    institute(s)

    past & present

    event(s)

    inspiration(s) / panel(s)


    resource(s) -- contact(s)

    contact(s) / who is?


    tutorial(s) -- help(s)

    example(s) -- script(s) / animation(s)

    configuration(s) -- note(s) / tablet(s) / tribe(s) / program(s) / math(s) / chrome(s) / engine(s)

    IP? / ... / researchcreative exploration(s) / unity / trouble(s) / wolframalpha / inspiration(s) / software(s) / hardware(s) / howto(s)

    software(s) -- resource(s)

    configuration(s) / tool(s) / download(s)


    reading(s) -- resource(s)

    inspiration(s) -- research / design(s) / course(s) / etc(s)

    create / smart / media / game / design / math / web / art / student(s) / tag(s)


    * _ .. -- @ media / scribble / utopia / design / fun ? [:/] _


    supporting creative thinking through opportunistic software development
    educational(s): quote(s) / learning(s) / picnic(s) / critical thinking
    1. Teaching Software Engineering through Game Design
    2. Toy Projects Considered Harmful
    3. The Rethinking CS101 Project
    4. Creating a Science of Games (CACM) (local)
    5. Software Engineering Issues in Interactive Installation Art
    6. Programming by Example -- A Creative Programming Environment, Remixed
    7. Computer Science Education: Where Are the Software Engineers of Tomorrow?

    * - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ


    resource(s) -- curriculum

    new

    book(s) -- technical

    kindle


    reference(s)


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

    reference(s)


    1. method(s) -- www.agilemanifesto.org/principles.html
    2. resource(s) -- game design patterns / team work
    3. 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
    4. 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
    5. A. Eliëns, topical media & game development -- media.eliens.net

    reference(s)


    1. Convivial Urban Spaces: Creating Effective Public Spaces, by Henry Shaftoe -- (amazon)
    2. 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
    3. A. Eliëns, topical media & game development -- media.eliens.net

    reference(s)


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

    reference(s)

    There are many books dealing in one way or another with web technology.
    1. JavaScript: The Definitive Guide by David Flanagan -- (amazon)
    2. CSS: The Definitive Guide by Eric Meyer -- (amazon)
    3. Professional Web 2.0 Programming (Wrox Professional Guides) by Eric van der Vlist, Danny Ayers, Erik Bruchez, Joe Fawcett, Alessandro Vernet -- (amazon)
    4. business model(s) -- www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
    5. Webbots, Spiders, and Screen Scrapers: A Guide to Developing Internet Agents with PHP/CURL by Michael Schrenk -- amazon)
    6. The Web Application Hacker's Handbook: Discovering and Exploiting Security Flaws, by Dafydd Stuttard amd Marcus Pinto -- amazon)
    7. 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.
    1. Visualizing Data: Exploring and Explaining Data with the Processing Environment, by Ben Fry -- (amazon)
    2. Foundation Actionscript 3.0 Animation: Making Things Move! by Keith Peters -- (amazon)
    3. Professional Adobe Flex 2 (Programmer to Programmer) by Rich Tretola, Simon Barber, and Renaun Erickson -- (amazon)
    4. Foundation Flash 8 Video (Foundation) by Jordan L Chilcott and Tom Green -- (amazon)
    5. Visualizing the Semantic Web: XML-based Internet and Information Visualization by Vladimir Geroimenko -- (amazon)
    6. 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
    7. A. Eliëns, topical media & game development -- media.eliens.net

    reference(s)


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

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

    1. Teaching Software Engineering through Game Design
    2. Bjork, S., Holopainen, J. (2005) Patterns in Game Design. Charles River Media
    3. A. Eliëns, topical media & game development -- media.eliens.net

    schedule(s) -- creative technology / new media

    course(s) / announcement(s) / program(s)


    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
      

    SG: SERIOUS GAMES

    creative technology

    ... 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 ...

    INFORMATION

    speak(s) / common(s) / slide(s) / session(s) / cycle(s) / communication(s) / talk(s)

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    outline(s) / dilemma(s) / schedule(s) / form(s) content(s) / topic(s) / goal(s) / material(s) / structure(s) / assign(s) / reference(s) / link(s) / course(s)

    create -- reading(s) / create / vision(s)

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    mission(s) / challenge(s)

    design is where technology meets culture

    authentic
                 diversity
                              tolerance
    creative technology                  proximity
    

    pirate(s) / skin(s) / science(s) / color(s) / vision(s)

    play / reading(s) / physic(s) / method(s) / math(s) / cycle(s)


    topic(s) -- create / vision(s)

    _ .. / / machine(s) / art(s) / change(s) / human(s) / reading(s) / _ / .

    mission(s) / challenge(s)

    design is where technology meets culture

    
      creative technology
             
                                          new media
      

    pirate(s) / skin(s) / science(s) / color(s) / vision(s)

    play / reading(s) / physic(s) / method(s) / math(s) / cycle(s)


    new media / track(s) -- serious gaming / creative exploration(s)

    * _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

    play / create(s) / math / gamification(s) / story / topic(s) / cycle(s)

    elaboration(s) -- beginner(s) vs expert(s)

    level(s) of achievement -- law(s) of style

    from principles of success in literature.

    critical appraisal(s) -- phrase(s) of judgement

    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.

    present / print / tag(s)

    workshop game design -- in 7 rounds

    creative thinking / inspiration(s) / panel(s) / space(s) / vision(s)



    _ .. game(s) / workshop(s) / challenge(s) / TINAG / go / CTSG

    [] teaching(s) / display(s) / ethic(s) / ritual(s) / evolution(s) []


    ... communication is ... the key to creativity ... !

    experiment knowledge illusion scratch engine craft maze run ar x


    n-gram(s) / collaboration(s) / context(s) / mission(s) / AR(G)

    media / education(s) / method / classic(s) / literacy / cycle(s) ! Æ


    workshop game design -- in 7 rounds


    1. introduction -- getting to know eachother
    2. selection of game theme(s) -- the playground
    3. exercise(s) -- associative chaining
    4. visual style -- design & reference(s)
    5. narrative content -- story line(s)
    6. game mechanics -- play & score(s)
    7. wrap up(s) -- speak out!

    assignment(s) / theme(s)


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

    theme(s) / workshop(s) / assignment(s)


    1. create (y)our identity -- draw (y)our avatar
    2. invite the player(s) -- design the front portal
    3. invent game mechanic(s) -- sketch scenario(s)
    4. create challenge(s) -- define task(s) & score(s)

    (pre)requisite(s)

    reference(s)