creative technology
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workshop(s)
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CA1
CA2
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CA4
CA5
course(s)
interactive visualization
/
serious games
resource(s)
_
/ .
course outline(s) -- ca4: ambient screen(s)
In this part a more detailed discussion will be provided
of
topics,
learning goals,
materials used, and the
actual
structure of the course, as well as a sketch
of the
assignments given. Also
references to releveant
literature is provided, including
online resources.
At the end,
advice for students following the course
will be given, as well as
hints for the instructor(s).
course topic(s)
As a
creative application, which takes place
at the beginning of the second year, the
ambient screen(s) course has, strictly speaking,
no actual course topics, but is rather defined as a collection
of
high level requirements.
Topics addressed in the course include:
topic(s)
- the use of various-size screens in private and public space(s)
- adapative content -- related to context and (possibly) user
- (smart) interaction using sensor device(s)
- information, entertainment & game play
- mixed & cross-media format(s) -- spanning a range of display(s)

Again, a major principle in
creative application(s) is
self-organization
and
learning by challenge, that is finding
suitable challenges for achieving the goals set.
learning target(s)
In terms of skills, competences, etcetera,
the learning goals of this course can be indicated
as follows:
CA4 target(s)
- skill(s) -- multi-display visual design
- knowledge -- narrative(s) & interaction
- theory -- communication & aesthetics
- experience(s) -- medium scale cross-media application
- attitude -- aesthetic sensibility

In accordance with the format of
creative application(s)
self-management
is essential for the successful completion of the course.
lesson material(s)
The material that will actually be relevant during the
course, will to a large extent depend on the
actual topics chosen and the
context of application, that is the nature and size
of the space(s) in which
screen(s)
are deployed.
ambient srceen(s) -- installation(s)

In this
creative application,
notion(s) of
public and
personal space(s) will
somehow play a role.
The challenge here is not only to find
appropriate visual design9s), in accordance with the
size of the screen and its position in space,
but ultimately to endow the screens with some
intelligence,
so that
content is adaptive to context and (possibly) users or
viewers.
course structure
To guarantee continuity and monitor progress
we will have a sequence of sessiuons, as outlined below.
session(s)
- introduction topic(s) & challenge(s)
- brain storm(s) -- concept development
- planning -- concept & application development
- development scenario(s) and storyboard(s)
- workflow(s) -- asset development
- basic media and communication theory
- societal context of creative application(s)
- delivery and presentation of final application(s)

Dependent on the size of the group, addtional mechanisms
of
monitoring progress may be needed, including
logs, periodic accounts, and regular feedback or
possibly even
shout-out sessions.
assignment(s)
With the actual format depending on the application
context, we can indicate as a minimal set of
deliverables and presentations the items collected
in the list below:
assignment(s)
- concept pitch presentation(s)
- planning - approach, realization, deployment
- report(s) -- application development and installation
- evaluation(s) -- summary of experience(s) and deployment result(s)

To guarantee that progress can be monitored and
that results can be evaluated, the group(s) must
maintain a website with all relevant information available
in a suffienntly accessible way.
reference(s)
Also for the
ambient screen(s)
course, our
panorama paper may serve as a reference,
both with regard to
content
and as a
format for the report(s).
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

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
online resource(s)
As online resources, we suffice with a brief list of
links to online descriptions of (art)
installations and technology.

The students are encouraged to find additional information and
links.
[]
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