creative technology / new media
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readme
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
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creative exploration(s)
/
serious games
/ ethic(s) -
resource(s)
_
#
@
!
print /
present
accreditation -- last version 30/10/08 (AE)
preparation(s)
verzoek:
TON en ANTON
Er staat op pagina 15 een nog in te vullen stukje EWI-research. Geel
gemarkeerd. Ton en Anton: kunnen jullie daar samen iets van maken?
En als jullie dan toch bezig zijn: een tekstje onder het kopje 6.3.2 op
pagina 40 staat ook nog op mijn verlanglijst.
EWI-Research
The bachelor Creative Technology is primarily an integrative discipline,
as it aims to deliver graduates that can operator as mediator(s)
in developing services and technologies addressing issues
in both the personal and public domain.
As an academic discipline a strong link and direct contact
with ongoing research is a pre-requisite for developing
the Creative Technology curriculum since, simply put,
innovation requires research.
In order to involve all parties in EWI, to the extent possible,
we have decided not to create a new chair in Creative Technology,
but to have a sufficiently representative Working Committee
that is truly embedded in the faculty, to stimulate contributions
from all sections, including
Control Engineering, Pervasive Systems, Short Range Radio, IC-design, Human Media Interaction, Computer Architecture and Embedded Systems, Software Engineering, Signals and Systems, Systems Theory, Applied Analysis and Mathematical Physics, Numerical Analysis and Computational Mechanics, Design and Analysis of Communication Systems.
In section 6.3.2 it will be discussed in what way research
performed in these groups can be incorporated in the curriculum,
and what constraints apply to integrate excellent research
in a bachelor-level curriculum.
With reference to the IIP/Create Strategic Research Agenda, we must
emphasize that the envisaged (future) role of Creative Technology students
is primarily to act, quoting the report, as a
bridge between science and the creative industries,
or, in other words, to
take research out of the laboratories and explore
deployment in an actual context, both, as we said before,
in the public as well as in the presonal domain.
The Smart XP Lab, which is currently under construction,
and is meant as among others a place for Creative Technology students to
work, has a similar goal, and we expect our Creative Technology
students to play a pivotal role
in realizing the aspirations of the Smart XP Lab,
because they will very likely be the prime content developers
for the range of applications hosted by the Smart XP Lab.
Although so far no research funds have been allocated
for Creative Technology, we wish to mention
a project proposal for the first IIP/Create call for proposals,
in which Creative Technology might participate as an independent
partner next to HMI (Human Media Interaction)
of EWI, addressing the issue
of how we might (in a playful way) improve teamwork and develop a tool to support
creative trans- and interdisciplinary collaboration among scientists, designers, engineers and artists to foster cross-disciplinary creative research and development.
Apart from the tool, the project, aptly called the WOW-project,
as submitted by Anne Nigten from V2_,
must also result in a collaborative game.
Together with the expertise from HMI, that
covers human-computer interaction, virtual agents and
environments for collaboration, research
allocated with Creative Technology,
focussing on aspects of game play,
smart interaction, and media technology,
could significantly contribute to the success
of the WOW-project.
As a final remark, although the original decision
to distribute responsibility for
Creative Technology over the various sections within the faculty
seems currently to be the only resonable option,
on a long term it might prove to be more effective
to create a chair for Creative Technology
that is responsible for the active initiation of research
and that is a clearly identifiable partner for communication
and cooperation with industry and the cultural institutes
such as the Waag and V2_.
appendix -- WOW Tool
theme:
Programma/Thema: IIP-Create WoW, Interactive and tangible environments
initiator: Anne Nigten (V2_)
description (summary):
It is known that art and design are among the catalysts for radical creative innovation in pre-competitive creative ICT cycles. However, the knowledge transfer and collaboration with representatives from different backgrounds often turns out to be a major obstacle. This project deals with the research question: How can we (in a playful way) improve teamwork, and organizational support for creative trans- and interdisciplinary collaboration among scientists, designers, engineers and artists to foster cross-disciplinary creative research and development?
partners: Industry:
Philips Design,
Almende,
T-Xchange t.b.c.,
Getronics PinkRoccade Business Application Services bv,
Noldus Information Technology BV, SME: STBY
Science Institutes:
University Twente (HMI),
TU-Delft (HMI-AI),
TUe (Technology Management/Organisation Science and Marketing),
VU Amsterdam, multimedia & game development icw Universiity Twente, Creative Technology (t.b.c.)
Creative / Cultural Institutes:
The Patchingzone,
V2_,
Waag
6.3.2. Curriculum follows developments and trends in relevant research
Although the need to include the fruits
of excellent research in the Creative Technology curriculum
is widely recognized, the actual
translation of research into teaching needs
careful attention, with regard to the fact
that Creative Technology is a bachelor study on the one hand,
and the special character of Creative Technology, which also allows
M-profile students, on the other hand.
Expressing the precise format and contraints that must be satisfied
for introducing research in the curriculum is
beyond the scope of this accreditation report.
Nevertheless, when we express our educational approach
briefly as education by example,
it is obvious that such contributions must be well-packaged
and allow for
immediate hands-on experience, indeed,
favoring practical application over deep understanding!
The actual contribution of the various EWI groups may
differ, according to the research topics addressed by the group.
However, with a number of groups it has already been discussed
in what format their research may contribute to the curriculum.
For example with the Database group of Prof. Apers,
we have agreed to include a package in the 2nd year course
CS4: Data-driven Applications,
to make the students familiar with their
research in data-management for sensor networks,
in a format that allows the students to apply these
technologies in their project(s), for example
CA5: Hybrid World(s), which is concerned with
applying RFID and sensors in logistics support systems and
urban games.
The contributions of the various research groups
must in a general way comply with what we have called
opportunistic engineering in (Obrenovic et al. 2008),
a paper describing experiences in the course
intelligent multimedia technology given at the VU Amsterdam.
In the report it is explained how
using opportunistic (software) development principles in computer
engineering education encourages students to be creative and to
develop solutions that cross the boundaries of different
technologies.
More in particular, it is observed that
educators can also use interactive art projects and
hacking to demonstrate innovation,
and, may be added here, to motivate students
to aspire a high level of excellence.
In the course we explicitly
wanted to emphasize the importance of creativity when combining
diverse technologies,
simply because the range of ways in which these technologies
can be applied are rather overwhelming and may easily
discourage the unmotivated students.
As a summary of our experience(s)
we suggested the following list of general guidelines,
that may be of help in structuring a course
and in deciding on how to present the technologies to the student(s):
- support exploration
- low threshold, high ceiling, and wide walls
- support many paths and many styles
- choose black boxes carefully
- invent things that you'd want to use
- balance user suggestions with observation and participatory
processes
These recommendations also apply to courses to be devloped
for the Creative Technology curriculum, although we have to
keep in mind, constantly, that we offer education to bachelor
students and adjust our expectations accordingly!
reference(s)
Z. Obrenovic, D. Gasevic, A. Eliëns, Stimulating Creativity through Opportunistic Software Development, accepted for: IEEE Software, special issue on Opportunistic Software Systems Development - November/December 08,
url:
www.idemployee.id.tue.nl/z.obrenovic/papers/obrenovic_cosd.pdf
[_]
readme
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
-
creative exploration(s)
/
serious games
/ ethic(s) -
resource(s)
_
#
@
!
(C)
Æliens
2014