topical media & game development
print / present
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target(s)


target(s) -- computer science
from a new media perspective: track(s)
- skills -- programming in various languages, able to learn new languages quickly
- knowledge -- networks, web-applications, programming languages, operating systems
- theory -- integration of languages, computer & software architecture, algorithmic complexity
- experience -- application development, (technical) requirements analysis

target(s) -- new media
- skill(s) -- scripting, programming, interaction design
- knowledge -- web, multimedia & game technology
- theory -- understanding of media & communication theory
- experience -- concept development & realization of (playful) application(s)

target(s) -- sensors
from a new media perspective: track(s)
- skill(s) -- modeling, construction
- knowledge -- mechanics, ubiquitous computing, smart systems
- theory -- human perception, privacy, security
- experience -- deployment of (multi) sensor systems

target(s) -- mathematics
from a new media perspective: track(s)
- skill(s) -- problem solving
- knowledge -- algebra(s), graph theory
- theory -- dynamic systems, logic
- experience -- modeling complex systems

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

from a new media perspective: track(s)
- skills -- computing, mathematics, simulation, technology
- knowledge -- mathematics, computer & software architecture
- theory -- systems engineering, media & communication, human factors
- experience -- project(s), deployment in social context

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scenario(s) -- creative technology / new media
scenario(s)
scenario(s) -- new media
- creative industry -- in new entrepeneurial activities
- product design -- in healthcare and entertainment
- communication -- regonial/global media campaign
- entertainment -- new concepts in private and public settings
- game development -- serious games in education and corporate training

The
creative industry is a somewhat wide notion,
originally introduced by the Blair government to re-vitalise
dormant industrial areas.
After the success of Silicon Valley, and New York's Silican Alley,
the model was adopted by among others Amsterdam and Berlin.
In the creative industries, our students might take any of
the following roles:
scenario(s) -- creative industry
- entrepreneur -- creating business
- creative genius -- generating idea(s)
- content author -- to produce material(s)
- technical developer -- to write script(s) & program(s)

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
In an evergrowing cosumer market, product design
will be an area of active development.
Dependent on the context of deployment, healthcare,
entertainment, or home or office furniture,
our students may be active in any of the following
roles:
scenario(s) -- product design
- visual design -- to give aesthetic appeal
- concept development -- to accomodate human needs
- usability & deployment -- making it fit for it's role
- evangelist -- to promote the (benefits of the) idea

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
Tradional communication models, in broadcasting
and advertisemt, are gradually being replaced
by multimedia strategies, involving the internet
and crossmedia in an essential way.
In such media endeavors we may find our students
active in one of the following roles or departments:
scenario(s) -- communication
- web developer -- setting up portal(s)
- crossmedia architect -- relating all media
- production agency -- to coordinate delivery
- strategic planning -- defining targets and goals

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
Entertainment is an everlasting source of
revenue for innovative enterprises.
In our society the technical opportunities
for entertainment are abundant,
both in an urban and private setting.
Our students may work in the area of entertainment
in one of the following roles or fields:
scenario(s) -- entertaiment
- concept design -- defining new artefacts
- technical infrastructure -- for realization
- business plan -- to coordinate the enterprise
- production manager -- mediating between parties

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
Games are increasingly beong recognized as valuable
tools in an educational environment, and coprporate learning.
With the growing attention for serious games,
it becomes likely that we will find our students
active in game development,
in either one of the following roles or activities:
scenario(s) -- game development
- theme(s) & storyline(s) -- setting the context
- style & visual(s) -- creating the appeal
- asset development -- to embody the game
- interaction & experience design -- to promote involvement

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
(C) Æliens
04/09/2009
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