topical media & game development
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curriculum creative technology
from a new media perspective
Anton Eliëns
abstract
In this brief report an outline is given of how
a first year curriculum of creative technology
may look like, proceeding from the assumption that equal
attential is given to the constituting subdisciplines of
creative technology, that is computer science,
new media, smart technology, mathematics
and industrial design, and that a substantial part
of the curriculum is devoted to integrative creative applications.
status: 18/2/08 -- for discussion
introduction
Summarizing, we may formulate the educational targets
of the
creative technology curriculim as follows:
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

The scope of the curriculum is also determined
by the contribution of what may be regarded
the constituting (sub) disciplines of
creative technology:
track(s)
CS -- computer science
NM -- new media
ST -- smart technology
MA -- mathematics
DE -- design
CA -- creative applications

with
creative applications as an essential integrative element
in the curriculum.
creative technology -- foundation(s)
When each of the sub-disciplines takes an equal share
in the first year, which is meant to lay the foundations
for further specialisations, it seems fair to devoted 9 credits
to each, leaving a total of 15 credits for
creative applications.
An indication of how the elements for each track could be
is given below.
course(s)
course | credits | description |
CS1 | 3 | computer & network architecture(s) |
CS2 | 6 | programming fundamental(s) -- C++/Java |
NM1 | 3 | web technology (1) -- html, javascript. css |
NM2 | 6 | animation in 2D |
ST1 | 3 | smart technology (1) -- smart systems |
ST2 | 3 | smart technology (2) -- sensor design & instrumentation |
MA1 | 6 | mathematics essentials with matlab |
MA2 | 3 | the (he)art of mathematics |
DE1 | 6 | drawing & modeling |
DE2 | 3 | human factors in design |
CA1 | 3 | we create identity |
CA2 | 6 | living & working tomorrow |
CA3 | 6 | have fun and play! |

Naturally, each of the tracks or sub-disciplines may take
responsibility for the details of the courses.
first year -- curriculum
As a first proposal for distributing the courses over
the period of the first year, we may think of:
curriculum
period | course(s) | |
1 | CA1/CS1 | introduction |
2 | MA1 | mathematical skills |
3 | NM1/ST1 | introduction specialisation(s) |
4 | DE1 | industrial design |
5 | CA2 | living & working tomorrow |
6 | NM2/ST2 | specialisation(s) |
7 | NM2/ST2 | continued |
8 | MA2/DE2 | mathematics & design |
9 | CS2 | programming fundamentals |
10 | CA3 | have fun and play! |

This proposal stems from the wish to have a proper alteration
between technical/disciplinary courses and introductory/explorative
courses.
It also does explicitly not exclude mutual connections between the various tracks,
that is topics and subjects that are dealt with commonly,
from different perspectives.
follow up -- new media & smart technology
In later years, students will choose for a specialisation
in aither the new media or smart technology track.
However, from a new media perspective, it should be clear
that both in the computing track as well as the creative applications
track,
a close relation with smart technology might be desirable.
Additional courses in computing and
new media will include:
specialisation(s)
course | credits | description |
CS3 | 6 | advanced programming -- idoms, APIs |
NM3 | 3 | web technology (2) -- php, web services |
NM4 | 6 | 3D virtual environments -- x3d/vrml |
CA2 | 6 | living & working tomorrow (advanced) |

Given the domain of creative technology we envision
an advanced project living & working tomorrow,
in close cooperation with smart technology.
conclusion(s)
We have sketched a proposal for
the first year creative technology curriculum,
based on an equal share of tracks and sub-disciplines,
as a reference for discussing courses and topics in the first
year.
It must be emphasised, again, that the integrative courses/projects
creative applications are essential, not only to train
the individual students in applying their skills and knowledge,
but equally important to promote a collective identity of
creative technology students in collaborative projects.
(C) Æliens
04/09/2009
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