present / print

lost in science -- on the emergence of creative technology

question(s)

  1. personal -- what makes life (more) beautiful?
  2. professional -- how can your discipline/expertise help/assist/contribute in making (digital) life more beautiful?
  3. general -- what is the (greatest) risk of creative technology?

section(s)

  1. challenge(s) -- introduce
  2. approach/solution(s) -- response(s)
  3. model(s) -- analyze
  4. perspective(s) -- discuss
  5. issue(s) -- deal with/mention

challenge(s) -- the supposed maturity of CS

ICT challenge(s)


concept(s)

model(s)

problem(s)

creative technology -- target(s)

idea(s)

relate(s)

first thought(s) -- without thinking

inspiration(s) -- looking around

card(s) -- reflect

Think before you ask! Write clearly and do not forget your name!

approach -- multimedia in context

approach -- with subtext(s)

random thought(s) -- why always square screens?


   rhethorics 
     of              <--   personal challenge
   material
  

   everything else       computation
     is               -->
   subsidiary            interaction
  

item(s)/hazard(s) -- with subtext(s)

model(s) -- the creative process

the creative process -- involvement & reflection


   peripheral
       --> unfocussed
       --> subliminal
                       attention/awareness model(s)
  

model(s) of dissemination -- pathology/dialectic(s) of awareness

  • creativity is contagious
  • viral games
  • the (digital) seduction of a civilisation

on the emergence of creative technology

this is where the subtext ends, and the exploration begins, with as the ultimate challenge, to realize a new discipline: creative technology

perspective(s) -- aesthetic awareness

perspective(s) -- innovation as an expression of ignorance

  • frankfurt airport -- multimedia walkway
  • shanghai river tunnel -- visual experience
  • shanghai shopping center -- full globe video projection
  • etcetera -- visual quilt, PANORAMA, ...

medium is the message -- the aesthetics of our time

9/11 / performance(s) -- tube(s)


issue(s) -- the creative technology track

creative track -- starting from 1st year

  • identity -- as a group
  • portfolio -- as individual
  • imagination -- mixing science and art
  • authenticity -- as in no bullshit
  • craftmanship -- in discovering the rethorics of the material

mechanism(s) -- educational element(s)

  • (art) inspiration(s) -- item(s) of beauty
  • (periodic) de-construction(s) -- discover (un)truth(s)
  • (technical) exploration(s) -- trial(s) without error(s)
  • (creative) workshop(s) -- to boost the imagination(s)

control(s) -- layered mentorship

  • supervision(s) -- from multiple perspectives
  • (peer) reviews -- with mild competitive edge
  • (public) exhibition(s) -- for external exposure

slogan(s) -- do you want to make a difference

de Waag


  • technology to innovate social processes
  • social processes to innovate technology

open source


the world is changing -- twitter

  1. web2.0 (4): everything is becoming digital and virtual
  2. VU @ SL (7): even in 3D and Second Life
  3. climate @ VU (9): but there are serious problems
  4. computer (8): computer science is magic
  5. science (6): but it is not a science
  6. games (3): imagine no books but games
  7. (*) do you want to make a difference
  8. what, why, how (5): people keep asking me questions

metaphor(s) -- towards a new curriculum

  • a networked world -- you make it work [engineering, management] -- not network maintenance!
  • everything is connected -- you make the connections [mediator, management]
  • everything is intertwinkled (Ted Nelson) -- you make it twinkle [the creative track]

resource(s) -- topical media & game development

resource(s)