creative technology / new media
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readme
new(s)
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
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creative exploration(s)
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serious games
/ ethic(s) -
resource(s)
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aspect(s) -- multi-disciplinary education -- from report
- providing a basic knowledge of the technologies to be used, enough to make sure that your dreams can be realized;
- training for creativity problem solving, to give a chance for really sparkling ideas;
- endowing students with skills and tools to be able to implement prototypes, try out ideas by using latest, high-level tools;
- educating to understand user acceptance and success criteria in a globalized world;
- developing skills to design attractive solutions, as of aesthetics of appearance and interaction means, leaving space for even the artistic;
- improving the communicative skills and psychological knowledge, inevitable for dealing with people who would benefit from the new services;
- helping to place new applications in a business context.

objective(s) -- new services -- from report
- invent new services for people, to improve their life on an individual or social scale;
- assure the technological feasibility of the application;
- identify the business potential in the application, both concerning the partners in production and maintenance and the presentation which is appealing for potential clients.

application(s) -- related domains -- from report
- home: comfort, recreation and fun, remote connectivity with others, .
- sport and health: training, fitness, healthy life-style, care, .
- education: technology-enhanced learning, edutainment for all ages, at all locations,
- culture and arts: (virtual) installations and worlds, serious games, tools for identifying and restoring pieces of art, communal interactive artworks,

[]
readme
new(s)
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
-
creative exploration(s)
/
serious games
/
ethic(s) -
resource(s)
_
#
@
!
(C)
Æliens
2014