In summary, educational targets for new media may be listed
as below:
- skill(s) -- scripting, programming, interaction design
- knowledge -- web, multimedia & game technology
- theory -- understanding of media & communication
- experience(s) -- concept development & realization of (playful) application(s)
- attitude -- explorative, with an eye for the rethorics of the material

Actual learning goals, or topics of study in the
new media track encompass:
target(s)

Apart from virtual reality, which also has a place
in industrial design, these topics are of subsidiary
relevance for industrial design students, but may become
more important when the context of deployment
of design artefacts is taken into account.
smart technology -- additional requirements
An essential part/track of creative technology
is constitued by what may be called ubiquitous computing,
or smart technology.
The educational targets related to this track may be summarized as:
target(s) -- smart technology
from a new media perspective: track(s)
- skill(s) -- modeling, construction
- knowledge -- mechatronics, ubiquitous computing, dynamic systems
- theory -- human perception, privacy, security
- experience(s) -- deployment of smart (multi sensor) systems
- attitude -- inventive, with a playful mind

Nevertheless, as the focus of creative technology
may be characterized as the creation of
computer augmented (entertainment) artefacts [2],
smart technology should also clearly be positioned in
a design context.
the design curriculum -- focus on human factors
Looking at educational targets for design,
admittedly from a creative technology and new media
perspective, we may arrive at:
target(s) -- design
from a new media perspective: track(s)
- skill(s) -- drawing, modelling
- knowledge -- design methodology
- theory -- human factors
- experience(s) -- design & prototyping
- attitude -- sensitive, with an eye for human experience

Elements in the curriculum design would typically encompass:
target(s)
- sketch, drawing
- vr & cad modeling
- physical prototypes
- concept development

We may observe that in addition to elementary skills
of drawing and modeling, an important contribution may come from
the attention to human factors that is essential
in the design of artefacts related to human experience.
conclusions -- creating computer-augmented artefact(s)
Looking at
the curriculim as a whole,
we may safely conclude that
design should be an intrinsic element of creative technology,
and, taking into account the observations made above, that
additional benefits may come from
- experience with a project-based educational approach
- clear attention to human factors in a design context
- practical experience with teaching drawing and modelling skills
- training in visual presentation skills
reference(s)
- Create the Future --
An environment for excellence in teaching future-oriented Industrial
Design Engineering,
available in online version
- Facets of Fun -- On the Design of Computer Augmented Entertainment Artefacts,
available in online version
create-ethic(s)

create-eval(s)
evaluation(s) -- creative technology course(s)
create-facility(s)


create-game(s)
present / print / tag(s)
workshop game design -- in 7 rounds
creative thinking / inspiration(s) / panel(s) / space(s) / vision(s)
[
]
teaching(s)
/ display(s)
/ ethic(s)
/ ritual(s)
/ evolution(s)
[
]
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
n-gram(s)
/ collaboration(s)
/ context(s)
/ mission(s)
/ AR(G)

workshop game design -- in 7 rounds
- introduction -- getting to know eachother
- selection of game theme(s) -- the playground
- exercise(s) -- associative chaining
- visual style -- design & reference(s)
- narrative content -- story line(s)
- game mechanics -- play & score(s)
- wrap up(s) -- speak out!

- urban -- (un)safety in urban environment(s)
- climate -- climate change and reduction of energy consumption
- fitness-- (social network) support for sport and fitness
- media -- prevent(ion) of media and information overload
- scenario(s) -- emergency / rescue scenario(s) in public area(s)
- communication -- exchange(s) in private/public space(s)
- idea(s)? -- ...

game workshop(s)
- create (y)our identity -- draw (y)our avatar
- invite the player(s) -- design the front portal
- invent game mechanic(s) -- sketch
scenario(s)
- create challenge(s) -- define task(s) & score(s)
(pre)requisite(s)
- smart technology -- rfid tags, motion sensors, ...
- new media -- camera(s), screen(s), game world(s)

requirement(s)
package A4 paper & viltstiften
reference(s)

create-iv(s)
using web-based rich media technology
the focus is on first principles,
that is using computational means
to get access to, manipulate, and present data,
processes, events and scenarios in visually appealing ways.
|

create-masterclass(s)
present / print / bounce(s)
masterclass -- creative technology
Edwin Dertien, Angelika Mader & A. Eliens (2009)

narrowcast(s) & game(s) for public transport
- context/setting -- screens in bus & tram(s)
- assignment(s) -- create personalized information (using RFID)
- exploration(s) -- narrative(s) involving multiple passengers
- suggestion(s) -- think visual!

workshop(s) -- design (y)our idea(s)
- question(s) -- who, where, what (magical powers)?
- self-representation(s) -- sketch (y)our avatar(s) with attributes, in context
- (associative) story-line(s) -- chain(s) in group(s)
- game map(s)/world(s) -- layout & decoration(s) of (y)our transport system(s)
- location(s)/representation(s)/game(s) -- design mini-game(s) in context

session(s) -- 11, 12, 18, 19, 25 may 2008, 13.00-17.00
- introduction -- theme(s), processing, sensor(s)
- idea(s) -- context, narrative(s), game mechanics, smart technology
- development(s) -- hardware, software, assets, design
- development(s) -- hardware, software, assets, design
- presentation(s) -- pitch & demonstration(s)

processing -- bridging art(s) & technology
- software is a unique medium with unique qualities
- every programming language is a distinct material
- sketching is necessary for the development of ideas
- programming is not just for engineers

twinkle(s) / difference(s)
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
gaming is a waste of time
/ MW2008 / design
/ game(s)
/ ximpel


- 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]

identity / creativity
... no, at the personal level, you should accept no less than
the title of artist and aspire to earn
the right to carry the title.
And earning this right is influenced not so much by your accomplishments
as by your approach:
a relentless pursuit of perfection, where
the journey is the destination.
www.bit-101.com / from: as3 animation -- making things move

create-material(s)


create-nm1(s)
the main focus is to bring about the skills
needed to effectively use the web
in later projects and applications,
however, we will also deal with the web
as a societal phenomenon,
that is as a vital element of (y)our daily life.
|
included in we create identity

create-nm2(s)
using web-based rich media technology
the focus is on first principles,
that is using computational means
to get access to, manipulate, and present data,
processes, events and scenarios in visually appealing ways.
|

create-nm3(s)
... user contributed content, media, images,
video, with APIs for web services.
mashups allow for quick & easy prototypes,
acting as media portals, providing content & services ...
|
included in virtual environments

create-nm4(s)
..., 3D virtual environments,
for online games and communities,
as well as for visualisation and mockups.
online communities have a long history,
and recently became popular by role playing games
such as World of War Craft and Second Life
|

create-nm5(s)
... games increasingly become important in
digital learning and corporate training,
and are appealing for conceptual reasons
as well as their sensorial impact, ...
we will study the analysis and critical comparison of games,
as well as game design & development ...
|

create-outline(s)


create-project(s)
PROJECT(S) -- CREATIVE TECHNOLOGY ... & ... / ...
creative applications and projects
form the core of creative technology,
as they allow for student initiative,
a high degree of autonomy,
problem finding and cooperation,
yet within a structure
that facilitates feedback
and promotes a high level of achievement.
|

create-resource(s)
type with me
/ comic(s)
/ search
/ body
/ JS
/ n-gram(s)
/ www.kenniscrisis.nl /
link(s) /
blackboard /
huisstijl /
list(s) /
gartner(s) /
roam(s)
blackboard
eit.europa.eu
/ map(s)
/ trend(s)
/ create /
gypsy scholar /
common(s) /
connect /
CreaTe /
CE/EWI /
Æliens @ VU
/ blog(s)
/ (sw)out
/ vpn
create(s)

www.peerevaluation.org
/ duckduckgo.com /
www.lorenet.nl
/ www.wikiwijs.nl
institute(s)

past & present

inspiration(s) / panel(s)

contact(s) / who is?

tutorial(s) -- help(s)






supporting creative thinking through opportunistic software development
- Teaching Software Engineering through Game Design
- Toy Projects Considered Harmful
- The Rethinking CS101 Project
- Creating a Science of Games (CACM) (local)
- Software Engineering Issues in Interactive Installation Art
- Programming by Example -- A Creative Programming Environment, Remixed
- Computer Science Education: Where Are the Software Engineers of Tomorrow?



PDF
new
book(s) -- technical
kindle
- JavaScript: The Definitive Guide by David Flanagan -- (amazon)
- CSS: The Definitive Guide (Paperback)
by Eric Meyer -- (amazon)
- Foundation Actionscript 3.0 Animation: Making Things Move! by Keith Peters -- (amazon)
- Professional Adobe Flex 2 (Programmer to Programmer) by Rich Tretola, Simon Barber, and Renaun Erickson -- (amazon)
- Professional Web 2.0 Programming (Wrox Professional Guides) (Paperback)
by Eric van der Vlist, Danny Ayers, Erik Bruchez, Joe Fawcett, Alessandro Vernet -- (amazon)
- Foundation Flash 8 Video (Foundation) by Jordan L Chilcott and Tom Green -- (amazon)
- Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach (Wordware Game and Graphics Library) by Frank Luna -- (amazon)
- Visual Computing: Geometry, Graphics, And Vision by Frank Nielsen -- (amazon)
-
X3D: Extensible 3D Graphics for Web Authors (The Morgan Kaufmann Series in Interactive 3D Technology) (Paperback)
by Don Brutzman, Leonard Daly
-- (online)
- Visualizing the Semantic Web: XML-based Internet and Information Visualization by Vladimir Geroimenko -- (amazon)

reference(s)
An initial set of references should include the list below,
although many more are available.
- Mitchel Resnick, Sowing the Seeds for a more Creative Society -- online video
- Facets of Fun -- On the Design of Computer Augmented Entertainment Artefacts,
available in online version
- Kress G. and van Leeuwen T. (1996), Reading Images: The Grammar of Visual Design, Routledge
- Geert Lovink and Ned Rossiter (eds), MyCreativity Reader, A Critique of Creative Industries, Institute of Network Cultures, Amsterdam 2007
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
reference(s)
Apart from some general information about for example
agile method(s), we have included some references
to our own work, not as a reference in the sense of
a standard to be adhered, but rather to share experience(s),
and indicate a possible format for writing a report or
even paper to be published at some suitable venue.
reference(s)
- method(s) -- www.agilemanifesto.org/principles.html
- resource(s) -- game design patterns / team work
- Eliëns A. and Vyas D., Panorama -- explorations in the aesthetics of social awareness, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), p. 71-75, EUROSIS-ETI Publication, ISBN 9789077381373
- Eliëns A., van de Watering M., Huurdeman H., Bhikharie S.V., Lemmers H., Vellinga P. , Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), pp. 125-129, EUROSIS-ETI Publication, ISBN 9789077381373
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
reference(s)
Also for the ambient screen(s)
course, our panorama paper may serve as a reference,
both with regard to content
and as a format for the report(s).
reference(s)
- Convivial Urban Spaces: Creating Effective Public Spaces,
by Henry Shaftoe
-- (amazon)
- Eliëns A. and Vyas D., Panorama -- explorations in the aesthetics of social awareness, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), p. 71-75, EUROSIS-ETI Publication, ISBN 9789077381373
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
reference(s)
The main reference for this course consists of
a treatise on convivial design,
which is generally opposed to industrial design,
since it presupposes a process of co-creatity
instead of a top-down design-driven process.
reference(s)
- Convivial Urban Spaces: Creating Effective Public Spaces,
by Henry Shaftoe
-- (amazon)
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
reference(s)
There are many books dealing in one way or another with
web technology.
- JavaScript: The Definitive Guide by David Flanagan -- (amazon)
- CSS: The Definitive Guide
by Eric Meyer -- (amazon)
- Professional Web 2.0 Programming (Wrox Professional Guides)
by Eric van der Vlist, Danny Ayers, Erik Bruchez, Joe Fawcett, Alessandro Vernet -- (amazon)
- business model(s) -- www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-web-20.html
- Webbots, Spiders, and Screen Scrapers: A Guide to Developing Internet Agents with PHP/CURL by Michael Schrenk -- amazon)
- The Web Application Hacker's Handbook: Discovering and Exploiting Security Flaws, by Dafydd Stuttard amd Marcus Pinto --
amazon)
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
reference(s)
As said before, a highly recommended reference
for interactive data visualization is
Visualizing Data by Ben Fry, not in the least because
the approach described is tightly connected with processing
and its underlying philosophy of creative intuitive
understanding by computational means.
However, also the flex/as3 related references are worthwhile
because they give access to the display
environment of flash, which is the dominant media
technolgy for (business-related) web-applications.
- Visualizing Data: Exploring and Explaining Data with the Processing Environment, by Ben Fry -- (amazon)
- Foundation Actionscript 3.0 Animation: Making Things Move! by Keith Peters -- (amazon)
- Professional Adobe Flex 2 (Programmer to Programmer) by Rich Tretola, Simon Barber, and Renaun Erickson -- (amazon)
- Foundation Flash 8 Video (Foundation) by Jordan L Chilcott and Tom Green -- (amazon)
- Visualizing the Semantic Web: XML-based Internet and Information Visualization by Vladimir Geroimenko -- (amazon)
- Eliëns A., Wang Y. van Riel C. and Scholte T. (2007), 3D Digital Dossiers -- a new way of presenting cultural heritage on the Web, In Proc. Web3D 2007, ACM SIGGRAPH, pp. 157-160
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
reference(s)
There are a number of references on mashups for particular APIs,
of which a selection is given here.
In addition, the student may need
more detailed knowledge of how data manupulation
and components are dealt with in flex/as3.
reference(s)
- Flickr Mashups, by David A. Wilkinson, Wrox
-- info)
- Amazon.com Mashups, byFrancis Shanahan
-- info
- del.icio.us Mashups, by Brett O'Connor
-- (info)
- Web APIs with PHP, by Paul Reinheimer, Wrox
-- (info)
- Professional Adobe Flex 2 (Programmer to Programmer) by Rich Tretola, Simon Barber, and Renaun Erickson -- (amazon)
- Visualizing the Semantic Web: XML-based Internet and Information Visualization by Vladimir Geroimenko -- (amazon)
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
reference(s)
An excellent starting point for a course in VR is provided
by the X3D book of Don Bruntzman, who one of the leading
figures in the Web3D Consortium.
- X3D: Extensible 3D Graphics for Web Authors (The Morgan Kaufmann Series in Interactive 3D Technology)
by Don Brutzman, Leonard Daly
-- (online)
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
reference(s)
Apart from the book on game design patterns,
a reference to a paper comparing game development to
software engineering has been included,
showing the analogy as well as difference(s)
in project management and workflow(s).
- Teaching Software Engineering through Game Design
- Bjork, S., Holopainen, J. (2005) Patterns in Game Design. Charles River Media
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
create-schedule(s)
schedule(s) -- creative technology / new media
course(s) / announcement(s) / program(s)
- CA course(s) -- 8 meetings in lecture room, additional bi-weekly meetings
- NM course(s) -- 8 meetings in lecture room
date(s): monday and/or tuesday
3/4: 10.45-11.30 / 11.45-12.30 uur
6/7: 13.45-14.30 / 14.45-15.30 uur

Most CA and NM courses will be scheduled at
monday and/or tuesday at the 3/4 and/or 6/7 slot(s).
In addition to regular lectures, additional slots and
locations for individual or group consults must be available,
preferably in a flexible way, scheduled on a by-need basis.
create-sg(s)

create-structure(s)


create-theme(s)
mission(s) / challenge(s)
design is where technology meets culture
authentic
diversity
tolerance
creative technology
proximity
pirate(s)
/ skin(s)
/ science(s)
/ color(s)
/ vision(s)

create-topic(s)
mission(s) / challenge(s)
design is where technology meets culture
creative technology
new media
pirate(s)
/ skin(s)
/ science(s)
/ color(s)
/ vision(s)

create-track(s)
present / print

elaboration(s) -- beginner(s) vs expert(s)
- beginner(s): trick(s)
- lack of -- imagination, structure, closure, knowledge of allusion(s)
- poor use of -- technology, story storyboards, interaction graphs
- naive in -- (game/story) patterns & interaction mechanics
- rely on -- aspiration, talent, cleverness and ability
- get stuck in -- cliches, self-indulgence, if not arrogance
- expert(s): craft/trade
- mastery in -- (digital) rethorics (i.e rules) and interaction style
- advanced use of -- technology in relation to content and style
- reflection(s) on -- application context, meta-readings
- strive for -- inspiration, reaching their audience, appropriate targets
- try to -- direct their talent(s), be original, and realize their ideals
- economy -- efficiency of means / mechanism(s)
- simplicity -- sincerity: adequate expression / organic unity
- sequence -- composition: exposition & progression(s)
- climax -- progression(s): emotional involvement
- variety -- sincerity: contrast(s) & entertainment
from principles of success in literature.
critical appraisal(s) -- phrase(s) of judgement
- negative: boring, ...
- positive: awesome, cool, unreal, ...
remark(s)
in creative application there is always a notion of the
beginners mind and
the need to unlearn
given skills, in order to arrive at an original approach.

create-workshop(s)
present / print / tag(s)
workshop game design -- in 7 rounds
creative thinking / inspiration(s) / panel(s) / space(s) / vision(s)
[
]
teaching(s)
/ display(s)
/ ethic(s)
/ ritual(s)
/ evolution(s)
[
]
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
n-gram(s)
/ collaboration(s)
/ context(s)
/ mission(s)
/ AR(G)

workshop game design -- in 7 rounds
- introduction -- getting to know eachother
- selection of game theme(s) -- the playground
- exercise(s) -- associative chaining
- visual style -- design & reference(s)
- narrative content -- story line(s)
- game mechanics -- play & score(s)
- wrap up(s) -- speak out!

- urban -- (un)safety in urban environment(s)
- climate -- climate change and reduction of energy consumption
- fitness-- (social network) support for sport and fitness
- media -- prevent(ion) of media and information overload
- scenario(s) -- emergency / rescue scenario(s) in public area(s)
- communication -- exchange(s) in private/public space(s)
- idea(s)? -- ...

game workshop(s)
- create (y)our identity -- draw (y)our avatar
- invite the player(s) -- design the front portal
- invent game mechanic(s) -- sketch
scenario(s)
- create challenge(s) -- define task(s) & score(s)
(pre)requisite(s)
- smart technology -- rfid tags, motion sensors, ...
- new media -- camera(s), screen(s), game world(s)

requirement(s)
package A4 paper & viltstiften
reference(s)
