We may expect that our first year students already have
some degree of media literacy, at least as it concerns
using the tools and the facilities, such as socila networks
a la Hyves.
The online references should suffice for enabling the
students to fullfill their assignments.
However, when neceesay, the references will be augmented by
explicit instruction material(s).
viewing(s)
Apart from the regular meetings and lectures it seems
worthwhile to have a number of viewings, where
selected videos or documentaries are shown.
In addiotion to
the famous edgcodes
documentary, about film editing, and technological innovations
in digital video editing, the following selection
of video lectures and examples
may considered:
inspiration(s) -- video(s)

Such viewings may provide a preparation for
the later creative explorations,
and may also serve to create a honors track
in developing a creative technology game.
material-ca3(s)
lesson material(s)
The material that will actually be relevant during the
course, will to a large extent depend on the
actual topics chosen and the
context of application, for example a regional festival,
or a contribution to interactive theatre production(s).
have fun and play -- installation(s)

Very likely, the notion of urban space(s) will play a role,
one way or another, where urban space must be understood
as any space outside the private space of the home
where interaction between people is one of the denominated functions
of that space, be it a meeting room in a health-care institution,
a market place for regional goods, or the dance floor in
a late night disco.
The challenge here, obviously, it to develop applications that
conform with the primary function(s) of such spaces,
using technology that available, affordable and
sufficently robust to be deployed in such a context.
material-ca4(s)
lesson material(s)
The material that will actually be relevant during the
course, will to a large extent depend on the
actual topics chosen and the
context of application, that is the nature and size
of the space(s) in which screen(s)
are deployed.
ambient srceen(s) -- installation(s)

In this creative application,
notion(s) of public and personal space(s) will
somehow play a role.
The challenge here is not only to find
appropriate visual design9s), in accordance with the
size of the screen and its position in space,
but ultimately to endow the screens with some intelligence,
so that content is adaptive to context and (possibly) users or
viewers.
material-ca5(s)
lesson material(s)
The material that will actually be relevant during the
course, will to a large extent depend on the
actual topics chosen and the
context of application, that is
whether the focus in on logistic(s) in transport
or urban game(s).
hybrid world(s) -- installation(s)

In this creative application,
urban space(s) will, again,
somehow play a role.
The challenge here is, while
using serious technology
yet to find (sufficiently)
playful applications
demonstrating the potential of these technologies
to, with a reference
to creative application CA2, improve our living and working tomorrow.
material-critical(s)

material-de7(s)
lesson material(s)
digital content creation tools -- content, form, style, dynamics
- canonical example(s) --
- (online) reference material(s) --
- challenging target(s) --

material-design(s)

material-digital(s)

material-flow(s)

material-game(s)

material-ground(s)

material-hack(s)

material-ideo(s)

material-interact(s)

material-math(s)

material-music(s)

material-network(s)

material-nm1(s)
lesson material(s)
Although there are many good books available, the is
also a wealth of material online, which should suffice
for a first introductory course.
web technology -- content, form, style, dynamics

In the course, we will take an example-based approach
to learning, that is by showing a selection of examples
that demonstrate essential features of web-technology.
A dissection, or discussion of these examples will help the
students in understanding the most salient features.
material-nm2(s)
lesson material(s)
Apart from the highly recommended book Visualizing Data
by Ben Fry, all material(s) will be online,
including a (large) number of examples, as
well as reference material,
and challenging targets, that examples that may
serve as a target for students' accomplishments.
interactive visualization -- authoring

During the course this list will be extended, and
dependent on circumstances, particular aspects of
interactive visualization will be emphasized,
in particular visualization techniques that
use physics-based animations as a means
of conveying relationships between data,
examples of which are given in the onlune resources below.
material-nm3(s)
lesson material(s)
Most of the material(s) that are currently available
are related to the flex/as3 technologies that we used
for our ximpel interactive video platform.
web 2.0 mashup(s) -- inspiration(s)

Apart from the technical material, we also wish to refer
to a number of inspirational application(s),
which are developed usinga variety of technologies.
inspiration(s) -- (serious) mashups

These inspirations can be taken by the students
as a starting point for developing the mashups,
prereably in a game context, using their
technology of choice.
material-nm4(s)
lesson material(s)
The course virtual environments is (partially) based
on my course multimedia authoring
which uses, apart from flex/as3 extensions for 3D,
VRML/X3D.
virtual environments -- web3D/VR
- canonical example(s) -- vr
- (online) reference material(s) -- resource(s)
- challenging target(s) -- demo(s)

Obviously, the material for this course needs to be extended
with, among others, material related to augmented reality,
dependent on the role such technologies might play
in our creative technology curriculum.
material-nm5(s)
lesson material(s)
Part of the lesson material will consist of
literature treating the game development process,
game interaction patterns, and issues
concerning (cinematic) narrative(s)
and game mechanics.
game development -- criteria

For the case studies, students will be invited
to bring in material, including actual games
as well as related information, such as game community sites.
material-pervasive(s)

material-play(s)

material-program(s)

material-question(s)

material-reflect(s)

material-science(s)

material-screen(s)

material-slogan(s)

material-social(s)

material-theme(s)

material-urban(s)

material-visual(s)

[]
readme
new(s)
masterclass
workshop(s)
CA1
CA2
CA3
CA4
CA5
project(s)
NM1
NM2
NM3
NM4
NM5
resource(s)
_
/ .
(C) Æliens
09/09/09
creativetechnology.eu