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

talk show tell print

print / present / list / cycle(s)

question-agenda(s)

agenda(s) -- agenda(s)?

success factor(s) / truth(s)

   what
  
       about
  
                agenda(s)?
  

围城


question-challenge(s)

ICT challenge(s) [3/5]

concept(s)

  • everything is miscellaneous (video) -- site

model(s)

problem(s)

ICT challenge(s) [5/5]

application(s) -- creative industry

computer science(s) -- magic

question-course(s)

course(s) -- engineering / format(s)

creative exploration(s)
  • knowledge -- is a process, not a product
  • information -- is a commodity (on the web)
  • creativity -- is contagious
  • discipline -- relies on self-organisation
  • technology -- requires motivation
education is a waste of time

question-create(s)

structure(s) -- creative explorations of art, science & technology

who-am-i?
  1. disciplinary courses -- traditional approach, with regular courses and assignments
  2. project-based work -- lectures to support active exploration of topics by students
  3. creative applications -- challenges, to produce viable solutions for real world applications

question-engineer(s)

engineer(s) -- creative explorations of art, science & technology

who-am-i? / moral(s) / _ / .

Who can be interested any longer in that age-old idle talk about good and evil when it has been established that good and evil are not 'constants' at all, but 'functional values', so that the goodness of works depends on the historical circumstances, and the goodness of human beings on the psycho-technical skill with which their qualities are exploited? The world is simply ridiculous if one looks at it from the technical point of view. It is unpractical in all that concerns the relations between human beings, and in the highest degree uneconomical and inexact in its methods.

der man ohne ...? / play / engineer(s) / cycle(s)


question-game(s)

game(s) -- meaning / C4(X) / engine(s) / space(s) / resource(s)

instruction / second life / climate / mashup(s) / panorama / _ / .

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

play / war(s) / dynamic(s) / challenge(s) / value(s) / theory


question-hero(s)

hero(s) -- background(s)

exploration(s)
  • Galvani/Volta/Ritter -- sensorial experiments / electrified
  • Walter Benjamin -- (re)introducing the aura of art
  • Ted Nelson -- augmenting the human intellect
  • Donald Knuth -- literate programming
  • Timothy Leary -- turn-on, tune-in, drop out -- deoxy.org/leary.htm

creative engineering, architecture and design


围城


question-math(s)

math(s) -- meaning / C4(X) / intelligence(s) / space(s)

_ .. / create / common(s) / art(s) / _ / .

travel(s) / why is it really worthwhile to make a serious study of ...

  • intellectual curiosity -- to know the truth
  • professional pride -- anxiety about performance
  • ambition -- desire for reputation

game(s) / challenge(s) / quote(s)

play / war(s) / dynamic(s) / challenge(s) / value(s) / theory


question-medium(s)

answers(s) -- message 2.0

_ .. / create / common(s) / art(s) / _ / .



in our digital age the message determines the selection of the medium

Æ


question-research(s)

research(s) -- www.iipcreate.com

strategic research agenda / delta(s)

  comments after 8/5/08:
     interesting, high level research,
  
     veel kennis, geen benul ...
  
  note to myself: back to
         basic principle(s)
         of media & game development
  

academic research takes the fun out of humor


question-secondlife(s)

_ .. / human(s) / relationship(s) / experience economy / _ / .


twinkle(s) / difference(s)

  • to what extent is second life fake-real or real-fake?
  • what is the secret of second life?
  • what role(s) do virtual environments play in our (human) life?

panel(s) / experience economy / opinion(s) / sphere(s) / sleep

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


question-self(s)

print / present

topic(s) / collection(s) / fragment(s) / argument(s) / note(s) / list(s) / document(s)

question(s) -- creative technology

who am i?


  • skill(s) --
  • knowledge --
  • theory --
  • experience(s) --
  • attitude --

question-success(s)

success factor(s) -- iip/create: strategic research agenda


                          talent
  
  
  
                 technology
  
  
  
     tolerance?
  
politic(s) / room(s)

question-thought(s)

random thought(s) -- without thinking / inspiration(s)

* _ .. -- @ media / idea(s) / change(s) / theme(s) ? [:/] _

* - play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ


question-workshop(s)

prepare -- act/express/present -- reflect


  1. what was your most recent (un)creative behavior?
  2. what would you like to (un)learn?
  3. what do you think/feel about X?
  4. how do you behave/connect with Y?
  5. where did you hide (y)our dream(s)?
  6. what is your favorite story?
  7. why did you not tell us before?
  8. what is on your mind?
  9. what is under your feet?

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

(C) Æliens 2014