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)

science-chance(s)

science(s) -- create / chance(s) / math(s) / style(s) /

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

  1. determinism -- a coin falls either head or tails
  2. repeated tossing -- statistical stability
  3. observation error(s) -- binomial distribution
  4. moral science -- causality / law of large numbers
  5. norms / normal behavior(s) -- distributed as law of errors

from: the taming of chance / method(s) / time(s) / walk(s)

/ play / dynamic(s) / flow(s) / game(s) / screen(s) / cycle(s)


science-discipline(s)

science(s) -- discipline(s) / story line(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

jumping across disciplines becomes easier because of

the convergent evolution of tools

limit(s) of science / flow(s)

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


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


science-doodle(s)

science(s) -- create / doodle(s) / math(s) / method(s) /

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

... from the irregular trivia of ordinary life mixed with a bit of scientific doodling and failure, to the intense dramatic concentration as one closes in on the final truth and the final elation (plus with gradually decreasing frequency, the sudden sharp pangs of doubt) -- that is how science is done ..

from: six easy pieces / ... / style(s)

/ flow(s) / dynamic(s) / play / game(s) / screen(s) / cycle(s)


science-evolution(s)

science(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

[] identity / creativity []

evolution(s) -- ... moral(s)/nature(s)/logic(s)...?

WTF / human / happiness / technology / ritual(s) / ethic(s)

* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



science-fun(s)

experiment(s) -- fun / talk(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

ideas worth spreading


  stair(s)            bank               energy
  
            rubbish         scratch
  
  camera             trash             worker(s)
  

/ product(s) / guide(s) / lottery

play / identity / network(s) / flow(s) / connect(s) / game(s) / cycle(s)


science-future(s)

science(s) -- talk(s) / future scenario(s) / perspective(s) / war(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

  • slow is beautiful
  • techno chic
  • community couture
  • patchwork planet -- post-it war(s)

science(s) / time matter(s) / intelligence(s) / AR(G) / WWGD

play / story / trek(s) / identity / connection(s) / flow(s) / cycle(s)


science-game(s)

science(s) -- game theory

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

twinkle(s) / difference(s)


scenario(s) / nonzero -- the logic of human destiny

... ... ... brain(s) engine(s) script(s) create(s) narrative(s) impact(s) closure(s) ... ... ...

love story / tit-for-tat / Robert Wright / flow(s)

play / casual(s) / game(s) / cycle(s) ! Æ


science-google(s)

science(s) -- resource(s) / quote(s) / exercise(s) / method(s) / plan(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

What Would Google Do?

  • listen to users
  • encourage & enable
  • create a platform
  • and, get out of the way!

topical media / career(s) / scenario(s) / trek(s) / blog(s)

/ flower(s) / dynamic(s) / play / game(s) / screen(s) / cycle(s)


science-hack(s)

science(s) -- hack(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .


... many people call themselves hackers, but few have the strong technical foundation needed to really push the envelope.

flow(s)


hacking -- the art of exploitation


norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ


science-happy(s)

science(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

... [] identity / creativity []

happiness ... -- ... experience(s)/remember(s)/fate?

science of happiness / happier.com / design(s) / ethic(s) / F3

* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



science-know(s)

science(s) -- understanding(s) / know(s) / story line(s) / search

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .


the more I (seem to) know the less I (...) do


limit(s) of science / flow(s) / google(s)

play / science(s) / game(s) / theme(s) / cycle(s)


science-limit(s)

science(s) -- limit(s) / story line(s) /

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

identity / creativity

opening door(s) is the tragic merit of (y)our identity

the great challenge consists in creating a knowledge-based society in which all citizens can participate in the decision-making process in a more informed and responsible manner.

intelligence(s) Æ

/ science(s) / product(s) / write(s) / game(s) / topic(s) / cycle(s)


science-math(s)

science(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

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


education(s) question(s) moral(s) rethoric(s)


life(s) / closure(s) / reflect(s) / fight(s) / reference(s)

norm(s) utopia rule(s) ethic(s) answer(s) failure(s)


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

science-media(s)

science(s) -- perspective(s) / classic(s) / create / media / math(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

(eternally) under construction

topical media & game development / sign(s) / matrix

play / dynamic(s) / flow(s) / game(s) / screen(s) / cycle(s) ! Æ


science-method(s)

science(s) -- create / method(s) / math(s) / style(s) /

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

all things are made of atoms -- little particles that move around in perpetual motion, attracting each other when they are a little distance apart, but repelling upon being squeezed into one another

from: six easy pieces / ... / doodle(s)

/ flow(s) / dynamic(s) / play / game(s) / screen(s) / cycle(s)


science-network(s)

science(s) -- network(s) / reference(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

caught in (y)our own web?

flow(s) / war(s) / future(s) / metaphor(s)

play / fire / science / experiment(s) / social / space / cycle(s) ! Æ


science-read(s)

science(s) -- understanding(s) / test(s) / story line(s) / search

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .


the more I read the less I (seem to) know


limit(s) of science / flow(s) / google

play / science(s) / game(s) / theme(s) / cycle(s)


science-replicator(s)

science(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)


* _ .. -- @ media / scribble / utopia / design / fun ? [:/] _

[] identity / creativity []

replicator(s) -- machine(s)/evolution(s)?


space(s) / human / happiness / technology / war / ethic(s)

* - play / story / search / flow(s) / topic(s) / cage(s) # ! @ Æ



science-singularity(s)

science(s) -- singularity / story of the human-machine civilization

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

twinkle(s) / difference(s)

experiment knowledge illusion scratch engine craft maze run ar x

social(s) / future(s) / data / event(s) / hub(s)

google(s) / hoaxe(s) / fake(s) / infection(s) / cycle(s)


science-startrek(s)

science(s) -- resource(s) / startrek(s) / future(s) / CTSG

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

travel(s) / advances in TREKnology

  • communication -- walkie talkie / mobile
  • information technology -- personal acces display device
  • medical technology / sickbay -- lifebed / CT/MRI
  • artificial intelligence / commander data -- robot(s)/cult(s)?

topical media & game development / scenario(s) / WWGD

/ flower(s) / dynamic(s) / play / game(s) / screen(s) / cycle(s)


science-story(s)

science(s) -- story / line(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

twinkle(s) / difference(s)


singularity = the story of the design of the human-machine civilization




flow(s) / theme(s) / wiki(s) / singularity / cycle(s)


science-style(s)

science(s) -- create / style(s) of reasoning / math(s) /

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

  • (simple) postulation and deduction -- mathematics
  • experimental exploration(s)
  • hypothetical construction of models by analogy
  • ordering of variety by comparison and taxonomy
  • statistical analysis of regularities of populations
  • historical derivation of genetic development

from: the taming of chance / method(s)

/ flow(s) / dynamic(s) / play / game(s) / screen(s) / cycle(s)


science-test(s)

science(s) -- know(s) / test(s) / story line(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

innovation(s) / collaboration(s)

... yet he is a weakling who does not test in everyway what is said about them and persevere until he is worn out by studying them on every side ...

Emilio Rui Vilar -- limit(s) of science / flow(s)

doctrine(s) / reference(s) / dream(s) / context(s) / resource(s)

play / science(s) / tribe(s) / game(s) / theme(s) / cycle(s)


science-trait(s)

science(s) -- evolution(s) / story line(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

identity / creativity

evolutionary psychology has some interesting ideas: ... the notion that human self-deception may be an adaptive trait, because the most effective bullshitters are those who believe in their own bullshit ...

John Hogan -- limit(s) of science / flow(s)

doctrine(s) / reference(s) / dream(s) / context(s) / resource(s)

play / science(s) / tribe(s) / game(s) / theme(s) / cycle(s)


science-travel(s)

science(s) -- resource(s) / travel(s) / future(s) / CTSG / time(s) /

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .

scream(s) / is (mental) time travel possible?

way(s): (X) :[ 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 ]

/ topical media & game development / scenario(s) / WWGD

/ flower(s) / dynamic(s) / play / game(s) / screen(s) / cycle(s) ! Æ


science-web(s)

science(s) -- web(s)

_ .. / / network(s) / art(s) / create(s) / display(s) / wave(s) / _ / .



  
                  future(s) / flow(s)
  
  

cycle(s)



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

(C) Æliens 2014