creative technology / new media
[]
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new(s)
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
-
creative exploration(s)
/
serious games
/ ethic(s) -
resource(s)
_
/ *
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#
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print / present / slide(s) / cycle(s)
structure-ca1(s)
course structure
The we create identity course takes place in the
first month, and allows for only a limited number of seesions.
A first indication sessions included may look as follows:
course structure
- introduction of tool(s) and platform(s)
- topics in creative technology (1)
- teamwork -- identity as a group
- topics in creative technology (2)
- identity -- individual portfolio(s)
- topics in creative technology (3)
- presentation(s) -- individual & group work
- evaluation -- reflection(s) on we create identity

Apart from the sessions and viewings indicated above,
we plan a number of excursions to places of interest:
excursion(s)

These excursions should provide the students with
ideas about what to expect later in the study
and motivate them to set their individual targets
and aspirations for follow-up courses.
structure-ca3(s)
course structure
Despite the self-organizing nature of the course,
a sequence of seesions is needed to guarantuee
continuity of work, and to avoid the risk
that the creative aaplication diverges
into one of the many pitfalls that haunt such projects.
session(s)
- introduction topic(s) & challenge(s)
- exploration of platform & production requirements
- planning -- concept & application development
- establishment of business plan
- contract negotiation & realization
- basic media and communication theory
- business and societal context of the creative application(s)
- delivery and presentation of final application(s)

Dependent on the size of the group, addtional mechanisms
of monitoring progress may be needed, including
logs, periodic accounts, and regular feedback or
possibly even shout-out sessions.
structure-ca4(s)
course structure
To guarantee continuity and monitor progress
we will have a sequence of sessiuons, as outlined below.
session(s)
- introduction topic(s) & challenge(s)
- brain storm(s) -- concept development
- planning -- concept & application development
- development scenario(s) and storyboard(s)
- workflow(s) -- asset development
- basic media and communication theory
- societal context of creative application(s)
- delivery and presentation of final application(s)

Dependent on the size of the group, addtional mechanisms
of monitoring progress may be needed, including
logs, periodic accounts, and regular feedback or
possibly even shout-out sessions.
structure-ca5(s)
course structure
To guarantee continuity and monitor progress
we will have a sequence of sessiuons, as outlined below.
session(s)
- introduction topic(s) & challenge(s)
- brain storm(s) -- concept development
- planning -- concept & application development
- technical issues -- sensor deplyment and data management
- workflow(s) -- configuration(s) and application context
- theory -- communication & logistics
- societal context of creative application(s)
- delivery and presentation of final application(s)

Dependent on the size of the group, addtional mechanisms
of monitoring progress may be needed, including
logs, periodic accounts, and regular feedback or
possibly even shout-out sessions.
structure-ce(s)
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction
- background(s): basic exercises
- exploration(s): architecture & art
- presentation(s) of concept(s)
- miscellanous topic(s) in art & technology
- theoretical reflection(s): art & culture
- presentation of final assignment(s)

structure-de7(s)
course structure
session(s)
-

structure-ethic(s)
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction -- game design & development
- brain storm(s) -- what is the name of the game?
- case study I -- applying game design patterns
- concept presentation(s) -- ideas & plan(s)
- game engine(s) -- comparative evaluation(s)
- case study II -- applying game design patterns
- urban game(s) -- interactive (smart) space(s)
- presentation of final assignment(s)

The game development course may considered to
be a follow-up on the virtual environments
course, shifting focus from
representational aspect(s)
to issues of (narrative-drive) game mechanics
and game play.
Neverteheless, at some point a choice for one or more
technologies will be made,
The choice of a game engine and game platform
will be dependent on, among others,
available
resources and students' (programming) skills.
structure-iv(s)
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction of (rich) media platform(s)
- basic assignment(s) -- animation (1)
- essentials of animation and visualisation
- basic assignment(s) -- visualization (2)
- principles of interactive information presentation
- basic assignment(s) -- interaction (3)
- elements of data-driven information systems
- presentation of final assignment(s)

At this stage it is not clear whether to enforce
the use of one particular technology, flex/as3 or
processing, to use multiple technologies,
or to allow students a choice of technologies,
which would then also include
javascript,
Ch and C++.
structure-math(s)
education(s)
/ question(s)
/ moral(s)
reference(s)
norm(s)
/ utopia
/ rule(s)
/ ethic(s)
/ answer(s)
/ failure(s)

structure-nm1(s)
course structure -- session(s)
Although the course is essentially project-based,
and to a great extent relies on the students' activity
in completing the assignments,
there will be a number of lectures, to assist the student
in the assignments, and in understanding both the technical
and societal context of web applications.
course structure
- introduction of language(s), tool(s) & technology
- scripting -- basic assignment(s)
- web standard(s) -- client-side
- styling -- basic assignment(s)
- web standard(s) -- server-side
- interaction -- basic assignemnt(s)
- advanced topic(s) -- ajax, dhtml, plugin(s), addon(s)
- presentation of final assignment(s)

The structure presented here is only indicative,
and may differs from the actual sequence of topics
treated in the lectures.
In particular topics such as privacy and security,
and societal issues, will be dealt with as items
in the lecture, also dependent on actual news items
and developments.
structure-nm2(s)
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction of (rich) media platform(s)
- basic assignment(s) -- animation (1)
- essentials of animation and visualisation
- basic assignment(s) -- visualization (2)
- principles of interactive information presentation
- basic assignment(s) -- interaction (3)
- elements of data-driven information systems
- presentation of final assignment(s)

At this stage it is not clear whether to enforce
the use of one particular technology, flex/as3 or
processing, to use multiple technologies,
or to allow students a choice of technologies,
which would then also include
javascript,
Ch and C++.
structure-nm3(s)
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction of mashup technologies
- basic assignment(s) -- map(s), flow(s) & diagram(s)
- server technologies -- the (W)AMP stack
- technical issues -- services & protocols
- student presentation of concept final assignment(s)
- services -- flickr, amazon, google, etc.
- interaction -- model(s) of immersion
- presentation of final assignment(s)

The course will take a technology-agnostic
approach, favoring concept(s) over implementation(s)
or language(s).
Neverteheless, most of the examples presented
are based on flex/as3.
structure-nm4(s)
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction of VR applications
- basic assignment(s) -- product demo(s)
- VR technologies -- input(s) & display(s)
- experience design -- user interface issues
- student presentation of concept final assignment(s)
- VR cases studies -- visit to (TXChange)
- mixed/augmented reality in game(s)
- presentation of final assignment(s)

To the extent possible,
the course will take a technology-agnostic
approach, favoring concept(s) over implementation(s)
or language(s).
Neverteheless, at some point a choice for one or more
technologies will be made, dependent on available
resources, as well as (programming) skills of
the students.
structure-nm5(s)
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction -- game design & development
- brain storm(s) -- what is the name of the game?
- case study I -- applying game design patterns
- concept presentation(s) -- ideas & plan(s)
- game engine(s) -- comparative evaluation(s)
- case study II -- applying game design patterns
- urban game(s) -- interactive (smart) space(s)
- presentation of final assignment(s)

The game development course may considered to
be a follow-up on the virtual environments
course, shifting focus from
representational aspect(s)
to issues of (narrative-drive) game mechanics
and game play.
Neverteheless, at some point a choice for one or more
technologies will be made,
The choice of a game engine and game platform
will be dependent on, among others,
available
resources and students' (programming) skills.
structure-sg(s)
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction -- game design & development
- brain storm(s) -- what is the name of the game?
- case study I -- applying game design patterns
- concept presentation(s) -- ideas & plan(s)
- game engine(s) -- comparative evaluation(s)
- case study II -- applying game design patterns
- urban game(s) -- interactive (smart) space(s)
- presentation of final assignment(s)

The game development course may considered to
be a follow-up on the virtual environments
course, shifting focus from
representational aspect(s)
to issues of (narrative-drive) game mechanics
and game play.
Neverteheless, at some point a choice for one or more
technologies will be made,
The choice of a game engine and game platform
will be dependent on, among others,
available
resources and students' (programming) skills.
[]
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
2013