creative technology
[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) interactive visualization / serious games resource(s) _ / .

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course outline(s) -- ca5: hybrid world(s)

outline(s) / schedule(s)


content(s)

In this part a more detailed discussion will be provided of topics, learning goals, materials used, and the actual structure of the course, as well as a sketch of the assignments given. Also references to releveant literature is provided, including online resources. At the end, advice for students following the course will be given, as well as hints for the instructor(s).
CA5

course topic(s)


As a creative application, which takes place at the beginning of the second year, the hybrid world(s) course has, strictly speaking, no actual course topics, but is rather defined as a collection of high level requirements. Topics addressed in the course include:

topic(s)


And as before, a major principle in creative application(s) is self-organization and learning by challenge, that is finding suitable challenges for achieving the goals set.
CA5

learning target(s)


In terms of skills, competences, etcetera, the learning goals of this course can be indicated as follows:

CA5 target(s)


Again, in accordance with the format of creative application(s) self-management is essential for the successful completion of the course.
CA5

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.
CA5

course structure


To guarantee continuity and monitor progress we will have a sequence of sessiuons, as outlined below.

session(s)


  1. introduction topic(s) & challenge(s)
  2. brain storm(s) -- concept development
  3. planning -- concept & application development
  4. technical issues -- sensor deplyment and data management
  5. workflow(s) -- configuration(s) and application context
  6. theory -- communication & logistics
  7. societal context of creative application(s)
  8. 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.
CA5

assignment(s)


With the actual format depending on the application context, we can indicate as a minimal set of deliverables and presentations the items collected in the list below:

assignment(s)


To guarantee that progress can be monitored and that results can be evaluated, the group(s) must maintain a website with all relevant information available in a suffienntly accessible way.
CA5

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)


  1. Convivial Urban Spaces: Creating Effective Public Spaces, by Henry Shaftoe -- (amazon)
  2. 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.

online resource(s)


As online resources, we suffice with a brief list of references to technology.

resource(s) / CA5


The students are encouraged to find additional information and links.
[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) interactive visualization / serious games resource(s) _ / .

(C) Æliens 09/09/09
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