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CA3: have fun and play!
dilemma(s)
author: A. Eliëns
information
creative application, semester 2, 6 etcs
contents -- (CA3) have fun and play!
The course is meant as an integrative project, which combines
the various elements introduced in the first year of
creative technolgy, where students experience the need
for planning and project-management.
course outline(s) -- ca3: have fun and play!
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).
course topic(s)
As a
creative application, which takes place
at the end of the first year, the
have fun and play! course has, strictly speaking,
no actual course topics, but is rather defined as a collection
of high level requirements for the student(s) to achieve:
topic(s)
- application of creative technology elements
- explore combination smart technology & new media
- development interactive game play
- write business & communication plan
- reflection on societal context of media & smart system deployment

A major principle here is
self-organization
and
learning by challenge, that is finding
suitable challenges for achieving the goals set.
learning target(s)
In terms of skills, competences, etcetera,
the learning goals of this course can be indicated
as follwos:
CA3 target(s)
- skill(s) -- multi-platform technical development
- knowledge -- interaction & game play
- theory -- smart technology, media & communication
- experience(s) -- large scale application with (societal) impact
- attitude -- acquisition, problem-finding, self-organization, creative solutions

Perhaps not present in the list in a sufficiently
explicit way is that the application must be resiatant
to
public exposure, and that the student
must develop a sense of
aesthetic responsibility
as well as a suffient degree of
artistic autonomy.
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.
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.
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)
- concept pitch presentation(s)
- planning - approach, realization, deployment
- report(s) -- application development and installation
- evaluation(s) -- summary of experience(s) and deployment result(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.
reference(s)
Apart from some general information about for example
agile method(s), we have included some references
to our own work, not as a reference in the sense of
a standard to be adhered, but rather to
share experience(s),
and indicate a possible format for
writing a report or
even paper to be published at some suitable venue.
reference(s)
- method(s) -- www.agilemanifesto.org/principles.html
- resource(s) -- game design patterns / team work
- Eliëns A. and Vyas D., Panorama -- explorations in the aesthetics of social awareness, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), p. 71-75, EUROSIS-ETI Publication, ISBN 9789077381373
- Eliëns A., van de Watering M., Huurdeman H., Bhikharie S.V., Lemmers H., Vellinga P. , Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), pp. 125-129, EUROSIS-ETI Publication, ISBN 9789077381373
- 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
links to online manifestations or descriptions of art.
The student is encouraged to bypass this list
and google his/her way around, searching information
and inspiration(s).

The given resources, and those found with search,
should also be looked at from the
perspective of design, that is as one
of the possible ways to present information on the web.
Use your knowledge and experience to decide on a proper
format for presentating the information about
your own project(s) on the web.
Although acquisition of the actual theme of the project must be
done by senior staff, students will be expected to take
an active part in the selection of theme(s) and target(s),
and developing the final application(s) or product(s).
prerequisites
CA1&2,
CS1&2, NM1&2, ST1&2, MA1&2, DE1&2
goals and attainment targets
The integrative nature of the CA3 project will contribute
to more firmly establishing skills, and deepening students' knowledge
of smart systems and interactive media applications.
learning target(s)
In terms of skills, competences, etcetera,
the learning goals of this course can be indicated
as follwos:
CA3 target(s)
- skill(s) -- multi-platform technical development
- knowledge -- interaction & game play
- theory -- smart technology, media & communication
- experience(s) -- large scale application with (societal) impact
- attitude -- acquisition, problem-finding, self-organization, creative solutions

Perhaps not present in the list in a sufficiently
explicit way is that the application must be resiatant
to
public exposure, and that the student
must develop a sense of
aesthetic responsibility
as well as a suffient degree of
artistic autonomy.
In addition, it allows students to gain experience
in a more independent approach to identify requirements
delevop creative solutions,
and perform risk-analysis.
place in curriculum
Integrative course for end of first year.
application area, motivating examples
Each year a preparatory investigation must be done,
preferably by a group consisting of staff members and students,
in close contact with potential industrial or societal partners,
to select one or more potential theme(s) and topic(s)
in areas such as (not-exhaustively) indicated in the list below:
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.
The references below provide additional material to potentially fit
a project in a wider intellectual or academic context.
teaching methods
The structure of CA3 project will be determined
by the students themselves. The role of the staff will
primarily be to safeguard the project from (beginners) mistakes,
and to encourage critical reflections on decisions and
potential consequences.
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.
If acquisition and brainstorming is taken into account,
the project should run for a longer period of time. However,
after the initial phase, when production and development
take priority, students should be allowed to work (almost)
fulltime, with full attention to the challenge(s) offered by
the project.
nr of participants
20
special facilities
Computer lab, meeting room(s) & presentation facilities.
Contacts with potential industrial or societal partners must be established, which may require additional technical support.
reference(s)
Apart from some general information about for example
agile method(s), we have included some references
to our own work, not as a reference in the sense of
a standard to be adhered, but rather to
share experience(s),
and indicate a possible format for
writing a report or
even paper to be published at some suitable venue.
reference(s)
- method(s) -- www.agilemanifesto.org/principles.html
- resource(s) -- game design patterns / team work
- Eliëns A. and Vyas D., Panorama -- explorations in the aesthetics of social awareness, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), p. 71-75, EUROSIS-ETI Publication, ISBN 9789077381373
- Eliëns A., van de Watering M., Huurdeman H., Bhikharie S.V., Lemmers H., Vellinga P. , Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), pp. 125-129, EUROSIS-ETI Publication, ISBN 9789077381373
- 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.
[]
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