creative technology
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aanvullingen report v1.0 (C) / AE (21/8/08)
10.2.6. Games between New Media & Smart Technology
There are many possible interactions between New Media and Smart Technologies,
in particular in the area of art and games.
A mobile GPS-enabled drawing game was presented in Amsterdam,
using www.keyworx.org technology developed by the Waag Amsterdam,
to enable visitors of the exhibition to create their material using a mobile phone,
by walking in Amsterdam. The route they took was displayed as a drawing on
the screen. According to the reports some very refined drawings were
made, even in collaboration between visitors, with as a stunning example
a realistic rendering of the skyline of Manhattan.
Recently a workshop took place at Mediamatic in Amsterdam, with as a goal to contruct toys
combining the physical and the virtual, using (digital) new media
technologies. A representative of Creative Technology has visited the workshop to
find inspiration for possible student assignments.
10.2.7. Inspiring Video Lectures
There is a wealth of lectures available on video,
which express a vision towards the future of New Media
and Smart Technologies, usually in combination with a vision
pertaining to deeper values of life.
Recommended video lectures include:
The last lecture is a famous lecture by the
computer scientist Randy Pausch, initiator and developer
of the wellknown Alice (www.alice.org) virtual reality system,
who became an accidental celebrity by this lecture
and his role as a spokesman for cancer research funding.
In the lecture Randy Pausch presents his childhood dreams, and
how the realization of these dreams led to the creation
of the Entertainment and Technology Center at Carnegy-Mellon,
that in many respects may serve as an example for Creative Technology.
Michelle Addington, physisist and former researcher at NASA,
as well as architect and professor in design, addresses
the difficulties architects have in incorporating
new technologies in design, and how reluctance to do so
only leads to familair but not necessarily optimal solutions.
In the lecture, entitled The Architecture of the Unfamiliar,
she illustrates how cooperations between artists and scientists
may lead to better solutions, and how proper metaphors
may help in bridging the potential communication gap
that exists between scientists of various disciplines
and artists/designers in multi-disciplinary projects.
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(C) Æiens
09/09/09
creativetechnology.eu