being human is not simply a label ...
... it is about a set of aspirations
...
recognizing those aspirations and striving to realise
them can make the world we live in one to celebrate
rather than fear ...
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
moral(s)
/ theme(s)
/ plan(s)
/ quest(s)
/ ritual(s)
/ manifesto(s)

twinkle(s) / difference(s)
... relationships are things that happen
only in a virtual world, and we are able to move
backwards and forwards between the
physical world of interactions (real events)
and the virtual world in which these events are
constituted into relationships in order to be able
to understand what the significance of specific actions
is or might be, or how two relationships impinge upon eachother. [Robin Dunbar -- The Human Story (p. 66)]

twinkle(s) / difference(s)
form(s) /
design = to initiate change in man-made things
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
methods
/ guide(s)
/ student(s)
/ parent(s)
/ teacher(s)

Who can be interested any longer in that age-old idle talk about good and evil when it has been established that good and evil are not 'constants' at all, but 'functional values', so that the goodness of works depends on the historical circumstances, and the goodness of human beings on the psycho-technical skill with which their qualities are exploited? The world is simply ridiculous if one looks at it from the technical point of view. It is unpractical in all that concerns the relations between human beings, and in the highest degree uneconomical and inexact in its methods.

twinkle(s) / difference(s)
As I leant against the wall the University indeed
seemed a sanctuary in which are preserved rare types which
would soon be obsolete if left to fight for existence
on the pavement of the Strand.
Virginia Woolf: A Room of One's Own (1928, p. 9)

twinkle(s) / difference(s)
... we shook hands,
my inability to remember that particular moment more precisely is
disappointing: the handshake is the treshold act,
the beginning of politics.
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
anonymous: primary colors -- a novel of politics

identity / creativity
- first, it is ridiculed.
- second, it is violently opposed.
- third, it is accepted as being self-evident.
Arthur Schopenhauer

challenge(s) -- the supposed maturity of engineering
yahoo -- developer.yahoo.com
del.icio.us -- del.icio.us/help/api
technorati -- www.technorati.com/developers
flickr -- www.flickr.com/services
google -- code.google.com
ebay -- developer.ebay.com
REACTIVE ==> CREATIVE!?

ICT challenge(s) [3/5]
concept(s)
model(s)
problem(s)

ICT challenge(s) [5/5]
computer science(s) -- magic

creative technology -- target(s)
- program to enhance students' participation and creativity


- a networked world -- you make it work [engineering, management] -- not network maintenance!
- everything is connected -- you make the connections [mediator, management]
- everything is intertwinkled (Ted Nelson) -- you make it twinkle [the creative track]

twinkle(s) / difference(s)
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
gaming is a waste of time
/ MW2008 / design
/ game(s)
/ ximpel

solution(s) -- multimedia/design in context
slogan(s) -- approach / with subtext(s)
identity / creativity
- (cheap) philosophy -- leads to ignorance and self-satisfaction
- colloquial wisdom -- is an internet commodity
- common sense -- only results in confusion
creative thinking

random thought(s) -- why always square screens?
rhethorics
of personal challenge
material
everything else computation
is -->
subsidiary interaction

slogan(s) -- item(s)/hazard(s) / with subtext(s)
twinkle(s) / difference(s)
- requirements -- kill creativity
- user studies -- lead to conservatism
- clear goals -- limit exploration
inspiration(s) / dilemma(s)
/ game design(s)

model(s) -- the creative process
the creative process -- involvement & reflection
peripheral
--> unfocussed
--> subliminal
attention/awareness model(s)

model(s) of dissemination -- dialectic(s) of awareness
pathology
- viral game(s)/clip(s)
- creativity is contagious
- the (digital) seduction of a civilisation

perspective(s) -- aesthetic awareness
perspective(s) -- innovation as an expression of ignorance
- frankfurt airport -- multimedia walkway
- shanghai river tunnel -- visual experience
- shanghai shopping -- full (globe) video
- etcetera -- visual quilt, PANORAMA, ...

medium is the message -- the aesthetics of our time
XIMPEL .CREATE TV

issue(s) -- creative technology track(s)

mechanism(s) -- educational element(s)
- (art) inspiration(s) -- item(s) of beauty
- (periodic) de-construction(s) -- discover (un)truth(s)
- (technical) exploration(s) -- trial(s) without error(s)
- (creative) workshop(s) -- to boost the imagination(s)

control(s) -- layered mentorship
- supervision(s) -- from multiple perspectives
- (peer) reviews -- with mild competitive edge
- (public) exhibition(s) -- for external exposure

slogan(s) -- do you want to make a difference
de Waag / open source
- technology to innovate social processes
- social processes to innovate technology
in every scientist there is an artist, in every artist there is a scientist

identity / creativity
expressive processing

innovation(s) / collaboration(s)
UTwente/EWI doctrine(s)

twinkle(s) / difference(s)
- emotional response -- enrich experience
- intellectual challenge -- avoid boredom
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
shift of paradigm(s)
/ reading(s)

innovation(s) / collaboration(s)
- taking (media) artists as a role model for creative engineers, following the recommendation of IIP/CREATE
- combining disciplinary courses with creative applications, to ensure a solid technical level
- looking for inspiration in the art(s), as the ultimate source of human value(s)
course(s) / twente(s) / science(s)


innovation(s) / collaboration(s)
...
in science only one thing is more wonderful than how much we know,
and that is how much we do not know
...
experiment
knowledge
illusion
scratch
engine
craft
maze
run
ar
x
I. Svitak -- Man and his World / quest(s)

culturalization -- in the context of information technology
... culturalization within the broader context of information technology (IT) can also be read as a moment of anticipation, a tactical sidetrack in response to the long-term decline of the engineering class in the West. The hegemonic role of computer scientists as inventors can easily been understood, but wasn't going to last forever. Different fields of knowledge, from human computer interaction to usability and new media studies, have ll in their own ways proclaimed the coming of the cultural turn.

identity / creativity
... no, at the personal level, you should accept no less than
the title of artist and aspire to earn
the right to carry the title.
And earning this right is influenced not so much by your accomplishments
as by your approach:
a relentless pursuit of perfection, where
the journey is the destination.
www.bit-101.com / from: as3 animation -- making things move

creative technology -- ethic(s)
ethically informed
morally inclined

watch / space(s)
the skin is the deepest part of man.
truth(s)
/ color(s)
/ beauty
/ slogan(s)
/ Paul Valery

idea(s) / science(s)
...
...
...
skill
...
is
highly
undervalued
...
...
...
...
...
...
brain(s)
engine(s)
script(s)
control(s)
narrative(s)
impact(s)
closure(s)
...
...
...
topical
/ story
/ game-on
/ AR
/ math
game(s)
/ build(s)
/ TV
/ fix


twinkle(s) / difference(s)
the 20th century is the century of engineers ...
Der Man ohne Eigenschaften
/ human(s)
/ scenario(s)

we need a paradigm shift
the aesthetics/literacy of our time(s)

identity / creativity
- experiencing the world in new ways
- forming new affiliations
- preparation for future learning
situated cognition in a semiotic domain
experiment(s) /
critical learning

in our digital age the message determines the selection of the medium

innovation(s) / creativity

...
|
game play, model-based simulation, exploration |

- game cycle -- turns in subsequent rounds
- simulation(s) -- world (climate) model
- exploration -- by means of interactive video
game elements / XIMPEL

structure(s) -- creative explorations of art, science & technology
- disciplinary courses -- traditional approach, with regular courses and assignments
- project-based work -- lectures to support active exploration of topics by students
- creative applications -- challenges, to produce viable solutions for real world applications

twinkle(s) / difference(s)
problem solving
problem finding
problem creation
educational goal(s)

design -- art, science or form of mathematics?
| divergence | transformation | convergence |
community | experience | ... | value analysis |
system(s) | brainstorming | ... | ... |
product(s) | ... | ... | dependency graphs |
component(s) | ... | ... | requirements |

design(s) -- attitude(s) to innovation / resistance to change
innovation(s) / collaboration(s)
... the main conclusion that follows from our description of
attitudes to innovation,
except at the very ends of the chain, there is an
inherent resistance to the kinds of radical change at the systems level
that seems to be necessary to solve the major design and planning
problems of our time ...
John Chris Jones -- Design Methods

design(s) -- invention vs innovation
twinkle(s) / difference(s)
- invention -- engineering solution at system level
- innovation -- meets demands in (envisioned) context
John Chris Jones -- Design Methods

We Create Identity
Living and Working Tomorrow
Have Fun and Play!
Ambient Screen(s)
Hybrid World(s)


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[_]
readme
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
-
creative exploration(s)
/
serious games
/ ethic(s) -
resource(s)
_
#
@
!
(C)
Æliens
2014