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

talk show tell print

print / present

lost in science -- literacy in new media

A. Eliens



digital convergence -- topical media

digital convergence(s)


_ .. / create / common(s) / art(s) / _ / .

space(s) / dream(s) / vision(s) / _ / .



we will watch



brother(s) / experiment(s) / screen(s) / experience(s)




communication -- the culture game

a theory of communication

semiotics -- a theory of meaning


meaning: relation between signifier and signified


style: ???


force(s) / semiotic mode(s)


... is the move from the verbal to the visual a loss, or a gain?

Web 2.0

complexity


... it has to be handled visually, because the verbal is no longer adequate?

multimedia


The multi-modality of written texts has, by and large, been ignored, whether in educational contexts, in linguistic theorizing, or in popular common sense. Today, in the age of multimedia, it can suddenly be perceived again.

quotes


  • myth of transparency -- visual communication is always coded!
  • literacy -- standards for semiotic order
  • semiotic modes -- text, visual, auditive, ...
  • computer technology -- central to semiotic landscape
  • semiotic activities -- production, transformation, development

semiotic landscape


The place of visual communication in a given society can only be understood in the context of, on the one hand, the range of forms or modes of public communication available in that society, and, on the other hand, their uses and valuations.

reference(s)


  Reading Images: The Grammar of Visual Design
  Gunther Kress and Theo van Leeuwen
  Routledge 1996
  

meaning


What is the meaning of meaning when apparently meaningless media expressions, eg. Sonic Acts, are experienced as meaningful?



game(s) -- as a social system

game as social system

game as social system


syntaxsemanticspragmatics
actor(s) players/places rolesgoals
rule(s) events/explorationevaluationfacilitators
resource(s)game spacesituationcontext

www.half-real.net/


game theory perspectives

  • system -- (formal) set of rules
  • relation -- between player and game (affectionate)
  • context -- negotiable relation with 'real world'

dictionary


classic game model

  • rules: formal system
  • outcome: variable and quantifiable
  • value: different valorisation assignments
  • effort: in order to influence the outcome
  • attachment: emotionally attached to outcome (hooked)
  • consequences: optional and negotiable (profit?)

rules vs fiction


Game fiction is ambiguous, optional and imagined by the player in uncontrollable and unpredictable ways, but the emphasis on fictional worlds may be the strongest innovation of the video game.

reference(s)


  Jesper Juul
  half-real
  Video Games between Real Rules and Fictional Worlds
  MIT Press 2005
  

theory of interaction


Are games relevant for a theory of interaction?

game(s) -- active learning / rethoric(s)

_ .. / create / common(s) / art(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

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)




dialectic(s) -- literacy / spark(s)

slogan(s) -- question(s) / awareness 2.0

research / question(s) / change(s) / space(s) / _ / .

Theoretician, artist, do you intend to embellish the existing conditions with the ornament of your abstractions and to give theory or art an appearance of depth at variance with the truth, or do you intend to make (y)our thinking an instrument for the reshaping of these conditions?

I. Svitak -- Man and his world / cycle(s)

slogan(s) -- known(s) / ignorance 2.0

creativity / ... / vision(s) / science / quality / _ / .

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.

I. Svitak -- Man and his world / quest(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


designer vs developer -- culture(s) / question(s)


_ .. / practice(s) / change(s) / vision(s) / _ / .

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

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


creative technology -- ethic(s)

value(s) / socio-digital landscape(s) / _ / .


     ethically informed
                    morally inclined
  
divina comedia
www.nmc.org

aesthetic(s) -- new media

skill(s) / truth(s) / beauty / miracle(s) / place(s) / screen(s) / _ / .

twinkle(s) / difference(s)

the skin is the deepest part of man.


Paul Valery / color(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)




approach(s) -- converging technologies in a social context

definition(s) -- creativity / challenge(s) / word(s)

method(s) / dream(s) / vision(s) / dilemma(s) / _ / .

twinkle(s) / difference(s)

  • product(s) -- novelty or value / [culture]
  • process -- unconventional thinking / idea(s)
  • person(s) -- high motivation & persistence / [intensity]
  • problem(s) -- vague & ill-defined / [reformulation(s)]

Newell & Shaw (1962), from R.L. Glass Software Creativity 2.0

play / physic(s) / math(s) / cycle(s)


culturalization -- in the context of information technology


_ .. / research / question(s) / artist(s) / _ / .

... 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.

MyCreativity: A critique of Creative Industries

engineer(s) -- create technology?

_ .. / create / common(s) / art(s) / _ / .

twinkle(s) / difference(s)

the 20th century is the century of engineers ...



Der Man ohne Eigenschaften / human(s) / scenario(s)

skin(s) / project(s) / room(s) / problem(s) / screen(s) / cycle(s)


answers(s) -- message 2.0

_ .. / create / common(s) / art(s) / _ / .



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

Æ


...


game play, model-based simulation, exploration


_ .. / create / common(s) / art(s) / _ / .

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

game elements / XIMPEL

game(s) -- meaning / C4(X) / engine(s) / space(s)

instruction / second life / climate / mashup(s) / panorama / _ / .

twinkle(s) / difference(s)

gaming is a waste of time / MW2008 / design / game(s) / ximpel

play / war(s) / dynamic(s) / challenge(s) / value(s) / theory


digital(s) -- rethoric(s) / persuasive game(s)

_ .. / common(s) / display(s) / create / art(s) / _ / .

walk(s) / collaboration(s)

procedural rethoric = the art of persuasion through rule-based representations & interaction(s) rather than the spoken word(s).


human(s) / challenge(s) / game(s) / mechanic(s)

play / critical(s) / story / project(s) / design(s) / world(s) / cycle(s)


politic(s) -- for a co-creative world

design(s) / truth(s) / engineer(s) / room(s) / space(s) / _ / .

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.


anonymous: primary colors -- a novel of politics

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


slogan(s) -- room(s)

_ .. / engineer(s) / politic(s) / culture(s) / _ / .

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)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


experience(s) -- economy of dream(s)?


vision(s) / economic(s) / challenge(s) / product(s) / mechanic(s) / _ / .

twinkle(s) / difference(s)

evidence of the dream society can be found in business models that incorporate stories into products, services, strategies and advertising.


dream society and experience economy

remember: theme(s) / play(s) / screen(s) / cycle(s)


common(s) -- dossier(s) / culture(s): [hedon(s)/dolor(s)]

_ .. / ... / vision(s) / science / art(s) / education(s) / machine(s) / _ / .

identity / creativity

... there is only one culture -- and that unless literature & criticism were admitted to be disciplines of thought in their own right, science & society would proceed in a moral vacuum, all notion of progress would be hollow ... [from: the critic as anti-philosopher (F.R Leavis)]

human(s) / challenge(s) / hedonic calculus

/ play / casual / flower / story / game(s) / wave(s) / cycle(s)



[] 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
creativetechnology.eu