creative technology / new media
[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ / .

talk show tell print

reference(s) / utopia / auxiliary / etcetera

[Chaos] Abbott A. (2001a),
Chaos of Disciplines, Chicago University Press
[Time] Abbott A. (2001b),
Time matters -- on theory and method, Chicago University Press
[Syntax] Abell P. (1987),
The syntax of social life -- the theory and method of comparative narratives, Clarendon Press
[Perspective] Alberti L.B. (1435),
On painting and on sculpture, Phaidon, edited by C. Grayson, 1972
[Film] Arnheim R. (1957),
Film as Art, University of California Press
[Order] Ashihara Y. (1986),
The Hidden Order -- Tokyo through the Twentieth Century , Kodansha Int.
[Linked] Barabasi A-L. (2003),
Linked -- how everything is connected to everything else and what it eans for business, science and everyday life, Plume
[Networks] Barrat A., Barthelemy M and Vespignani A. (2008),
Dynamical Processes on Complex Networks, Cambridge University Press
[Social] Bell G. (2009),
Building Social Web Applications, O'Reilly
[Reproduction] Benjamin W. (1936),
The Work of Art in the Age of Mechanical Reproduction, Online Archive -- http://www.marxists.org
[Evaluating] Bernhaupt R. (ed) (2010),
Evaluating User Experiences in Games, Springer
[House] Bodanis D. (1986),
The Secret House -- The Extraordinary Science of an Ordinary Day, Berkley Books, New York
[Electric] Bodanis D. (2005),
Electric Universe -- The Shocking True Story of Electricity, Random House
[Persuasive] Bogost I. (2007),
Persuasive Games -- the expressive power of videogames, MIT Press
[Coffee] Bollobas (2006),
The Art of mathematics -- Coffe Time in Memphis, Cambride University Press
[Remediation] Bolter J.D and Grusin R. (2000),
Remediation -- Understanding New Media, MIT Press
[Change] Brown T. (2009),
Change by Design -- how design thinking transforms organizations and inspires innovation, HarperCollins Publishers
[Heart] Burger E.B. and Starbird M. (2010),
The heart of mathematics -- an invitation to effective thinking, Wiley (3rd edition)
[Avantgarde] Burger P. (1981),
Theorie der Avantgarde, Edition Suhrkamp
[Occident] Buruma I. and Margalit A. (2004),
Occidentalism -- A Short History of Anti-Westernism, Atlantic Books, London
[Sketching] Buxton B. (2007),
Sketching User Experiences -- getting the design right and the right design, Morgan Kaufmann
[Flow] Csikszentmihalyi M. (1991),
Flow -- the psychology of optimal experience, Harper Perennial
[Embodied] Dourish P. (2004),
Where the action is -- the foundation of embodied interaction, MIT Press
[Human] Dunbar R. (2004),
The Human Story -- A new history of mankind's evolution, Faber and Faber
[Crowds] Easley D. and Kleinberg J.,
Networks, crowds and Markets -- reasoning about a highly connected world, Cambridge University Press
[Nature] Edelman G.M. (2006),
Second Nature -- brain science and human knowledge, Yale University Press
[Geometry] Elam K. (2001),
Geometry of Design, Princeton Architectural Press, New York
[Creativity] Eliens A. (1979),
Creativity: reflection and involvement, Ninth Int Conf of Aesthetics, Dubrovnic, August 1979
[Computational] Eliens A. (1988),
Computational Art, First Int Symposium on Electronic Art, Leonardo Supplementary Issue, Pergamon Press 1988, pp. 21-26
[DLP] Eliens A. (1992),
DLP -- A language for Distributed Logic Programming, Wiley
[OO] Eliens A. (2000),
Principles of Object-Oriented Software Development, Addison-Wesley Longman, 2nd edn.
[Platform] Eliens A., Huang Z., and Visser C. (2002),
A platform for Embodied Conversational Agents based on Distributed Logic Programming, AAMAS Workshop -- Embodied conversational agents - let's specify and evaluate them!, Bologna, Italy
[Navigate] Eliens A., van Riel C., Wang Y. (2006),
Navigating media-rich information spaces using concept graphs -- the abramovic dossier, Proc. Int. Conf. on Information Sciences and Technologies (InSciT2006), Merida, Spain
[VULife] Eliens A. and S.V. Bhikharie (2006),
Game @ VU -- developing a masterclass for high-school students using the Half-life 2 SDK, In Proc. GAME-ON NA 2006, Monterey, USA
[Odyssee] Eliens A. (2006),
Odyssee -- explorations in mixed reality theatre, In Proc. GAME-ON NA 2006, Monterey, USA
[Dossier] Eliens A., Wang Y. van Riel C. and Scholte T. (2007),
3D Digital Dossiers -- a new way of presenting cultural heritage on the Web, In Proc. Web3D 2007, ACM SIGGRAPH, pp. 157-160
[Serious] Eliens A. and Chang T. (2007),
Let's be serious -- ICT is not a (simple) game, In Proc. FUBUTEC 2007, Delft, Netherlands
[SecondLife] Eliens A. Feldberg F., Konijn E., Compter E. (2007a) ,
VU @ Second Life -- creating a (virtual) community of learners, In Proc. EUROMEDIA 2007, Delft, Netherlands
[Climate] Eliens A., van de Watering M., Huurdeman H.,
Bhikharie S.V., Lemmers H., Vellinga P. (2007b), Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 2007, Bologna, Italy
[Mashups] Eliens A. Feldberg F., Konijn E., Compter E. (2007c) ,
Mashups in Second Life @ VU, In Proc. GAME-ON 2007, Bologna, Italy
[Panorama] Eliens A. and Vyas D. (2007),
Panorama -- explorations in the aesthetics of social awareness , In Proc. GAME-ON 2007, Bologna, Italy
[Decision] Eliens A. and Wang Y. (2007),
Expert advice and regret for serial recommenders, In Proc. EUROMEDIA 2007, Delft, Netherlands
[XIMPEL] Eliens A., Huurdeman H., van de Watering M.,
Bhikharie S.V. (2008), XIMPEL Interactive Video -- between narrative(s) and game play, In Proc. GAME-ON 2008, Valencia, Spain
[Replay] Eliens A. and Ruttkay Z. (2008),
Record, Replay & Reflect -- a framework for understanding (serious) game play, In Proc. Euromedia 2009, Brugge, Belgium
[Math] Eliens A. and Ruttkay Z. (2009),
Math game(s) -- an alternative (approach) to teaching math?, In Proc. GAME-ON 2009, Dusseldorf, Germany
[Workshop] Eliens A. (2010),
Creative Technology -- the CTSG: game design in 7 steps, submitted to GAME-ON Asia 2010, Shanghai, China
[Hacking] Erickson J. (2008),
Hacking -- the art of exploitation, No Starch Press
[Line] Esslinger H. (2009),
a fine line -- how design strategies are shaping the future of business, Jossey-Bass Wiley
[Search] Falk D. (2008),
In search of time -- the science of a curious dimension, St Martin's Press, New York
[Easy] Feynman R.P. (1963),
Six Easy Pieces, Basic Books
[Screenplay] Field S. (2005),
Screenplay -- the foundations of screenwriting, Revised edition, Delta
[Critical] Flanagan M. (2009),
Critical Play -- Radical Game Design, MIT Press
[Typography] Gill E. (1988),
An Essay on Typography, David Godine Publisher
[Software] Glass R.L. (2006),
Software Creativity 2.*, developer.* books
[Unity] Goldstone W. (2009),
Unity Game Deevelopment Essentials, Packt Publishing
[VirtualArt] Grau O. (2003),
Virtual Art -- From Illusion to Immersion, MIT Press
[Interaction] Graves-Petersen M., Iversen O.S., Gall Krogh P.,
Ludvigsen M. (2004), Aesthetic Interaction -- A Pragmatist's Aesthetics of Interactive Systems, Proc. DIS2004, Cambridge Mass. USA, pp. 269-276
[Universe] Greene B. (2000),
The Elegant Universe -- Superstrings, Hidden Dimensions, and the Quest for the Ultimate Theory, Vintage Books
[Chance] Hacking I. (1990),
The taming of chance, Cambridge University Press
[Presence] Hallnäss L. and Redström J. (2002),
From Use to Presence: On the Expressions and Aesthetics of Everyday Computational Things, ACM Trans. on Computer-Human Interactions, Vol. 9, No 2, pp. 106-124
[Apology] Hardy G.H. (1940),
A mathematician's apology, Cambridge University Press
[Body] Harrision K. (2007),
Your Body -- the fish that evolved, Metro
[Pleasure] Hazlitt W. (1826),
On The Pleasure of Hating, Penguin
[Morals] Himmelfarb (1989),
Marriage and Morals among the Victorians and other essays, O.B. Taurus & Co Ltd.
[Erdos] Hoffman P. (1998),
The man who loved only numbers -- the story of Paul Erdös and the search for mathematical truth, Hyperion New York
[Google] Jarvis J. (2009),
What would Google do?, Harper
[Engineering] Jewis E.E. (2004),
Masterworks of Technology -- The Story of Creative Engineering, Architecture and Design, Prometheus Books
[Creators] Johnson P. (2006),
Creators -- from Chaucer to Walt Disney, Phoenix
[Impro] Johnstone K. (1981),
IMPRO -- improvisation and the theatre, Routledge
[Design] Jones J.C. (1092),
Design Methods, Wiley (2nd edn)
[HalfReal] Juul J. (2005),
Half Real -- Video Games between Real Rules and Fictional Worlds, MIT Press
[Casual] Juul J. (2010),
A Casual Revolution -- reinventing video games and their players, MIT Press
[Singing] Kagen S. (1950),
On Studying Singing, Dover Publications, New York
[Zero] Kaplan R. (1999),
The Nothing That Is -- A Natural History of Zero, Oxford University Press
[Kritik] Kant E. (1781),
Kritik der reinen Vernunft, Felix Meiner Verlag, ed. 1976
[Semiotics] Kress G. and van Leeuwen T. (1996),
Reading Images: The Grammar of Visual Design, Routledge
[Critic] Leavis J.R. (1982),
The critic as anti-philosopher, Ivan R. Dee, Inc.
[Literature] Lewes G.H. (1865),
The Principles of Success in Literature, Fortnightly Review 1
[Life] Malouf D. (1978),
An Imaginary Life, Picador
[Behavioral] Mark D. (2009),
Behavioral Mathematics for Game AI, Charles River Media
[Running] Marukami H. (2008),
What I Talk About When I Talk About Running, Alfred A. Kampf, New York
[Ground] McCullough M. (2004),
Digital Ground -- Architecture, Pervasive Computing and Environmental Knowing, MIT Press
[Story] McKee R. (1997),
Story -- substance, structure, style and the principles of screenwriting , itbooks
[Gamer] McKenzie Wark (2007),
Gamer Theory, Harvard University Press
[Modern] Menand L. (1987),
Discovering Modernism -- T.S. Eliot and his context, Oxford University Press
[Pervasive] Montola M, Stenros J. and Waern A. (2009),
Pervasive Games -- Theory and Design / experiences on the boundaries between life and play, Morgan Kaufmann
[Design] Munari B. (1966),
Design as Art, Penguin Books
[Play] Nachmanovitch S. (1990),
Free Play -- Improvisation in Life and Art, Tracher Penguin
[GameTheory] Nisan N., Roughgarden T., Trados E. and Vazirani V. V. eds. (2007),
Algorithmic Game Theory, Cambridge University Press
[Worlds] Nitsche M. (2008),
Video Game Spaces -- Image, Play and Structure in 3D Worlds, MIT Press
[Everyday] Norman D.A (1990),
The Design Of Everyday Things, Basic Books
[Failure] Petroski H. (1982),
To Engineer is Human -- The Role of Failure in Successful Design , Vintage Books
[Pencil] Petroski H. (1989),
The Pencil -- a history of design and circumstance , Alfred A. Knopf
[Paradox] Petroski H. (1992),
The evolution of useful things, Vintage Books
[Paradox] Petroski H. (2006),
Success through Failure -- the paradox of design , Princeton Press
[Processing] Reas C. and Fry B. (2007),
Processing -- a programming handbook for visual designers and artists, MIT Press
[Imagination] Sartre J.P. (1936),
L'imagination, Presse Universitaire de France, ed. 8, 1971
[Lenses] Schell J. (2008),
The Art of Game Design -- A Book of Lenses, Morgan Kaufmann
[Bots] Schrenk M. (2007),
Webbots, spiders and screen scrapers, No Starch Press
[Convivial] Shaftoe H. (2008),
Convivial Urban Spaces -- Creating Effective Public Places, EarthScan Publishing
[PanoramaWeb] Si Yin and Eliens A. (2007),
PANORAMA -- A Rich VRML Application Platform For Online Gaming, Workshop Web 3D Games, Web3D Symposium 07, Perugia Italy, April 15-18
[Science] Steiner G. (2008),
Is Science Nearing its Limits?, Fundacio Calouste Gulbenkian
[Dynamics] Strogatz S. (1994),
Nonlinear Dynamics and Chaos -- with applications to physics, biology, chemistry and engineering, Princeton University Press
[Sync] Strogatz S. (2000),
Sync -- how order emerges from chaos in the universe, mature and daily life, Hyperion, New York
[Friendship] Strogatz S. (2009),
The Calculus of Friedship, Princeton University Press
[Handbook] Stuttard D. and Pinto M. (2008),
The Web Application Hacker's Handbook, Wiley
[Swans] Taleb N.N. (2007),
The Black Swan -- the impact of the highly improbable, Penguin Books
[Modernism] Thackara J. (ed.) (1988),
Design after Modernism -- Beyond the Object, Thames and Hudson
[Innovation] Thorp H. and Goldstein B. (2010),
Engines of Innovation -- the entrepreneurial university in the twenty-first century, University of North Carolina Press
[Childhood] Turmel A. (2008),
A historical sociology of childhood -- developmental thinking, categorization and graphical visualization, Cambride University Press
[Panorama] Vyas D., van de Watering M., Eliens A.,
van der Veer G. (2007), Engineering Social Awareness in Work Environments, Proc. HCI International 2007, 22-27 July, Beijing, China
[Social] Vyas D. van de Watering M., Eliens A.,
van der Veer G. (2007b), Being Social @ Work: Designing for Playfully Mediated Social Awareness in Work, Proc. HOIT 2007, Chennai, India in August 2007
[Expressive] Wardrip-Fruin N. (2009),
Expressive Processing -- Digital Fictions, Computer Games, and Software Studies, MIT Press
[Biology] Winfree A.T. (2010),
The Geometry of Biological Time, Springer
[Nonzero] Wright R. (2000),
Nonzero -- the logic of human destiny, Vintage Books
[Time] Zielinski S. (2006),
Deep Time of the Media -- Towards an archaeology of Hearing and Seeing by Technical Means, The MIT Press

[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ / .

(C) Æliens 09/09/09
creativetechnology.eu