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)
_
/ .
- [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