creative technology
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computing requirements creative technology
from a new media perspective
Anton Eliëns, with Angelika Mader
abstract
In this report we look at the requirements for
the computer science or computing track
in the creative technology curriculum.
We will propose computing courses, that may be taken as
a reference when developing the final curriculum.
status: 18/2/08 (discussion)
introduction
Although the
creative technology curriculum is at this stage
still in development, with contributions of a variety of tracks
or sub-disciplines, an outline of
the educational goals of
creative technology will look like:
from a new media perspective: track(s)
- skill(s) -- computing, mathematics, simulation, technology
- knowledge --computer & software architecture, human factors
- theory -- systems engineering, media & communication
- experience(s) -- project(s), deployment in social context
- attitude -- initiative, creative, involved

Correspondingly, the topics treated in the curriculum,
or the elements of which the curriculum will consist
will encompass:
subject(s) -- creative technology
target(s)
- computing -- architecture, networks, programming
- technology -- new media, smart technology
- creative applications -- creativity (mental + artistic), psychology, research/design methods, communication
- business -- marketing, planning, project management
- design -- sketch, prototype, realize

Taking these elements as a guideline will help us in determining
what role the
computing track will play in
setting up the curriculum.
background - the role of computing
From a more general perspective, the area of computing,
or in other words, the discipline of
computer science
should set as educational goals:
target(s) -- computer science
from a new media perspective: track(s)
- skill(s) -- programming in various languages, able to learn new languages quickly
- knowledge -- networks, web-applications, programming languages, operating systems
- theory -- integration of languages, computer & software architecture, algorithmic complexity
- experience(s) -- application development, (technical) requirements analysis
- attitude -- understanding, with an eye for complexity

More specifically, the
computer science track
in
creative technology should cover, at a yet
to be determined level of depth, the following topics and subjects:
target(s)
- network -- internet, organisations, graphs
- computer -- elements, programming, algorithms
- operating system -- assembly, compilers, multi-programming
- language -- formal/natural, imperative, functional, logical, C++/Java
- hardware -- memory, chaching, graphical programming support
- database -- representation, storage, query (optimazation)
- web -- client/server, web-services, data-driven application(s) -- standard(s)
- media -- scripting (ECMA+), event handlers/models
related to: web technology

The level or depth at which these tpoics should be treated
is determined by the requirements of the two specialisations
envisioned for
creative technology,
respectively
new media and
smart technology.
new media -- targets and learning goals
The eucational targets for the
new media curriculum,
may be summarized as fowllows:
- skill(s) -- scripting, programming, interaction design
- knowledge -- web, multimedia & game technology
- theory -- understanding of media & communication
- experience(s) -- concept development & realization of (playful) application(s)
- attitude -- explorative, with an eye for the rethorics of the material

Elements of which the
new media curriculum will consist,
at least for the students taking
new media as
a specialisation, include:
target(s)

Since
new media, which includes the area of (serious)
game development, requires a wide range of skills and knowledge,
including programming as well as digital content creation,
it is unlikely that all students will or need to be trained
in computer science uniformly.
smart technology -- additional requirements
For the specialisation of
smart technology we may, perhaps somewhat naivelty,
come up with the following list of educational goals:
target(s) -- smart technology
from a new media perspective: track(s)
- skill(s) -- modeling, construction
- knowledge -- mechatronics, ubiquitous computing, dynamic systems
- theory -- human perception, privacy, security
- experience(s) -- deployment of smart (multi sensor) systems
- attitude -- inventive, with a playful mind

Minimally, the topics in
smart technology will
include:
smart technology -- create
target(s)
- dynamic systems, control systems
- smart technology engineering
- instrumentation -- software development

In particular for instrumentation the
smart technology
curriculum will very likely require more advanced, that is specialized,
programming skills than the
new media curriculum.
the computing curriculum -- first proposal
In the
new media curriculum,
which is at the time of writing, still in development,
the following courses will likely be included:
course(s)
course | credits | description |
NM1 | 3 | web technology (1) -- html, javascript. css |
NM2 | 6 | animation in 2D |
NM3 | 6 | web technology (2) -- php, sql, web services |
NM4 | 6 | 3D virtual environments -- x3d/vrml |
NM5 | 6 | game development -- C++/DirectX |

Taking the new media curriculum, sketched above, as
a point of departure, we arrive at the following (mandatory) courses
for the computer science curriculum:
course(s)
course | credits | description |
CS1 | 3 | computer & network architecture(s) |
CS2 | 6 | programming fundamental(s) -- C++/Java |
CS3 | 6 | advanced programming -- idoms, APIs |

In the proposal above we have, with an eye on practical
feasibility, allowed for including acripting
in the courses for new media, thus alleviating the
requirements for the computing courses.
As to the actual realization of the courses,
see the references below,
it might be
worthwhile to look for a cooperation that allows
for dividing laber between the staff alloted to the various tracks,
and, more in particular, that allows for a distribution of
the work according to personal style and preference for
respectively an inspirational, example-based approach,
and a more technical bottom-up approach.
As indicated in reference (8), we should be beware of
making a choice based on ease of education.
More explicitly, with regard to both system aspects and performance
a choice for C++ as a first (real) programming language,
as opposed to scripting languages, seems to be preferred
over a choice for Java, despite the pitfalls in teaching
a complex language like C++.
relation to other tracks
When we look at the other tracks within the creative technology
curriculum, we may list as educational targets for mathematics:
target(s) -- mathematics
from a new media perspective: track(s)
- skill(s) -- problem solving
- knowledge -- algebra(s), graph theory
- theory -- dynamic systems, logic
- experience(s) -- modeling complex systems
- attitude -- inquisitive, with an eye for the beauty of mathematics

and, as educational targets for the track design,
that is to be developed in collaboration with the
industrial design department:
target(s) -- design
from a new media perspective: track(s)
- skill(s) -- drawing, modelling
- knowledge -- design methodology
- theory -- human factors
- experience(s) -- design & prototyping
- attitude -- sensitive, with an eye for human experience

For the mathematics track we may remark that
the track itself does not require computing skills as such.
However, it is very likely that the mathematics track
will inspire and inform the new media track,
and to some extent even the computing track.
The design track might benefit from computing skills,
but it seems most likely that these will be covered
within the sacripting part of new media
conclusions
In this note we have sketched the requirements for the
computer science or computing track within
creative technology, and we have proposed
a collection of
courses to meet these requirements.
We again emphasize that in the realization of the courses,
and the distribution of thw workload among the staff,
we should strive for mutual contributions to profit
from individual style and expertise.
reference(s)
- Teaching Software Engineering through Game Design
- Toy Projects Considered Harmful
- The Rethinking CS101 Project
- Creating a Science of Games (CACM) (local)
- Software Engineering Issues in Interactive Installation Art
- Programming by Example -- A Creative Programming Environment, Remixed
- Computer Science Education: Where Are the Software Engineers of Tomorrow?

[]
readme
new(s)
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(C) Æiens
09/09/09
creativetechnology.eu