creative technology
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(new) media in creative technology
from a new media perspective
Anton Eliëns
abstract
In this note we will discuss the educational targets and learning
goals for the new media track in creative technology.
By way of introduction, it will also be explained what must be understood
by educational targets, and how we can relate these to the learning
goals or topics represented by a collection of courses.
A set of courses will be proposed, but also an alternative approach,
offering media in context, that is as an element
of creative applications will be discussed, for which
we will also indicate the relation to other theories and areas
of science.
status: 18/2/08 -- for discussion
introduction
Creating a curriculum for
creative technology,
and for that matter a
new media track, is, indeed,
a complex puzzle, for which potentially many solutions exist.
The reader may wonder why also here the sub-title
from a new media perspective is used.
Briefly, this may be explained by stating that, one way or another,
media may be regarded as an essential ingredient
of any ICT-related study, and that, in addition, there are
multiple ways of including
media in the
creative technology curriculum, even without offering
an explicit
new media track or specialisation.
In other reports we have discussed
the relation of new media to
design,
indicated the requirements for
computing,
sketched scenarios,
and (moreover) gave an outline of the creative technology
curriculum.
In each of the reports, an indication of educational targets,
for each of the various tracks or sub-disciplines, was given,
suggesting the relevance of the proposed solution(s).
To give an indication what is meant by the arguably debatable
categories of educational targets, a brief explanation is given below:
categories of educational targets
- skills -- practical, hands-on, technology-oriented
- knowledge -- ready-to-use, beyond skills, required insight
- theory -- grounded in literature and scientific research
- experience -- application of skills and knowledge in context
- attitude -- personal disposition and motivation

Although there may be no sharp dividing line between
for example skills and knowledge, knowledge and theory, and skills
and experience, when taking into account the scope within
which skills are executed, or the depth or explicitness
of theories involved, such a distinction becomes (hopefully)
more clear.
Below we will, after clarifying the learning goals
and educational targets of the creative technology
curriculum, give an outline of how the new media track
could fit within the curriculum, and what choices need to
be made to finally realize the curriculum.
creative technology -- learning goals and targets
In CreaTe -- Proposal for a new curriculum (p. 12),
a number of components are mentioned that should be part
of such a curriculum. These components include:
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

An observation we may make is that for
creative applications the list of learning goals
is rather long and diverse, potentially involving
many scientific and possibly extra-academic disciplines,
dependent on what level, so to speak, we wish
to present these aspects.
In principle, the components listed above
can be taken to represent educational
targets, that is what students of
creative technology
need to learn or obtain during their study:
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

Let it be clear, these targets are not a given per se, but could,
and probably should be discussed, to obtain a concise
description of what we aim for with
creative technology.
An additional (intended) benefit is that this way the
requirements for each track in the curriculum can (in principle)
be more concisely specified, and compared with the requirements
for other tracks.
new media -- targets and learning goals
In delineating the content and scope of the new media
track, or even more plainly the media
component in the creative technology
curriculum, we may, with an eye to what is
common nowadays for university-level curricula, arrive
at the following educational targets:
- 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

There is, obviously, ample freedom of what courses
or topics to introduce, apart from basic
web technology, to realize such targets.
Within the creative technology curriculum,
however, covering a substantial part of the
following topics, at least for a new media track,
seems mandatory.
target(s)

In the list of topics, each of which could
be presented in a course of its own, no
explicit indication is given what must be considered
pre-requisite knowledge.
One option is to include in each course an introductory part
in which the basic technology is presented,
accompanied with exercises that allow the students to practice
and gain experience. This is the way that, for example
at art schools, the obstacle of teaching technology
is generally dealt with.
However, in an academic setting,it seems more worthwhile
to profit from other disciplines, such as computing
and design, to obtain the required skills
and knowledge of, respectively, scripting/programming and
modelling.
new media -- course(s)
In specifying the requirements for the computing track
in creative technology and giving
a first proposal for how to organise the first year,
admittedly from a new media
perspective, the following list of courses were proposed, see below.
It must be remarked beforehand, however, that the proposal
for the first year, which only includes NM1 and NM2, for
a total of 9 credits,
was to a large extent motivated by feasibility,
that is an equal distribution of courses over the
sub-discplines of creative technology
and, consequently, a delegation of the responsibility
to teach scripting to new media, as part
of NM1 (web technology).
Another, implicit, assumption was that attention to contextual aspects of
new media, related with creativity, communication and business,
was envisaged to take place in creative application projects,
that must serve an integrative function in the program.
course(s)
course | credits | description |
CS1 | 3 | computer & network architecture(s) |
CS2 | 6 | programming fundamental(s) -- C++/Java |
CS3 | 6 | advanced programming -- idoms, APIs |
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 |
CA1 | 3 | we create identity |
CA2 | 6 | living & working tomorrow (advanced) |
CA3 | 6 | have fun and play! |

As an exmmple CA1 (we create identity)
planned in the first month, would allow students
to create a common website, make interactive videos about
topics of interest, and present themselves both as
individuals and as a group, thus creating a
common identity, using open source content management
and social networking (web) technology.
This way not only the students creativity is stimulated
but, albeit in a somewhat implicit way, students also gain
hands-on experience (skills) with current-day web technology.
In later creative application courses, CA2 and CA3,
other tracks, in particular smart technology and
design could play a more prominent role.
As argued in the computing requirements report,
it is likely that we wish to offer our students, next to scripting,
in-depth skills and knowledge of programming,
preferably in C++, which also seems required for
the smart technology track, and may also be considered a pre-requisite
for (serious) game development with more advanced technologies.
As a remark, dividing the tasks of teaching basic skills
and programming is beyond the scope of this note,
even though it will ultimately determine in what form
media technologies will be presented.
media in context -- creative application(s)
It seems worthwhile to present a scenario
of teaching media-related skills and knowledge
(and even some theory) not in a topic-oriented way
as indicated above, but embedded in a creative application
project.
The type of application could range from, say, a cultural heritage
application [1], a social awareness system
which by its definition would include smart technology [2],
or a (more or less serious) game on
a suitable rich media platform [3].
Irrespective of the type of application or the societal topic(s)
addressed by the product, such a course/prpject would
address the following learning goals:
learning goal(s)
- elementary web-based multimedia technology
- programming and tools for interactive animation and video
- first principles of information visualisation
- basic media and cummunication theory
- the design of an effective communication plan
- the business and societal context of media deployment

The advantage of such an approach, in which media technology
is presented in the context of a creative application
(of societal relevance),
over a disciplinary approach to teaching new media,
is that skills and knowledge are learned as a group, which
allows students to tackle issues according to
their interest, expertise and (individual) talent.
The disadvantage, in return, is that it becomes
more difficult to assess the contribution as well as
the level of skill and knowledge of the individual student(s).
Very likely, for a first year, a middle-way approach is most desirable,
where students work individually or in small groups
in disciplinary courses for the various tracks,
but are encouraged to work in large groups
on integrative creative application projects,
which allows them to develop a more personal profile
according to individual preference(s).
An example structure of such an integrative project,
with a new media flavor, indeed, is given below:
course structure
- week 1 -- introduction of platform and design issues [2]
- week 1 -- concept design of (media) application(s) [6]
- week 2 -- essentials of animation and visualisation [6]
- week 2 -- basic media and communication theory [4]
- week 3 -- information presentation in (flex RIA) platform
- week 3 -- student presentations of design and storyboards
- week 4 -- business and societal context of the creative industry [5]
- week 4 -- delivery and presentation of final application(s)

Not included in this outline, are checkpoints for tutor
and peer review, which are essental instruments
for feedback and progress control.
Also, in my experience, it is worthwhile to create
an element of (external) visibility, for example by
involving an (external) commercial or institutional partner,
which acts as opdrachtgever.
As for issues of theory and technology, it must be mentioned
that such projects may form an excellent starting point
for literature study or technical exploration,
since they do provide the motivation needed for more in-depth
studies, that may otherwise be hard to achieve.
conclusions
In this brief report we have given an outline of
the disciplinary courses needed for a new media
track in creative technology.
Also we have sketched a partially alternative scenario
which allows for teaching media skills
and knowledge in the context of
a creative application project,
where the goals is determined by content and (societal)
relevance, yet the means require sufficient
yechnical expertise, that must be acquired on the way.
In summary, however, it seems best to include
a sufficient amount of disciplinary (new media) courses,
where students can explore their technical skills and
creative talent in a more independent and individual way.
From a new media perspective, I am tempted to say,
such courses form an essential
preparation for more demanding projects, where
apart from technical skills and knowledge, also
interpersonal communication and group behavior
play a role.
Nevertheless, as integrative units, creative application
projects must be considered essential in the
creative technology curriculum, to prepare students
for one of the possible roles
in the
creative industry,
product design,
communication,
entertainment, or (serious)
game development.
reference(s)
- Eliëns 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
- Eliëns A. and Vyas D., Panorama -- explorations in the aesthetics of social awareness, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), p. 71-75, EUROSIS-ETI Publication, ISBN 9789077381373
- Eliëns A., van de Watering M., Huurdeman H., Bhikharie S.V., Lemmers H., Vellinga P. , Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), pp. 125-129, EUROSIS-ETI Publication, ISBN 9789077381373
- Kress G. and van Leeuwen T. (1996), Reading Images: The Grammar of Visual Design, Routledge
- Geert Lovink and Ned Rossiter (eds), MyCreativity Reader, A Critique of Creative Industries, Institute of Network Cultures, Amsterdam 2007
- A. Eliëns, topical media & game development -- media.eliens.net

print / present
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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

- 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

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

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

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

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

PDF
scenario(s) -- creative technology / new media
scenario(s) -- new media
- creative industry -- in new entrepeneurial activities
- product design -- in healthcare and entertainment
- communication -- regonial/global media campaign
- entertainment -- new concepts in private and public settings
- game development -- serious games in education and corporate training

The creative industry is a somewhat wide notion,
originally introduced by the Blair government to re-vitalise
dormant industrial areas.
After the success of Silicon Valley, and New York's Silican Alley,
the model was adopted by among others Amsterdam and Berlin.
In the creative industries, our students might take any of
the following roles:
scenario(s) -- creative industry
- entrepreneur -- creating business
- creative genius -- generating idea(s)
- content author -- to produce material(s)
- technical developer -- to write script(s) & program(s)

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
In an evergrowing cosumer market, product design
will be an area of active development.
Dependent on the context of deployment, healthcare,
entertainment, or home or office furniture,
our students may be active in any of the following
roles:
scenario(s) -- product design
- visual design -- to give aesthetic appeal
- concept development -- to accomodate human needs
- usability & deployment -- making it fit for it's role
- evangelist -- to promote the (benefits of the) idea

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
Tradional communication models, in broadcasting
and advertisemt, are gradually being replaced
by multimedia strategies, involving the internet
and crossmedia in an essential way.
In such media endeavors we may find our students
active in one of the following roles or departments:
scenario(s) -- communication
- web developer -- setting up portal(s)
- crossmedia architect -- relating all media
- production agency -- to coordinate delivery
- strategic planning -- defining targets and goals

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
Entertainment is an everlasting source of
revenue for innovative enterprises.
In our society the technical opportunities
for entertainment are abundant,
both in an urban and private setting.
Our students may work in the area of entertainment
in one of the following roles or fields:
scenario(s) -- entertaiment
- concept design -- defining new artefacts
- technical infrastructure -- for realization
- business plan -- to coordinate the enterprise
- production manager -- mediating between parties

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
Games are increasingly beong recognized as valuable
tools in an educational environment, and corporate learning.
With the growing attention for serious games,
it becomes likely that we will find our students
active in game development,
in either one of the following roles or activities:
scenario(s) -- game development
- theme(s) & storyline(s) -- setting the context
- style & visual(s) -- creating the appeal
- asset development -- to embody the game
- interaction & experience design -- to promote involvement

Despite the wide range of possible roles,
whatever role is taken, however, our graduates will
distinguish themselves by their level of technical expertise.
print / present
curriculum creative technology
from a new media perspective
Anton Eliëns
abstract
In this brief report an outline is given of how
a first year curriculum of creative technology
may look like, proceeding from the assumption that equal
attential is given to the constituting subdisciplines of
creative technology, that is computer science,
new media, smart technology, mathematics
and industrial design, and that a substantial part
of the curriculum is devoted to integrative creative applications.
status: 18/2/08 -- for discussion
introduction
Summarizing, we may formulate the educational targets
of the creative technology curriculim as follows:
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

The scope of the curriculum is also determined
by the contribution of what may be regarded
the constituting (sub) disciplines of creative technology:
track(s)
CS -- computer science
NM -- new media
ST -- smart technology
MA -- mathematics
DE -- design
CA -- creative applications

with creative applications as an essential integrative element
in the curriculum.
creative technology -- foundation(s)
When each of the sub-disciplines takes an equal share
in the first year, which is meant to lay the foundations
for further specialisations, it seems fair to devoted 9 credits
to each, leaving a total of 15 credits for
creative applications.
An indication of how the elements for each track could be
is given below.
course(s)
course | credits | description |
CS1 | 3 | computer & network architecture(s) |
CS2 | 6 | programming fundamental(s) -- C++/Java |
NM1 | 3 | web technology (1) -- html, javascript. css |
NM2 | 6 | animation in 2D |
ST1 | 3 | smart technology (1) -- smart systems |
ST2 | 6 | smart technology (2) -- sensor design & instrumentation |
MA1 | 6 | mathematics essentials with matlab |
MA2 | 3 | the (he)art of mathematics |
DE1 | 6 | drawing & modeling |
DE2 | 3 | human factors in design |
CA1 | 3 | we create identity |
CA2 | 6 | living & working tomorrow |
CA3 | 6 | have fun and play! |

Naturally, each of the tracks or sub-disciplines may take
responsibility for the details of the courses.
first year -- curriculum
As a first proposal for distributing the courses over
the period of the first year, we may think of:
curriculum
period | course(s) | |
1 | CA1/CS1 | introduction |
2 | MA1 | mathematical skills |
3 | NM1/ST1 | introduction specialisation(s) |
4 | DE1 | industrial design |
5 | CA2 | living & working tomorrow |
6 | NM2/ST2 | specialisation(s) |
7 | NM2/ST2 | continued |
8 | MA2/DE2 | mathematics & design |
9 | CS2 | programming fundamentals |
10 | CA3 | have fun and play! |

This proposal stems from the wish to have a proper alteration
between technical/disciplinary courses and introductory/explorative
courses.
It also does explicitly not exclude mutual connections between the various tracks,
that is topics and subjects that are dealt with commonly,
from different perspectives.
follow up -- new media & smart technology
In later years, students will choose for a specialisation
in aither the new media or smart technology track.
However, from a new media perspective, it should be clear
that both in the computing track as well as the creative applications
track,
a close relation with smart technology might be desirable.
Additional courses in computing and
new media will include:
specialisation(s)
course | credits | description |
CS3 | 6 | advanced programming -- idoms, APIs |
NM3 | 3 | web technology (2) -- php, web services |
NM4 | 6 | 3D virtual environments -- x3d/vrml |
CA2 | 6 | living & working tomorrow (advanced) |

Given the domain of creative technology we envision
an advanced project living & working tomorrow,
in close cooperation with smart technology.
conclusion(s)
We have sketched a proposal for
the first year creative technology curriculum,
based on an equal share of tracks and sub-disciplines,
as a reference for discussing courses and topics in the first
year.
It must be emphasised, again, that the integrative courses/projects
creative applications are essential, not only to train
the individual students in applying their skills and knowledge,
but equally important to promote a collective identity of
creative technology students in collaborative projects.
PDF
design in creative technology
from a new media perspective
Anton Eliëns
abstract
In this report we look at how the design track may complement
the new media track, not only in the
area of skills, such as hand drawing, but also, perhaps more
importantly, in the area of human factors.
Additional benefots may come, more over from modelling,
that is building VR models inspired by drawing using
appropriate digital content/modeling tools.
status: 11/2/08 -- for discussion
introduction
Although there are by tradition significant differences
between the computing disciplines (from which the intitiative
for creative technology was taken) and
industrial design, joining efforts in establishing
the new curriculum creative technology may
be worthwhile, not only because of potential overlap and
shared interests, but also because of the fact that the
tow approaches may complement eachother in a fruitful way.
For a brief summary of educational targets for creative technology, we may somewhat tentatively present a list as below:
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

Although this summary gives no information wrt. the
educational approach, many of the topics
would alos be included in a curriculum industrial design.
As a matter of fact, the curriculum industrial design
already has experience with an educational approach
that me be characterized as project-based and just-in-time
(theoretical) learning [1].
new media -- targets and learning goals
No doubt, the level of technical expertise, that is computing skills,
required of students creative technology, and in particular
students of the new media track, will be more demanding
than for industrial design students.
In summary, educational targets for new media may be listed
as below:
- 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

Actual learning goals, or topics of study in the
new media track encompass:
target(s)

Apart from virtual reality, which also has a place
in industrial design, these topics are of subsidiary
relevance for industrial design students, but may become
more important when the context of deployment
of design artefacts is taken into account.
smart technology -- additional requirements
An essential part/track of creative technology
is constitued by what may be called ubiquitous computing,
or smart technology.
The educational targets related to this track may be summarized as:
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

Nevertheless, as the focus of creative technology
may be characterized as the creation of
computer augmented (entertainment) artefacts [2],
smart technology should also clearly be positioned in
a design context.
the design curriculum -- focus on human factors
Looking at educational targets for design,
admittedly from a creative technology and new media
perspective, we may arrive at:
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

Elements in the curriculum design would typically encompass:
target(s)
- sketch, drawing
- vr & cad modeling
- physical prototypes
- concept development

We may observe that in addition to elementary skills
of drawing and modeling, an important contribution may come from
the attention to human factors that is essential
in the design of artefacts related to human experience.
conclusions -- creating computer-augmented artefact(s)
Looking at
the curriculim as a whole,
we may safely conclude that
design should be an intrinsic element of creative technology,
and, taking into account the observations made above, that
additional benefits may come from
- experience with a project-based educational approach
- clear attention to human factors in a design context
- practical experience with teaching drawing and modelling skills
- training in visual presentation skills
reference(s)
- Create the Future --
An environment for excellence in teaching future-oriented Industrial
Design Engineering,
available in online version
- Facets of Fun -- On the Design of Computer Augmented Entertainment Artefacts,
available in online version
PDF
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)
masterclass
workshop(s)
CA1
CA2
CA3
CA4
CA5
project(s)
NM1
NM2
NM3
NM4
NM5
resource(s)
_
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(C) Æiens
09/09/09
creativetechnology.eu