course structure


  1. introduction of tool(s) and platform(s)
  2. topics in creative technology (1)
  3. teamwork -- identity as a group
  4. topics in creative technology (2)
  5. identity -- individual portfolio(s)
  6. topics in creative technology (3)
  7. presentation(s) -- individual & group work
  8. evaluation -- reflection(s) on we create identity

excursion(s)


session(s)


  1. introduction topic(s) & challenge(s)
  2. exploration of platform & production requirements
  3. planning -- concept & application development
  4. establishment of business plan
  5. contract negotiation & realization
  6. basic media and communication theory
  7. business and societal context of the creative application(s)
  8. delivery and presentation of final application(s)

session(s)


  1. introduction topic(s) & challenge(s)
  2. brain storm(s) -- concept development
  3. planning -- concept & application development
  4. development scenario(s) and storyboard(s)
  5. workflow(s) -- asset development
  6. basic media and communication theory
  7. societal context of creative application(s)
  8. delivery and presentation of final application(s)

session(s)


  1. introduction topic(s) & challenge(s)
  2. brain storm(s) -- concept development
  3. planning -- concept & application development
  4. technical issues -- sensor deplyment and data management
  5. workflow(s) -- configuration(s) and application context
  6. theory -- communication & logistics
  7. societal context of creative application(s)
  8. delivery and presentation of final application(s)

session(s)


  1. introduction
  2. background(s): basic exercises
  3. exploration(s): architecture & art
  4. presentation(s) of concept(s)
  5. miscellanous topic(s) in art & technology
  6. theoretical reflection(s): art & culture
  7. presentation of final assignment(s)

session(s)


session(s)


  1. introduction -- game design & development
  2. brain storm(s) -- what is the name of the game?
  3. case study I -- applying game design patterns
  4. concept presentation(s) -- ideas & plan(s)
  5. game engine(s) -- comparative evaluation(s)
  6. case study II -- applying game design patterns
  7. urban game(s) -- interactive (smart) space(s)
  8. presentation of final assignment(s)

session(s)


  1. introduction of (rich) media platform(s)
  2. basic assignment(s) -- animation (1)
  3. essentials of animation and visualisation
  4. basic assignment(s) -- visualization (2)
  5. principles of interactive information presentation
  6. basic assignment(s) -- interaction (3)
  7. elements of data-driven information systems
  8. presentation of final assignment(s)

structure -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

_ .. / / common(s) / idea(s) / change(s) / theme(s) ? [:] _

education(s) / question(s) / moral(s)







reference(s)

norm(s) / utopia / rule(s) / ethic(s) / answer(s) / failure(s)

* play / social(s) / machine(s) / method(s) / cycle(s) # ! @ Æ

course structure


  1. introduction of language(s), tool(s) & technology
  2. scripting -- basic assignment(s)
  3. web standard(s) -- client-side
  4. styling -- basic assignment(s)
  5. web standard(s) -- server-side
  6. interaction -- basic assignemnt(s)
  7. advanced topic(s) -- ajax, dhtml, plugin(s), addon(s)
  8. presentation of final assignment(s)

session(s)


  1. introduction of (rich) media platform(s)
  2. basic assignment(s) -- animation (1)
  3. essentials of animation and visualisation
  4. basic assignment(s) -- visualization (2)
  5. principles of interactive information presentation
  6. basic assignment(s) -- interaction (3)
  7. elements of data-driven information systems
  8. presentation of final assignment(s)

session(s)


  1. introduction of mashup technologies
  2. basic assignment(s) -- map(s), flow(s) & diagram(s)
  3. server technologies -- the (W)AMP stack
  4. technical issues -- services & protocols
  5. student presentation of concept final assignment(s)
  6. services -- flickr, amazon, google, etc.
  7. interaction -- model(s) of immersion
  8. presentation of final assignment(s)

session(s)


  1. introduction of VR applications
  2. basic assignment(s) -- product demo(s)
  3. VR technologies -- input(s) & display(s)
  4. experience design -- user interface issues
  5. student presentation of concept final assignment(s)
  6. VR cases studies -- visit to (TXChange)
  7. mixed/augmented reality in game(s)
  8. presentation of final assignment(s)

session(s)


  1. introduction -- game design & development
  2. brain storm(s) -- what is the name of the game?
  3. case study I -- applying game design patterns
  4. concept presentation(s) -- ideas & plan(s)
  5. game engine(s) -- comparative evaluation(s)
  6. case study II -- applying game design patterns
  7. urban game(s) -- interactive (smart) space(s)
  8. presentation of final assignment(s)

session(s)


  1. introduction -- game design & development
  2. brain storm(s) -- what is the name of the game?
  3. case study I -- applying game design patterns
  4. concept presentation(s) -- ideas & plan(s)
  5. game engine(s) -- comparative evaluation(s)
  6. case study II -- applying game design patterns
  7. urban game(s) -- interactive (smart) space(s)
  8. presentation of final assignment(s)