CA4: ambient screen(s)

6700640 / creative application, semester 3, 6 ects

Æliens


schedule(s) -- common(s) / register / submit review(s)! / / request for grading


participant(s) / lab(s) / assignment(s) / CA4

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

contents

The course is meant as an integrative project, with a special focus on the ubuquitous availability of screens outside the workplace and personal home computer. Projects in this course concern finding creative solutions for interaction with this multitude of screen displays.

Online reference(s):

Remark: If possible the project(s) will be executed in the Utwente VR facility, the T-Xchange-Cell: www.txchange.nl with the goal of developing scenario-based serious games.

perequisite(s)

Completion of all first year courses

goal(s) & attainment target(s)

The integrative nature of the CA5 project will contribute to find useful and interesting ways to combine smart technology and new media in novel applications.

The course aims at providing

Students are expected to be well-motivated, and will be stimulated in problem-finding and the exploration of creative solutions.

place in curriculum:

integrative course in second year.

application area & motivating example(s)

Off-computer screen displays include big urban screens on public squares, as well as medium size screens in shopping malls and lifts, as well as small screens that come with (mobile) gadgets or built-in consoles in buses or airplanes. To allow for intelligent interaction these screens may moreover be equiped with sensors and bluetooth. Interesting solutions are being developed, see online reference(s), that connect these screens with for example mobile gadgets, to support new patterns of shopping, tourism and game playing.

teaching method(s)

The course will offer a selection of topics and projects, from which students may choose on the basis of their interest and specialization. Students will be encouraged to work in small, 4-5 person groups, of an interdisciplinary character, And will be closely supervised in all stages of the product-development life-cycle.

Feedback will be given in workshop sessions, and by assessing the products as made available online. Peer reviews will not only be used for feedback, but will also form part of the procedure of assessment and grading. Grading takes place by assessing the work in a presentation session, where students present and discuss their work and contributions to the group project..

special facilities

Contacts with potential industrial or societal partners must be established, to acquire interesting projects with a sufficient degree of relevance and technical interest.

topic(s)


CA4 target(s)


ambient srceen(s) -- installation(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)

assignment(s)


reference(s)


  1. Convivial Urban Spaces: Creating Effective Public Spaces, by Henry Shaftoe -- (amazon)
  2. 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
  3. A. Eliëns, topical media & game development -- media.eliens.net

resource(s) / CA4


CA4

advice for the student(s)

Screens everywhere. So what, you may think. But, for example, when you see a running text on someones T-shirt, or, why not, moving images on the chair you are about to use, it might become more interesting. Think of what feeds these image, not only in a technical way, but what model of communication underlies the selection and programming of these (moving) images. Is it a broadcast, like on our television screen, a narrow-cast as in your icecream parlor or the elevator, or is it a point-cast, as in the screen you watch on the back of the chair in front of you? Furthermore aesthetic and technical issues abound, given the fact that all these screens differ in resolution, display technology, and luminance.

And, think of how to make these screens reactive to changes in context, changes such as the time of day, with different lighting conditions, but possibly also changes in the number and kind of spectators, that may be detected using sensors or image processing techniques. Indeed, spectators should be aware that they not only look at the screens, but the screens may observe the spectator(s) as well.

CA4/10: (4/5/11) -- participant(s) / grade(s)

PDF

With a small class, 6 students, we started to reflect on the meaning of screens in our life. Subsequently, we started exploring technology, and thinking of applications that would suit the theme.

All in all the process went well, although the student needed continuous encouragement, read push, to keep working with focus. The presentations for external parties, that is Chris Haarmeyer, and later Dennis Reidsma were well received. Later, focus seemed to be a bit lost, in the sense that in the eyes of Gerrit van de Hoeven, the reflection and comparison with set goals was inadequate.

I was generally satisfied with the final results, that is the installations presented in smart xp, although I found that the results did not meet my intial expectations as a spatial installation, since apart from a lack of (truly) compelling context, there was also not sufficient (visual) drama and aesthetic impact. All abit too quick and nerdy, so to speak. But then again, it is a process, and as such not only one with sufficiently satisfyinh results, but also providing a good start for conrinuing work in the new media track on persuasive technology and serious games.

So far, no students submitted feedback on the course. A pity, since it is still worthwhile to know how such a course is received.

As a final remark, overall the representation of the work, for this course but also for other courses, in the individual students portfolio is/was inadequate, and this should be improved! Regrettably, this seems not to be important in the eye of most of the creative technology staff. Nevertheless, the credo was and is: the creative industry is a portfolio industry!