creative technology
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print / present / list / cycle(s)

ground-alive(s)

digital ground(s) -- alive(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

innovation(s) / collaboration(s)

... smart room(s): vismod.media.mit.edu/vismod/demos/smartroom

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-attention(s)

digital ground(s) -- attention(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

periphery is background that is outside focal attention, but which can quickly be given attention when necessary ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-automation(s)

digital ground(s) -- beyond business automation(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... if communication technologies affect imagination(s), let there be an awakening of mental environmentalism(s) ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-brother(s)

digital ground(s) -- brother(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

instead of 1 big brother, this is more like 10.000 little brothers ...

personal fly / camera(s) / program(s) / observation(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-building(s)

digital ground(s) -- building(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... smart building philosophy challenges the assumptions behind the reduction of physical space to a bland commodity.

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-camera(s)

digital ground(s) -- camera(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

cameras appear in more places all the time, and we are rightly afraid of them.

suicide drama(s) / ethic(s)

screen(s) / idiot(s) / shadow(s) / observe(s) / game(s) / cycle(s)


ground-cause(s)

digital ground(s) -- cause(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

four causes: causa materialis, cause efficiens, cause formalis & causa finalis
causa finalis clearly indicates the importance of design

observe(s) / game(s) / cycle(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-challenge(s)

digital ground(s) -- challenge(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... representing the human activities and merely recognizing the human actors that drive physical computing environments is perhaps the single most difficult computational challenge ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-change(s)

digital ground(s) -- change(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... part of the change from the fast and far reaching to the close and slow ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-configuration(s)

digital ground(s) -- configuration(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... spaces that reconfigure themselves according to the occupants and use can cause paranoia or delight dependent on how intelligently they are designed ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-content(s)

digital ground(s) -- content(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)


   embodiment in context
       technologic issues
           context aware computing
                    cultural frameworks
                       context-oriented design
  

digital ground(s) / observe(s) / war(s) / game(s) / cycle(s)


ground-contextual(s)

digital ground(s) -- contextual(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... contextual computing begins from the physical geometry.

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-design(s)

digital ground(s) -- design(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... utilitarian design is seldom given the chance to bring new ends into view or to influence the means of solution(s)

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-desktop(s)

digital ground(s) -- desktop(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... as the desktop remained the stage for information technology, location models almost seemed almost irrelevant.
many people seem(ed) willing to take the (metaphorical) representation for the (virtual) reality.

observe(s) / game(s) / cycle(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-difference(s)

digital ground(s) -- difference(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... the difference between ubiquitous and situated computing appears vital ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-dilemma(s)

digital ground(s) -- dilemma(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... what is preferable, being subject to monitoring or take active part in identifying oneself?

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-dynamic(s)

digital ground(s) -- dynamic(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... as the dynamics of complex natural systems increasingly informs the design of artificial systems, ecological principles have become relevant to human organizations, services and industries

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-experience(s)

digital ground(s) -- experience(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

technology has often extended life experience beyond the scope of bodily schema(s) ...
... it shifted organization from space to time...
three dimensional space(s) of experience seldom remain(s) coherent
... much about modern life frustrates our body imagination ... this produces distress ...

play / observe(s) / game(s) / cycle(s)


ground-explanation(s)

digital ground(s) -- explanation(s) / of why it is happening now(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... this is the age of creativity because of the primacy of design ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-extensible(s)

digital ground(s) -- extensible(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... extensibility must be casual ...
learning and configuring cannot place too much burden on the users
... casual access and random extensibility require much more elegant location models.

play / observe(s) / game(s) / cycle(s)


ground-future(s)

digital ground(s) -- future(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

futurama 1939: ... the true poets of the 20th century are the designers, the architects, and the engineers who glimpse some inner vision, create some beautiful fragment of the imagination, and then translate it into splendid actuality for the world to enjoy.

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-game(s)

digital ground(s) -- game(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... on some exceptions, the technology may come to the foreground and the theme may be welcomed as a social game -- image cafe

observe(s) / game(s) / cycle(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-idiot(s)

digital ground(s) -- idiot(s) / manifesto(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)


... we do not believe in idiot-proof technology, because we are not idiots, and neither are you.


camera(s) / program(s) / walk(s) / design manifesto / stupidity

/ play / narrative(s) / theme(s) / observe(s) / game(s) / cycle(s)


ground-information(s)

digital ground(s) -- information(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... to complement the spaces of information with the contexts for getting into place, it helps to think in terms of ground ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-invisible(s)

digital ground(s) -- invisible(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

the most profound technologies are those that disappear

Mark Weiser

pervasive(s) / screen(s) / observe(s) / game(s) / cycle(s)


ground-language(s)

digital ground(s) -- body language(s) matter(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

this demonstrates that even in us well-dressed mammals, visceral factors such as gestures, temperature and smell still influence the establishment of rank.
this also guarantees that although telecommunications have taken over information exchange, they may never replace face-to-face meetings for exchanging power and opportunity.

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-learning(s)

digital ground(s) -- learning(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... in learning one does not simply form a picture of a static world, but instead actively shapes the world to emergent understanding(s) ...

observe(s) / game(s) / cycle(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-location(s)

digital ground(s) -- location(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

location models are not just maps of physical positions, but are also representations of activity and organization

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-mediate(s)

digital ground(s) -- mediate(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... cultures and their symbolic systems mediate learning processes ...
studying interactivity reveals cultural aspects of embodiment(s).

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-network(s)

digital ground(s) -- network(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... networks become perceived not just as wires between computers, but as constellation(s) of services, many of which connect an organization to its physical vicinity.

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-paradigm(s)

digital ground(s) -- paradigm(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... thing-centered computing is coming to be for the 2000s what network-centered computing was to the 1990s, and personal computing was to the 1980s.

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-participation(s)

digital ground(s) -- participation(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... well-being requires a better state of human activity ...

the push-button industrial machinery of 1939 and the virtual reality of 1989 both left the human subject(s) just sitting.

vision(s) / observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-pattern(s)

digital ground(s) -- pattern(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... interaction designers now turn to the patterns of the living world as something other than a clean slate, and something to be understood, not overcome.

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-performance(s)

digital ground(s) -- change(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... appropriateness surpasses performance

project(s) / observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-pollution(s)

digital ground(s) -- information pollution(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)


    muzak
         safety labels
               robotic pets
                     home automation
                           relentless entertainment
  
the assumptions behind the cultural ambitions are made at the source and not at the destination.

play / observe(s) / game(s) / cycle(s)


ground-position(s)

digital ground(s) -- position(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... among the way to achieve more natural interaction design, there is none quite so obvious as using positions for input ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-practice(s)

digital ground(s) -- practice(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

design practices pay off most when they are incorporated across conception, development, use and habituation if a product, service or environment ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-principle(s)

digital ground(s) -- principle(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

as if in some perversion of the uncertainty principle, the more we know how to do things, the less we know what to do ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-program(s)

digital ground(s) -- program(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

who programs all this apparatus, and who among us can accept just how things have been programmed?
... do smart machines generally force humans into stupid activity?

manifesto(s)

play / idiot(s) / hack(s) / world(s) / game(s) / cycle(s)


ground-schema(s)

digital ground(s) -- bodily schema(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... if only more people could make the connection between bodily schemas, domestic patterns, city form and regional identity, the world would be in better shape!

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-sense(s)

digital ground(s) -- sense(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... how do you feel about things that think and spaces that sense?

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-shape(s)

digital ground(s) -- the shaping of space(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... as modernity remade the world, at almost every instance it preferred motion to rest, the open instead of the concealed, and control rather than complexity.
with the lessons of cyberspace and futurama in mind, we turn to pervasive computing ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-shoe(s)

digital ground(s) -- shoe(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... representing the value added by the manufacture and sale of shoes is easy, even in a nation where people have more than enough shoes already, but representing the value of pleasant urban spaces for walking in those shoes is more difficult ...

smart / / running / observe(s) / game(s) / cycle(s)


ground-simulation(s)

digital ground(s) -- simulation(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

the ability to simulate has been one of the primary advances of computing.

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-space(s)

digital ground(s) -- space(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... unlike cyberspace, which was conceived as a tabula rasa, pervasive computing has to be inscribed into the social and environmental complexity of the existing physical environment.

observe(s) / game(s) / cycle(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-system(s)

digital ground(s) -- system(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... the mimicry of biological systems depends on applied intelligence
the addition of distributed sensing, local memory, abstract pattern recognition and feedback control systems advances such imitation(s) ...

observe(s) / game(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-value(s)

digital ground(s) -- value(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... according to many industrial ecologists, the life cycle(s) of operated environments presents one of the best opportunities for value by design.

observe(s) / game(s) / cycle(s)

/ play / tribe(s) / network(s) / identity / flow(s) / chart(s) / cycle(s)


ground-world(s)

digital ground(s) -- world(s)

_ .. / idea(s) / change(s) / program(s) / _ / .

twinkle(s) / difference(s)

... even before reliability becomes an issue, the programmability of the physical world has been the prime objection to pervasive computing ...
we have neither the time to program so many systems ourselves, nor the willingness to accept how others might program them for us ...

play / stupid(s) / observe(s) / game(s) / cycle(s)



[] readme new(s) masterclass workshop(s) CA1 CA2 CA3 CA4 CA5 project(s) NM1 NM2 NM3 NM4 NM5 resource(s) _ / .

(C) Æliens 09/09/09
creativetechnology.eu