print / present / list / cycle(s)
slogan(s) -- creative technology / PR
- een speelse manier van omgaan met technologie,
- in het exploreren van nieuwe diensten en producten
- een creatieve aanpak in de studie, waarbij ook analytisch inzicht en managementsaspecten aan de orde komen,
- en er ruimte is voor vindingrijkheid in het onderkennen van problemen en het bedenken van oplossingen
- in zowel de persoonlijke als publieke leefsfeer,
- toepasbaar in de echte en digitale wereld, in al hun verwevenheid
- voor living tomorrow en working tomorrow
- creativiteit is je kapitaal!
We Create Identity
Living and Working Tomorrow
Have Fun and Play!
- emotional response -- enrich experience
- intellectual challenge -- avoid boredom
shift of paradigm(s)
- target(s) -- digital, computational & conceptual skills
- topic(s) -- invisible computing & digital culture
- course(s) -- smart technology & new (digital) media
slogan(s) -- contact(s) / potential partner(s)
slogan(s) -- control(s) / layered mentorship
- supervision(s) -- from multiple perspectives
- (peer) reviews -- with mild competitive edge
- (public) exhibition(s) -- for external exposure
- (scientific) competition(s) -- by demo(s) & paper(s)
slogan(s) -- course(s) / principle(s)
- is the technology creative?
- do I use technology in a creative way?
- does the technology allow me to be creative?
slogan(s) -- creative technology /perspective(s)
- computational structure(s) -- sensor(s) & display(s)
- (material) object(s) -- senso-motorical function(s)
- concept design(s) -- artifact(s) & algorithm(s)
slogan(s) -- discipline(s) / multi/cross-disciplinary team(s)
- new media -- design & development
- smart technolgy -- engineering & deployment
- creative application(s) -- innovation
slogan(s) -- element(s) / educational mechanism(s)
- (art) inspiration(s) -- item(s) of beauty
- (periodic) de-construction(s) -- discover (un)truth(s)
- (technical) exploration(s) -- trial(s) without error(s)
- (creative) workshop(s) -- to boost the imagination(s)
- (special) event(s) -- to educate and surprise
... why do people do and believe weird things?
Because in the end, feeling alive is more important than truth.
We have evolved in living creatures to express ourselves,
to be creative, to tell stories.
We are instruments for feeling, faith, energy, emotion,
significance, belief, but not really truth.
Louis Theroux -- The call of the weird -- travels in american subcultures
slogan(s) -- application(s) / my first creative technology application(s)
- sensor -- to detect footsteps on the stairs
- media -- a little light announcing approaching person(s)
to enable reading ...
slogan(s) -- focus / to improve/embellish public space with innovative (media/smart) technology
- science/art-inspired visual effects
- out-of-screen deployment
- environment-sensitive application(s)
slogan(s) -- item(s)/hazard(s) / with subtext(s)
- requirements -- kill creativity
- user studies -- lead to conservatism
- clear goals -- limit exploration
- do you want to make a difference?
in every scientist there is an artist
- everything is intertwinkled -- make it twinkle!
You are expected to be, and will be trained to become:
As creative engineer(s)
our graduates will distinguish themselves by their level of technical expertise.
slogan(s) -- challenge(s) / interactive entertainment
- immersion -- being in
- rapture -- loss of aesthetic distance
- agency -- being in control
slogan(s) -- known(s) / ignorance 2.0
... in science only one thing is more wonderful than how much we know,
and that is how much we do not know.
I. Svitak -- Man and his world / quest(s) / cycle(s)
slogan(s) -- learn / to acquire/deepen skills & insight
- craft -- drill & repetition
- concept(s) -- application(s) & reflection
- target(s) -- challenge(s) & context
- a networked world -- you make it work [engineering, management] -- not network maintenance!
- everything is connected -- you make the connections [mediator, management]
- everything is intertwinkled (Ted Nelson) -- you make it twinkle [the creative track]
- taking (media) artists as a role model for creative engineers, following the recommendation of IIP/CREATE
- combining disciplinary courses with creative applications, to ensure a solid technical level
- looking for inspiration in the art(s), as the ultimate source of human value(s)
- software -- architecture vs ecology
- technology -- hybrid, interconnected, customizable function(s)/skin(s)
- application(s) -- in a participatory (playful) culture
- (serious) game(s) & entertainment -- programmed content / script(s)
- exploratory development -- to discover the potential(s) of technology
slogan(s) -- 12 point(s) / creative technology
- 1. knows the relevant electronic and computing technologies to be used, concerning both principles and functionality;
- 2. is skillful in implementing algorithms and combining principles from physics and mathematics at the level required by the application
- 3. can analyze complex requirement contexts by making abstract descriptions following mathematical principles.
- 4. can implement key prototypes to try out ideas based on the latest tools and technologies;
- 5. recognizes and understands technological trends at such a level that a critical evaluation of scenarios for future applications and developments can be made;
- 6. is able to identify societal problems and human needs that can be solved with state of the art technology in the digital realm;
- 7. can solve problems in a creative way, taking into account all complexities, requirements and interdependencies of the application areas and stakeholders;
- 8. possesses skills to design attractive solutions, where both aesthetics and function are combined;
- 9. understands user acceptance and success criteria in a multi-cultural and globalized world;
- 10. has communicative skills and psychological knowledge, indispensable for dealing robustly and successfully with stakeholders and people benefitting from the new systems and services;
- 11. can place the new applications in a business context, developing business plans, executing market research and translating innovations into profitable opportunities;
- 12. can assume a bridging role in a variety of multi-disciplinary teams, thereby translating and communicating requirements and knowledge from different fields of specialization.
slogan(s) -- profile(s) / in very scientist is a (hidden) artist
- more in-depth (research-related) technology development
- (proper) intellectual and academic context for innovation
- in every scientist is a (hidden) artist
- craftmanship -- the rethorics of the material
- exploratory development -- potential(s) of technology
- everything is intertwinkled -- you see/make it twinkle
- social processes -- to innovate technology
- application(s) -- in a participatory (playful) culture
- imagination -- mixing science & art
Theoretician, artist, do you intend to embellish the existing
conditions with the ornament of your abstractions
and to give theory or art an appearance of depth at variance
with the truth, or do you intend to make (y)our thinking an instrument
for the reshaping of these conditions?
I. Svitak -- Man and his world
As I leant against the wall the University indeed
seemed a sanctuary in which are preserved rare types which
would soon be obsolete if left to fight for existence
on the pavement of the Strand.
Virginia Woolf: A Room of One's Own (1928, p. 9)
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
slogan(s) -- scope(s) / learning goal(s)/approach
- (low-level) basics/technology -- to take away the magic
- (high-level) applications/tools -- to achieve challenging target(s)
In addition to taking role model of the media artist as a reference in educating our students,
exhibitions in digital art, that is art that uses digital technology in an essential way, can be
taken as example playgrounds, exploring the relation(s) between space, digital technologies and human
perception and emotion. Such experiments may indicate new ways to deploy technology and
provide a reference of how technology may influence human experience, and provide the intellectual and
cultural background against which student projects and experiments can be set.
/ open source / de Waag
/ in the wall!
- (visual & concept) design
- (technology & application) development
- (aesthetic & intellectual) sensibility
slogan(s) -- approach / with subtext(s)
- (cheap) philosophy -- leads to ignorance and self-satisfaction
- colloquial wisdom -- is an internet commodity
- common sense -- only results in confusion
slogan(s) -- target(s) / creative technology & industrial design
- concept(s) -- instrumentation, interaction, visualisation
- context(s) -- home, office & urban environment(s)
- approach(s) -- (computational) simulation(s) & exploration(s)
slogan(s) -- program(s) / creative technology
- technology -- new media, smart technology
- creative applications -- creativity (mental + artistic), psychology, research/design methods, communication
- business -- marketing, planning, project management
- first, it is ridiculed.
- second, it is violently opposed.
- third, it is accepted as being self-evident.