gamification(s) — urban run(s)

inspired by the figure running app, presented in a lecture by Jeroen van Maastright (at the gconfnl), who even used that to produce his own fonts, I did an experiment with my galaxy note, to set my signature using urban run(s):

Indeed, it took me several attempts, first forgetting to push the start button, then taking the wrong route twice, and not being satified with my first succesfull attempt(s), doing it once more. Now, you may calculate how many calories that took!

Apart from the exercise, which I need anyway, this is part of my exploration(s) in the context of mobile AR, with as a motto augment (y)our reality!

The next step, obviously, would be to have a GoPro HERO (black), to record the view as well, and enable what we might call a replay, and include urban run(s) in serious game(s) … Æ

reflection(s) — learn(ing) how to blog!

reflection(s) — learn(ing) how to blog!

Although I have been teaching new media for quite some time, I must admit that I have never blogged, with the argument that to study phenomena I need not necessarily participate in them, even when it concerns participatory culture.
However, it seems time to learn what I have been teaching others, digest my own lectures, and, adapting a phrase from,
give face to creative technology, by expressing my opinion(s) in words, for whatever their worth.

Posted on Apr 02.09 by AE to EducationNew Media

view(s) — creative industry

view(s) — creative industry

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. As a student of creative technology you may find work in the creative industry, as described in various scenario(s). For a critical analysis of the creative industry, however, have a look at some otherresource(s). Anyway, do not forget to check out the PICNIC 2009 site, which (re)presents the public face of the creative industry in the Netherlands, giving hints and information on current trends and developments.

Posted on Apr 02.09 by AE to EducationNew Media

event(s) — positions in flux

event(s) — positions in flux

In this time of technological innovation(s) and societal change(s), both artist(s) and scientist(s) need to reflect on their position(s) in institutions and their role in society. The NIMK, formely know as Montevideo, the Institute for time-based Arts, organizes a symposium positions in flux — on the changing role of the artist and institution in the networked society. As a student in creative technology, you will be encouraged to visit such event(s), since we strongly believe in both technical and creative inspiration(s) from the arts.

Posted on Apr 02.09 by AE to EducationNew Media

reflection(s) — .CREATE TV

reflection(s) — .CREATE TV

During the open days I showed a number of clips,
taken from corporate promotion(s), media art(s)
and street projects.

These clips touch upon what I consider the subject and spirit of creative technology. Since the presentation was necessarily fragmentary, a reference to the full clips, all ripped from YouTube is given in resource(s). For an alternative view, using ximpel, see XIMPEL .CREATE TV (in construction).
For alternative content, check out Marek’s braindump(s).
See also createsmartmediatv @ youtube.

Posted on Apr 04.09 by AE to EducationNew Media

reflection(s) — the creative technology war(s)

reflection(s) — the creative technology war(s)

There is an obscure dividing line between the creatives and the technologists. However, many do believe, with me, that innovation requires joining forces, or what some prefer to call co-creativity. Another observation is, that in a deep sense our culture is playful, but in need of people that can draw a magic circle, and create games or playful applications, that allow us to experiment with technology, reflect on technology and have new and/or old experiences. These people, the creative technology students, are now united in the CTSG network, ready to draw their magic circle(s) wherever they see fit!

Posted on Nov 08.09 by AE to New Media

project(s) — cycle(s) for life

project(s) — cycle(s) for life

while my new-born baby daughter takes her first sips of this delicious liquor, the mother breast, my son started his 802 km long journey on bicycle to the Copenhagen Climate Conference to show the world that you don’t need a car to travel, even in winter. See
However, apart from the climate message there is also the new media message: no project can do without a website, and a (social) network that promotes the project, however crazy it may be, well, considering the rain, I mean. It is part of the technology. Think about it, and spread the word(s).

Posted on Nov 24.09 by AE to New Media

creative technology — it’s all in the game

creative technology — it’s all in the game

Having done with the accreditation, which means we’re in, it is still worthwhile to look back, and see where we are going, to assess what our goals are, and find the direction(s) to move towards that horizon, which somehow always seem to be moving with us. To resolve the tension between the creative and technical talents and aspirations in all of us, we strive for flexibility and unity, and more than before rely on game technology, to develop animations fornanotechnology, and visualisations of support provided by telemedicine.
In a more general fashion, however, game development may be seen as an effective way to support scenario-driven design, and in my opinion the new media track, complementing smart technology, should provide the means with which students can effectively investigate (playful) applications of technology to emulate or support players’ superpowers, where superpowers explicitly include the enrichments that result from innovations in technology.
In a more playful setting, therefore, we will continue our explorations in CA3: have fun and play!, in which the theme will be interactive space(s), using ideas from interaction design, that we hope to extend to the coming Gogbot festival, which is entitled — the singularity is near — commenting on the exponential growth of technology, human body enhancement(s), transhumanism, etcetera, which at the face of it seem to be all suitable topics for the CTSG! However, let me remind you: to reach the moon, looking is not enough.

Posted on Mar 13.10 by AE to New Media

observation(s) — (the) process is (part of the) product

observation(s) — (the) process is (part of the) product

after reading the art of innovation and change by design books from IDEO, it became clear to me that we had to improve our process to improve ourpractice(s), that is start using the Smart XP not only as a theatre but also as a studio, and develop a culture of design thinking, in order to meet our promises of solving problems of the future(s), for which we have to use all ourimagination(s) and skill(s). However, as I also learned from the rework book, we must not only go step by step, but, in a way, also learn to scratch our own itch, and promote our work in suitable ways, including interactive spectacle(s)in the Smart XP, an installation of, say, 4x4x2.5, at Gogbot, in the centre of Enschede, 9-11 september 2010, but also by means of twitter(s), and (micro)social network(s), such as the one for the CTSG, which in a way (should) become part of the product we deliver, showing our creativity in  If you wonder what this is all about, check out the common(s) for create.

Posted on Apr 28.10 by AE to EducationNew Media