the creative technology students of the first year will show at GOGBOT 2010, from 9-12 september in Enschede, that resistance is not futile, using a virtual canvas that reflects (real) user actions in (virtual) space. See their description at the GOGBOT site and create @ appspot for more detail(s).
With 40 new creative technology students, a panel of experts, consisting of prof. dr. Anton Nijholt, dr. Bert-Jan van Beijnum and dr Andreas Wombacher from EWI, dr Johnny Soraker from the Department of Philosophy, and Chris Haarmeijer from Tetem, a new art space in Enschede, gave their vision(s) on what could potentially be interesting for creative technology in their respective fields of expertise. When discussing the various areas of research in the Human Media Interaction group, such as sensors, smart environments, intelligent agents, multi-modal interfaces, Anton Nijholt expressed his vision that game designers (will be) the architects of the (near) future. This statement could only be confirmed by Bert-Jan van Beijnum, for whom creative technology students developed an interactive visualization of the variousscenarios in U-Care, a clinical decision support system, using Unity game technology. These visions not only align well with my previous statementcreative technology — it’s all in the game, but also with the theme of PICNIC 2010 which emphasizes the role of designers in changing society,
using the phrase designer(s) don’t just dream, they do!
Chris Haarmeijer emphasized the potential role of art, new media and (indeed) games in the well-being of human beings, welcoming experiments with the new technologies as explored by, among others, Andreas Wombacher. Later in the afternoon, one of the students proposed to develop a game for stimulating altruistic behavior, which according to Johnny Soraker is one of the factors that promotes human well-being. Halfway through we create identity, I look forward to the student contribution(s) for their theme(s) & concern(s).
indeed, my wife bought an iPad, and (also) I love it. But seeing all those iPad lovers around me at PICNIC 2010, I cannot help but think of the fact thatdesigners don’t just dream, they do, and rather stay unplugged, but sinceeverything is intertwinkled, I will (somehow) collect my link(s)!
Posted on Sep 24.10 by AE to New Media
As in last year, there was an election of the worst pages, as part of the web technology course, with (again) spectacular results.
The winners are:
(1) Christopher Berg – worst page (best viewed in firefox)
(2) Duuk Baten – worst page
(3) Nick Byerly – worst page
with Chris B. as the clear winner.
For the full list of pages, see the NM1 common(s).
Warning: close any open files before accessing the page(s), some may even crash your computer!
In the we create identity course, the students produced interactive video(s), loosely based on suggested themes, using the ximpel platform.
The resulting productions are listed below:
Nature — website / trailer / interactive video
Banana’s — website / trailer / interactive video
Reality interacts Gaming — website / trailer / interactive video
((Ir)Responsible) Use of Media — website / trailer / interactive video
2Busy2Live — website / trailer / interactive video
Aliens invasion — website / trailer / interactive video
climate — website / trailer / interactive video
Communication/Climate (BusjeKomtZo) — website / interactive video
Urban Mayhem — website / trailer / interactive video
Explore the common(s) for more insight in the making of.
The productions were shown in an exhibit in Smart XP, of which you may get an impression from Herjan’s photo gallery.
In the ambient screen(s) project, the second year creative technology students reflected on what screens mean in their lives, for example how much time they spent looking at it per day (nine hours on average), how much screens they collectively possessed and what main activity screens served for (among which, not surprisingly, entertainment had the highest rank). Further they explored the technologies that may be used to manipulate screens, in information exchange and (naturally) games, including the android SDK and the (at that time new)kinect, which resulted in (among) others a gesture-driven tetris game, and a multi-user game usign QR codes, to connect to a shared virtual environment made with unity, for which the server was programmed in node.js. Together with the interactive videos of the first year students, the results will be shown at the forthcoming twentebiennale, 12-22 may 2011.
Further reflection(s) on the function of screen in our society learned that screens are the most dominant persuasive technology, and the question(s) arose: what can we do with screens to change behavior(s), and (taking a shortcut) create a better world? The new media track students took up this challenge and are now
exploring game mechanics for persuasive applications in the Qarma project, looking at e.g. how to model individual’s contributions to groups, even to the extent that they started an experiment in giving out punishment(s) and reward(s) to themselves, in order to improve (their own!) behavior, inspired by what is known as hedonic calculus, loosely related to utility theory. What a wonderful world it would be, if in this way we could stop all students’procrastination(s), so that there would be no need to emphasize, over and over again, the rule(s) of the game(s)!
With this quote of Andy Warhol, we started our moodboard election(s).
After voting, the ranking (of the top three) was:
(1) Vesso Vitanov — Elevator to heaven – E for elevator call and room exit
(2) Sven Dekker — Link – control with mouse and arrowkeys (and wasd)
(3) Wouter Deenik — but I don’t know if I have time to finish it
Well-deserved winners, but not discrediting the other submissions, covering as it were all possible colors and techniques, including 2D slanted text scrolls, side scrollers, terrain maps, cubic buildings, billboards, etc. Have a look for yourself, after installing the unity web player.
Now, for the students that did not yet submit, according to the rule(s) of the game, that is something you cannot get away with, as it leads to the wrong end of the hallo of (f/sh)ame!
mission statement(s): this section will be devoted to explorative research in concepts and technologies for or related to augmented reality, including unity (our 3D canvas for gogbot, developed by Jan Kolkmeier), mobile AR (layar and junaio), as presented by Sander Veenhof, and ximpel interactive video, now being extended by Winoe Bhikharie for the investigation of ethical frameworks
… students are invited to join our explorations, in the context of creative exploration(s)and/or serious games, individual multimedia & game development projects, or a creative technology bachelor project, and of course students for the creative ethic(s) course are also welcome to contribute, since these explorations started from the ethical imperative expressed by the guest lecture entitled:
AR technologies — gamification(s): augment (y)our reality! with Sander Veenhof;
for developer(s) — game engine(s) / QR
… having at this stage no experience with (mobile) AR myself (Æ), students are invited to explore the possibilities of mobile AR in their own pace, and contribute to our shared knowledge of this field and its application to entertainment and serious games, with, of course, the upcoming festival(s) as a target in the back of (y)our mind(s) …
inspiration(s) — try these out:
concept(s) & application(s) — communication(s)
… so, what do we want to accomplish? … in a way, I am interested to see where the creative exploration(s) using AR technology will lead us! At the time, the metaphor we used for gogbat was together we walk, meaning whatever you do, there will be a digital trail. Somehow, similar themes seem to apply to (mobile) AR, at least to my mind. Anyway, whatever we do, it seems worthwhile to augment (y)our reality!
experiment(s) — ar.eliens.net / code(s) / talk(s) / ethic(s)
the experiment(s) indicate that (simple) mobile AR is feasible, technically not too demanding, and that it might provide a powerful technology for a wide range of applications… and, I almost forgot, my interest in AR and mixed reality goes a long way back, when developing ViP (virtualpoetry.tv) for mixed reality theatre (2006)…, but AR technology has gone a long way as testified by AR meets 3D print …!
looking at blog(s), be on your gard(s), but consider:
… issues related to the (future) professional
ethics of creative technology graduates,
new and emergent technology to improve
the quality of life, psychological research
on well-being, behavioral change, and (in addition)
potential role(s) of games as ethical frameworks
allowing to explore moral options
and their consequences …