Creativity Session - PowerPoint PPT Presentation

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Creativity Session

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Title: Creativity Session


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EXTREME The Adjective
  1. Outermost or farthest from a center
  2. Final last
  3. Being in the highest degree
  4. Extending far beyond the norm
  5. Of the greatest severity

3
EXTREMETHE NOUN
  1. The greatest or utmost degree or point
  2. Either of the two things situated at opposite
    ends of a range
  3. An extreme condition
  4. A drastic or immoderate expedient

4
Ex words
  • Expend
  • Exaltation
  • Exanthema
  • Exceed
  • Excellent
  • Exception
  • Excess
  • Exegesis
  • Exemplary
  • Extrude
  • Excitement
  • Excitation
  • Exploration
  • Exuberance
  • Exhibition
  • Extrovert
  • Exhilaration
  • Excommunicated
  • Expose
  • Extricate

5
Its not about the technology
For some reason, Walt had a distrust of
engineers as men who designed primarily for
themselves without regard for the intended use of
the product and he refused to have anyone on the
staff with the title, Engineer. - The Illusion
of Life (by Frank Thomas Ollie Johnson)
6
Emotion drives usage of technology SETI (3
million users)
setiathome.ssl.berkeley.edu
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CMUs new Entertainment Technology Center
  • CMU fine arts technology (a rare combo)
  • 2 year Masters in Entertainment Technology

8
Vision (schematic)
Non- Technologists
Technologists
ETC
Equal partners neither side is in service of
the other...
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Vision (prose)
  • Leadership in education and research that
    combines technology and fine arts to create new
    processes, new tools, and new vision for
    storytelling, education, and entertainment.

10
Those who distinguish between education and
entertainment don't know much about either.
--
Marshall McLuhan
11
ETC Co-DirectorsDon Marinelli (Drama) on
Guitar Randy Pausch (CS) on Keyboards
12
Other Faculty
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The Impact of Interactivity
  • It is the entertainment hallmark of Americas
    young
  • Interactivity may be a bigger change than going
    from novels to film it is a paradigm shift of
    major proportions
  • Intellectual challenge of interactivity is
    sharing control between the creator/author and
    the audience/user/guest/player

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Hallmarks of Interactive Entertainment
  • Multi-sensorial stimulation
  • Immersive Environments
  • Inhabiting Virtual Worlds (shared or not)
  • Non-linearity
  • Unlimited Imagination
  • Multi-societal roles and habitations
  • Extremism (tempting fate)

18
What is Evolutionary Within the Revolutionary?
  • Generational Change.
  • Altered Perception of Time.
  • Altered Perception of the Planetary Space.
  • Multi-Sensorial State of Being
  • Acceptance of Diversity and Multi-Ethnicity.
  • Altered Parameters of the Mundane.
  • Pictures as Portals the Incongruity of the
    Static Image
  • Heightened Expectations Regarding the Future.
  • Immortality in a Hard Drive

19
Creativity is inside us all...
  • An American, Ilan Chabay, was asked by Japanese
    scientists, "How do you teach creativity?
  • He replied, "I think we are less efficient at
    stamping it out."

20
The World is getting Weird
And Yet Strangely Familiar
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Furby
Four times as much code as the Apollo lunar
lander!
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Furby meeting
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Marketing Gets Really Bizarre
Encyclopedia comes free when you buy 24 slices of
cheese!
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Acceptance of the Internet
  • It took 38 years before the telephone had reached
    the 10 million-customer mark
  • 25 years for cable television to chalk up 10
    million customers.
  • -22 years for the FAX machine
  • -9 years for the VCR
  • -7 years for the personal computer
  • -6 years for CD-ROMS and Wireless Data Services
    (cell phones)
  • The Internet reached 10 million customers in 6
    months
  • DVDs reached 10 million customers in 6 weeks

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Virtual Evil Empire!
  • George Lucas LucasArts Entertainment is in the
    final stages of developing a massive
    multi-player online computer game (MMOG) that
    will allow thousands of players to enter a
    simulated Star Wars universe over the Internet.
    Launch date is early 2003.

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Location-Based Entertainment (LBE)
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MYST, the largest selling interactive computer
game. An Example of Non-linear Storytelling.
32
SAVING PRIVATE RYAN The Experience of Being
There
33
The Matrix
34
SPIDERMAN RIDE at Universal Studios, Orlando
35
SONY PLAYSTATION 2 CONSOLE GAME
36
Synthetic Characters Become Integral to Film
37
Kyoko Date
38
Synthetic Interviews for Workplace Training
39
Interactive Animatronics
40
Mystical Elders or Immortality in a Hard Drive
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