Beyond Productivity : Information Technology, Innovation, and Creativity

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Beyond Productivity : Information Technology, Innovation, and Creativity

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 268 p.
  • 言語 ENG
  • 商品コード 9780309088688
  • DDC分類 004

Full Description

Computer science has drawn from and contributed to many disciplines and practices since it emerged as a field in the middle of the 20th century. Those interactions, in turn, have contributed to the evolution of information technology ? new forms of computing and communications, and new applications ? that continue to develop from the creative interactions between computer science and other fields.

Beyond Productivity argues that, at the beginning of the 21st century, information technology (IT) is forming a powerful alliance with creative practices in the arts and design to establish the exciting new, domain of information technology and creative practices?ITCP. There are major benefits to be gained from encouraging, supporting, and strategically investing in this domain.

Table of Contents

SUMMARY AND RECOMMENDATIONS                        1  (14)
1 INFORMATION TECHNOLOGY, PRODUCTIVITY, AND 15 (15)
CREATIVITY
Inventive and Creative Practices, 16 (2)
Domains and Benefits of Creativity, 18 (2)
The Creative Industries, 20 (2)
Interactions Among Domains of Creative 22 (2)
Activity,
The Roles of Information Technology, 24 (3)
The Race for Creativity in a Networked World, 27 (1)
Roadmap for This Report, 28 (2)
2 CREATIVE PRACTICES 30 (31)
What Makes People Creative, 30 (4)
How Creative People Work, 34 (17)
Individuals with Diverse Expertise and 36 (4)
Skills,
Successful Collaborations, 40 (11)
Architecture, 44 (1)
Movie Production, 45 (3)
Computer Games, 48 (3)
Cultural Challenges in Cross-disciplinary 51 (6)
Collaborations,
Overcoming Preconceived Notions About 52 (3)
Computer Scientists and Artists and
Designers,
Minimizing Communications Clashes, 55 (2)
Resources That Support Creative Practices, 57 (4)
Skills Training, 57 (1)
Work Spaces, 58 (3)
3 ADVANCING CREATIVE PRACTICES THROUGH 61 (35)
INFORMATION TECHNOLOGY
Strange Bedfellows?, 61 (4)
Tools Needed to Support Creative Work: 65 (3)
Hardware and Software,
Hardware and Software Tools: A Mixed Blessing, 68 (6)
Support for Flexibility, Experimentation, and 74 (1)
Play,
The Internet and the Web, 75 (6)
Economic Realities, 81 (3)
Standards, 84 (2)
Selected Areas for the Development of 86 (10)
Hardware and Software That Would Promote
Creative Work,
Distributed Control, 87 (1)
Sensors and Actuators, 88 (1)
Video and Audio, 89 (3)
Generative Processes, 92 (1)
Reliable, Low-latency Communication over 93 (1)
the Internet,
Tool Design and Human-Computer Interaction, 94 (1)
Programming Languages, 95 (1)
4 THE INFLUENCE OF ART AND DESIGN ON COMPUTER 96 (22)
SCIENCE RESEARCH AND DEVELOPMENT
Beyond Tools, 96 (8)
The Information Arts, 96 (3)
Modeling Disciplines: From 99 (3)
Multidisciplinary to Transdisciplinary,
Implications for Computer Science, 102(2)
Promising Areas, 104(11)
Mixed Reality, 105(2)
Computer Games, 107(1)
Narrative Intelligence, 108(3)
Non-utilitarian Evaluation, 111(1)
Experimental Consumer Product Design, 112(1)
Mobile and Ubiquitous Computing, 113(2)
Conclusion, 115(3)
5 VENUES FOR INFORMATION TECHNOLOGY AND 118(33)
CREATIVE PRACTICES
Studio-Laboratories, 119(6)
Historical Perspective, 119(1)
Three Classes of Modern Studio-Laboratories, 120(5)
Multifaceted New-Media Art and Design 125(5)
Organizations,
Standalone Centers, 125(3)
Hybrid Networks, 128(2)
Other Venues for Practitioners, 130(6)
Virtual-Space-based strategies, 130(3)
Professional Conferences, 133(3)
Public Display Venues, 136(7)
Corporate Experiences with Information 143(8)
Technology and Creative Practices,
6 SCHOOLS, COLLEGES, AND UNIVERSITIES 151(25)
Organizational Models for Supporting Work, 152(6)
Specialized Centers, 152(3)
Workshops, 155(2)
Service Units, 157(1)
Fostering ITCP Work Within Mainstream 158(12)
Departments and Disciplines,
Computer Science, 158(7)
Examples of ITCP Work, 159(3)
Challenges in Computer Science 162(3)
Departments,
Art Practice and Design, 165(2)
Schools of Art and Design, 167(3)
Cross-cutting Issues, 170(6)
Hiring Faculty, 170(1)
Encouraging Multiskilled Individuals and 171(2)
Collaborations,
Designing Curricula, 173(3)
7 INSTITUTIONAL ISSUES AND PUBLIC POLICY 176(21)
Digital Copyright, 177(4)
Digital Archiving and Preservation, 181(3)
Validation and Recognition Structures, 184(7)
Publication, 188(1)
Curatorial Web Sites, 189(1)
Awards and Prizes, 190(1)
The Geography of Information Technology and 191(6)
Creative Practices,
Information Technology Hot Spots, 192(2)
Geographically Distributed Creativity, 194(1)
Technology-supported Networks of Creativity, 195(2)
8 SUPPORTING WORK IN INFORMATION TECHNOLOGY AND 197(40)
CREATIVE PRACTICES
Funding in the United States, 199(26)
Sources of Funds, 200(13)
Federal Funding for the Arts-The National 202(2)
Endowments,
Indirect Public Funding for the Arts, 204(1)
Funding by Private Philanthropy, 205(5)
Prizes, 210(1)
Federal Funding for Information 211(2)
Technology Research,
Funding for Infrastructure, 213(3)
Risk Preferences and the Challenge of 216(4)
Supporting Emerging Areas,
Reexamining Funding Policies and Practices, 220(5)
Funding in the International Context, 225(12)
Public Support for the Arts, 225(5)
Public Support for Information Technology 230(4)
Research,
Private Philanthropy, 234
APPENDIXES
A Biographies of Committee Members and Staff 237(10)
B Briefers at Committee Meetings 247(4)
The Computer Science and Telecommunications 251
Board