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9780309088688

Beyond Productivity : Information, Technology, Innovation, and Creativity

by ; ;
  • ISBN13:

    9780309088688

  • ISBN10:

    0309088682

  • Format: Paperback
  • Copyright: 2003-06-01
  • Publisher: Natl Academy Pr
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Summary

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 Productivityargues 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 CREATIVITY 15(15)
Inventive and Creative Practices,
16(2)
Domains and Benefits of Creativity,
18(2)
The Creative Industries,
20(2)
Interactions Among Domains of Creative Activity,
22(2)
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 Skills,
36(4)
Successful Collaborations,
40(11)
Architecture,
44(1)
Movie Production,
45(3)
Computer Games,
48(3)
Cultural Challenges in Cross-disciplinary Collaborations,
51(6)
Overcoming Preconceived Notions About Computer Scientists and Artists and Designers,
52(3)
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 INFORMATION TECHNOLOGY 61(35)
Strange Bedfellows?,
61(4)
Tools Needed to Support Creative Work: Hardware and Software,
65(3)
Hardware and Software Tools: A Mixed Blessing,
68(6)
Support for Flexibility, Experimentation, and Play,
74(1)
The Internet and the Web,
75(6)
Economic Realities,
81(3)
Standards,
84(2)
Selected Areas for the Development of Hardware and Software That Would Promote Creative Work,
86(10)
Distributed Control,
87(1)
Sensors and Actuators,
88(1)
Video and Audio,
89(3)
Generative Processes,
92(1)
Reliable, Low-latency Communication over the Internet,
93(1)
Tool Design and Human-Computer Interaction,
94(1)
Programming Languages,
95(1)
4 THE INFLUENCE OF ART AND DESIGN ON COMPUTER SCIENCE RESEARCH AND DEVELOPMENT 96(22)
Beyond Tools,
96(8)
The Information Arts,
96(3)
Modeling Disciplines: From Multidisciplinary to Transdisciplinary,
99(3)
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 CREATIVE PRACTICES 118(33)
Studio-Laboratories,
119(6)
Historical Perspective,
119(1)
Three Classes of Modern Studio-Laboratories,
120(5)
Multifaceted New-Media Art and Design Organizations,
125(5)
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 Technology and Creative Practices,
143(8)
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 Departments and Disciplines,
158(12)
Computer Science,
158(7)
Examples of ITCP Work,
159(3)
Challenges in Computer Science Departments,
162(3)
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 Collaborations,
171(2)
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 Creative Practices,
191(6)
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 CREATIVE PRACTICES 197(40)
Funding in the United States,
199(26)
Sources of Funds,
200(13)
Federal Funding for the Arts-The National Endowments,
202(2)
Indirect Public Funding for the Arts,
204(1)
Funding by Private Philanthropy,
205(5)
Prizes,
210(1)
Federal Funding for Information Technology Research,
211(2)
Funding for Infrastructure,
213(3)
Risk Preferences and the Challenge of Supporting Emerging Areas,
216(4)
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 Research,
230(4)
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 Board
251

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