COIED2_Second Life_Nelson Zagalo


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Creativity in Virtual Worls

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COIED2_Second Life_Nelson Zagalo

  1. 1. Creativity, Technology and SecondLifeNelson Zagalo, University of Minho, Portugal 10 Oct 2012Universidade do Minho
  2. 2. Technology is “anything useful invented bya mind”.Art is the material result of anything aestheticimagined by a mind.Notes. For the sake of the construction of the arguments, will be using simplified definitionsof technology and art.. We defend a perspective of the world based in evolutionary psychology (LedaCosmides) in which people have evolved through biological and social selection,and in which people are accepted as not being a blank slate, being borndifferently and with specific intelligence orientations (Howard Gardner).
  3. 3. Why do we need to put Technology and Art together?
  4. 4. Creativity is the word of the XXI century, the word thatdefines major education, economic and social goals.Creativity is commonly accepted as theinvention of any new thing.
  5. 5. How then do we create the New?
  6. 6. Technology Art
  7. 7. TechnologyLearn old work Ruled Focused
  8. 8. ArtEmptying Old Unruled Unfocused
  9. 9. Creating the new Learn Old work Emptying Old Ruled Unruled Focused Unfocused First phase Second Phase
  10. 10. common reality sense First phase Learn Old work difficult hard Ruled (Technology) FocusedSecond Phase easy Emptying (art) harder Unruled Unfocused
  11. 11. Why is the first phase hard to achieve? Learn Old work Ruled FocusedRequirementsLearn interacting with others (Watch, listen, interiorize)&Learn until master (Do the same thing over and over)OutcomeMastery can come after 10,000 hours (~6 to 10 years) (Anders Ericsson)The ProblemIt is not related to the time needed to mastering. It is a question of havingthe motivation to keep doing and learning till mastery.
  12. 12. Why is the second phase even harder? Emptying Unruled UnfocusedRequirementsMastery (passed through entire first phase)&Go beyond the already KnowOutcomeTeach yourself to learn.The ProblemFormatted mind to do the same over and over. After mastery, learningcan never stop, thus we need motivation to keep learning.
  13. 13. What is the biggest challenge then?We don’t have a problem with motivation to keep learning. We suffer of“avidity for pattern” (Edward Purcell) for information forming, arrangementsthat stimulate in us inferences, relaxing us.We’re never satisfied until we find patterns.This is why we love storytelling.
  14. 14. Understanding and DoingOur “avidity for patterning” is a question of making sense of the world. Butit’s not only done in terms of understanding it.Whenever we face a problem our mind builds on top of the problem, wework with what is given to us. We build from it new meaning.We are biologically rewarded when we find the solution for a problem onour own.
  15. 15. DRIVE - Intrinsic motivationOur biggest challenge is then finding what Drives Us. This is the key forcreativity. Find what in the world keeps us hunger for doing more.
  16. 16. Intrinsic motivation, Socialization and DoingWe are mammals, and so intensely gregarious creatures. We crave to beacknowledged by our peers. This means that the intrinsic motivation, issomething coming from inside, but that needs social reinforcement toflourish.This means the most important is what we do, not what we think.We need to find what we do best, not what we think we do best.
  17. 17. How to help finding Drives?1. Creating technologies that facilitate creation by non-specialists.2. Creating technologies that allow collaboration, sharing,participation and all other forms of socialization.3. Creating technologies that primarily compensate effort throughcommunity acknowledgement and not financial retribution.4. Creating technologies that permits and stimulates the DIY.5. Creating technologies that foster self-discovery.These are the ones we call Creative Technologies.
  18. 18. Creative technologies Sumo Paint Second Life Wordpress Scratch SketchUp AudioTool
  19. 19. Second Life - easy editors for non-specialists
  20. 20. Second Life - communication tools to socialize
  21. 21. Second Life – creating to be acknowledged by peersFirst map: others:
  22. 22. Second Life – permit the DIYBy Applonia Criss
  23. 23. Second Life - self-discovery, learn about own drivesVirtual SculptureVirtual PhotographyVideogamesVirtual Film (Machinima)Digital ArtsVirtual FashionVirtual ArchitectureProgramming (Behaviours, etc)Business (Selling Virtual Goods)
  24. 24. To end…On this subject, I’m finishing the editing of a special number of thejournal Communication and Society dedicated to CreativeTechnologies. It will be available free during this second semester.I’m supervising theses on the subject and we’re at Univeristy ofMinho preparing a new doctoral program specifically on thismatter of Creative Technologies.
  25. 25. Creativity, Technology and Second LifeNelson Zagalo, nzagalo@ics.uminho.ptB. http://virtual-illusion.blogspot.ptH. http://nelsonzagalo.googlepages.comF. Universidade do Minho