Friday, December 10, 2010

The Expansion of Creative Engagement

We are living in a generation of new and exciting technologies from ubiquitous computing, Web 2.0, Kinect. Move , Surface and so on.

This is enabling more creative uses of computing than ever before. Many of these are advancing our knowledge as a society. For example, various mixed-reality (Tangible User Interfaces) and sensor-rich physical environments(Small Touch phones to Big Kiosks) have been developed to enable people to engage with both the physical and digital world in new ways.

The most playful example of this is the Nintendo Wii, Sony Move and Microsoft Kinect. This is impacting on many aspects of learning, from science and medicine, to the way we teach our children through collaborative learning and experimental games.

We use computers for all kinds of creative engagement, and by all kinds of people. Whether for work or play, and whether they support research, hobbies, or home lives,  technologies will enable us to take the initiative, be constructive, be creative and, ultimately, be in control of our interactions with the world.


As we move toward 2020, we will have more flexibility in the tools we use and the content produced by them. And increasingly, we will use tools and content produced by all manner of people, from friends and family, to scientists and professionals.

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Ashwin Rao
Personal Journal - Entry 8

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