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Creativity, Technology and Second
Life
Nelson Zagalo, University of Minho, Portugal




                                               10 Oct 2012
Universidade do Minho
Technology is “anything useful invented by
a mind”.


Art is the material result of anything aesthetic
imagined by a mind.




Notes
. For the sake of the construction of the arguments, will be using simplified definitions
of technology and art.
. We defend a perspective of the world based in evolutionary psychology (Leda
Cosmides) in which people have evolved through biological and social selection,
and in which people are accepted as not being a blank slate, being born
differently and with specific intelligence orientations (Howard Gardner).
Why do we need to put Technology and Art together?
Creativity is the word of the XXI century, the word that
defines major education, economic and social goals.



Creativity is commonly accepted as the
invention of any new thing.
How then do we create the New?
Technology   Art
Technology

Learn old work
    Ruled
   Focused
Art

Emptying Old
  Unruled
 Unfocused
Creating the new




        Learn Old work   Emptying Old
            Ruled          Unruled
           Focused        Unfocused




           First phase     Second Phase
common         reality
                      sense


  First phase
    Learn Old work   difficult      hard
             Ruled   (Technology)
          Focused




Second Phase
                       easy
         Emptying
                         (art)
                                    harder
           Unruled
        Unfocused
Why is the first phase hard to achieve?
                 Learn Old work
                          Ruled
                       Focused


Requirements
Learn interacting with others (Watch, listen, interiorize)
&
Learn until master (Do the same thing over and over)

Outcome
Mastery can come after 10,000 hours (~6 to 10 years) (Anders Ericsson)


The Problem
It is not related to the time needed to mastering. It is a question of having
the motivation to keep doing and learning till mastery.
Why is the second phase even harder?
                            Emptying
                              Unruled
                           Unfocused


Requirements
Mastery (passed through entire first phase)
&
Go beyond the already Know

Outcome
Teach yourself to learn.


The Problem
Formatted mind to do the same over and over. After mastery, learning
can never stop, thus we need motivation to keep learning.
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, arrangements
that stimulate in us inferences, relaxing us.

We’re never satisfied until we find patterns.
This is why we love storytelling.
Understanding and Doing

Our “avidity for patterning” is a question of making sense of the world. But
it’s not only done in terms of understanding it.

Whenever we face a problem our mind builds on top of the problem, we
work with what is given to us. We build from it new meaning.

We are biologically rewarded when we find the solution for a problem on
our own.
DRIVE - Intrinsic motivation
Our biggest challenge is then finding what Drives Us. This is the key for
creativity. Find what in the world keeps us hunger for doing more.
Intrinsic motivation, Socialization and Doing

We are mammals, and so intensely gregarious creatures. We crave to be
acknowledged by our peers. This means that the intrinsic motivation, is
something coming from inside, but that needs social reinforcement to
flourish.

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.
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 through
community 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.
Creative technologies



                        Sumo Paint
    Second Life                          Wordpress




                    Scratch

    SketchUp

                                     AudioTool
Second Life - easy editors for non-specialists
Second Life - communication tools to socialize
Second Life – creating to be acknowledged by peers




First map: http://maps.secondlife.com/secondlife/Porto/66/160/117/
All others: http://indidesigns.wordpress.com/beautiful-places-in-second-life/
Second Life – permit the DIY




By Applonia Criss slurl.com/secondlife/Laguna%20Arenal/148/50/23
Second Life - self-discovery, learn about own drives

Virtual Sculpture

Virtual Photography

Videogames

Virtual Film (Machinima)

Digital Arts

Virtual Fashion

Virtual Architecture

Programming (Behaviours, etc)

Business (Selling Virtual Goods)
To end…

On this subject, I’m finishing the editing of a special number of the
journal Communication and Society dedicated to Creative
Technologies. It will be available free during this second semester.

I’m supervising theses on the subject and we’re at Univeristy of
Minho preparing a new doctoral program specifically on this
matter of Creative Technologies.
Creativity, Technology and Second Life

Nelson Zagalo, nzagalo@ics.uminho.pt

B. http://virtual-illusion.blogspot.pt

H. http://nelsonzagalo.googlepages.com

F. http://www.facebook.com/nelsonzagalo




 Universidade do Minho

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COIED2_Second Life_Nelson Zagalo

  • 1. Creativity, Technology and Second Life Nelson Zagalo, University of Minho, Portugal 10 Oct 2012 Universidade do Minho
  • 2. Technology is “anything useful invented by a mind”. Art is the material result of anything aesthetic imagined by a mind. Notes . For the sake of the construction of the arguments, will be using simplified definitions of technology and art. . We defend a perspective of the world based in evolutionary psychology (Leda Cosmides) in which people have evolved through biological and social selection, and in which people are accepted as not being a blank slate, being born differently and with specific intelligence orientations (Howard Gardner).
  • 3. Why do we need to put Technology and Art together?
  • 4. Creativity is the word of the XXI century, the word that defines major education, economic and social goals. Creativity is commonly accepted as the invention of any new thing.
  • 5. How then do we create the New?
  • 8. Art Emptying Old Unruled Unfocused
  • 9. Creating the new Learn Old work Emptying Old Ruled Unruled Focused Unfocused First phase Second Phase
  • 10. common reality sense First phase Learn Old work difficult hard Ruled (Technology) Focused Second Phase easy Emptying (art) harder Unruled Unfocused
  • 11. Why is the first phase hard to achieve? Learn Old work Ruled Focused Requirements Learn interacting with others (Watch, listen, interiorize) & Learn until master (Do the same thing over and over) Outcome Mastery can come after 10,000 hours (~6 to 10 years) (Anders Ericsson) The Problem It is not related to the time needed to mastering. It is a question of having the motivation to keep doing and learning till mastery.
  • 12. Why is the second phase even harder? Emptying Unruled Unfocused Requirements Mastery (passed through entire first phase) & Go beyond the already Know Outcome Teach yourself to learn. The Problem Formatted mind to do the same over and over. After mastery, learning can never stop, thus we need motivation to keep learning.
  • 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, arrangements that stimulate in us inferences, relaxing us. We’re never satisfied until we find patterns. This is why we love storytelling.
  • 14. Understanding and Doing Our “avidity for patterning” is a question of making sense of the world. But it’s not only done in terms of understanding it. Whenever we face a problem our mind builds on top of the problem, we work with what is given to us. We build from it new meaning. We are biologically rewarded when we find the solution for a problem on our own.
  • 15. DRIVE - Intrinsic motivation Our biggest challenge is then finding what Drives Us. This is the key for creativity. Find what in the world keeps us hunger for doing more.
  • 16. Intrinsic motivation, Socialization and Doing We are mammals, and so intensely gregarious creatures. We crave to be acknowledged by our peers. This means that the intrinsic motivation, is something coming from inside, but that needs social reinforcement to flourish. 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. 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 through community 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. Creative technologies Sumo Paint Second Life Wordpress Scratch SketchUp AudioTool
  • 19. Second Life - easy editors for non-specialists
  • 20. Second Life - communication tools to socialize
  • 21. Second Life – creating to be acknowledged by peers First map: http://maps.secondlife.com/secondlife/Porto/66/160/117/ All others: http://indidesigns.wordpress.com/beautiful-places-in-second-life/
  • 22. Second Life – permit the DIY By Applonia Criss slurl.com/secondlife/Laguna%20Arenal/148/50/23
  • 23. Second Life - self-discovery, learn about own drives Virtual Sculpture Virtual Photography Videogames Virtual Film (Machinima) Digital Arts Virtual Fashion Virtual Architecture Programming (Behaviours, etc) Business (Selling Virtual Goods)
  • 24. To end… On this subject, I’m finishing the editing of a special number of the journal Communication and Society dedicated to Creative Technologies. It will be available free during this second semester. I’m supervising theses on the subject and we’re at Univeristy of Minho preparing a new doctoral program specifically on this matter of Creative Technologies.
  • 25. Creativity, Technology and Second Life Nelson Zagalo, nzagalo@ics.uminho.pt B. http://virtual-illusion.blogspot.pt H. http://nelsonzagalo.googlepages.com F. http://www.facebook.com/nelsonzagalo Universidade do Minho