Creative Technologies represent the forefront of the interaction between advances in computing and other technologies, and the products and applications used throughout modern society. This book provides an introduction to this field, introducing creativity strategies and the ways in which these are applied, as well as providing opportunities to engage with a range of the technologies that are impacting our lives. No prior experience with creative technologies is required and this book is accessible to both interested layperson and student embarking on studies in this area.The presentation style is informal and conversational, encouraging reflection on key issues involved. References to further resources are included, particularly to opportunities to engage more deeply with the material through interactive applications.Desired outcomes from working through the chapters of the book include: - Awareness of key issues related to each of the technologies, and an appreciation of fundamental concepts in each area. Creative technologists need to keep up to date with advances in technology and this introduction is the prelude to actively following news feeds specializing in each of the technology areas.- Opportunities to creatively apply multiple technologies towards prototyping applications that solve urgent problems or achieve ambitious goals. Further study of each technology is required before mastery can be truly achieved, but proof-of-concept and feasibility demonstrators are possible by applying the outlines suggested.Each chapter concludes with practical opportunities to start utilizing the technologies and ideas introduced in that chapter. These could be used as the basis for running a design sprint to develop a creative technology based product, or for activities related to demonstrating and building elements of a creative technology artefact. No prior background is required to complete these examples but they do represent a taste for what is possible with further exploration of that area. The examples used avoid assuming any prior programming experience so that this book can be used to support introductory course offerings in creative technologies.
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