Abstract
Since the dawn of humanity, we have developed creative technologies, tools that would support externally expressed creations, as ink, carving tools, or sounding objects. Creative technologies have always been the basis for human expressivity: to sustain self-realization, to raise self-esteem, to increase community bonds, and to create a better society. Also understanding technology as “anything useful invented by a mind” (Kelly, What technology wants. Viking Adult, New York, 2010) encompasses an idea of humanity inextricable from technology. Technology sorts solutions for problems, rises our adaptability, and functions as a second skin between the world and ourselves, as an “extended body of ideas” (Kelly, What technology wants. Viking Adult, New York, 2010, p 44). It is part of our culture and of our evolution and is responsible for what we are today.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
Scratch information can be gathered at http://info.scratch.mit.edu/About_Scratch
- 2.
For more information on the tool, visit http://appinventor.googlelabs.com/about/
- 3.
For more on StencylWorks, visit http://www.stencyl.com/stencylworks/overview/
- 4.
Jeremy Allaire, 2002, Macromedia Flash MX – A next-generation rich client, Macromedia White Paper, http://download.macromedia.com/pub/flash/whitepapers/richclient.pdf
- 5.
On the history of Creative Commons, visit http://creativecommons.org/about/history/
- 6.
At the moment we can find hundreds of free online tools available on the Web, tools that serve media as text, photography, music, video, and games. Examples can be found at http://www.go2web20.net
- 7.
Game Developers Conference of 2005 was a rich gathering of discussions on the subject of procedural content. Will Wright conference on “The Future of Content” marked that year. Read more at http://www.gamasutra.com/gdc2005/features/20050315/postcard-diamante.htm
- 8.
idem.
- 9.
All these tools can be accessed online and free. Sumo Paint can be explored at http://www.sumopaint.com, ComicSketch can be explored at http://mainada.net/comicssketch, GoAnimate can be tested at http://goanimate.com, Animata at http://animata.kibu.hu, Animoto can be accessed at http://animoto.com, SketchUp at http://www.sketchup.com, Masher at http://www.masher.com, Audiotool can be used at http://www.audiotool.com, Audio editor can be accessed at http://www.creazaeducation.com/audioeditor, and Mindmeister can be accessed at http://www.mindmeister.com
- 10.
For more details on the building of Arduino, watch the “Arduino The Documentary” (2010) at http://arduinothedocumentary.org
- 11.
RepRap is a concept defined as the replicating rapid prototype, a 3D printer, developed by Adrian Bowyer. More about the project at http://reprap.org
References
Anderson C (2006) The long tail: why the future of business is selling less of more. Hyperion, New York
Boyd B (2009) On the origin of stories. Harvard Press, Cambridge, MA
Brown S (2010) Play how it shapes the brain, opens the imagination, and invigorates the soul. Avery – Penguin Group, New York
Csikszentmihalyi M (1990) Flow: the psychology of optimal experience. Harper & Row, New York
Csíkszentmihályi M (1997) Creativity: flow and the psychology of discovery and invention. Harper Perennial, New York
Dworsky D (2011) PausePressPlay. http://www.presspauseplay.com/
Gardner H (1983) Frames of mind: the theory of multiple intelligences. Basic Books, New York
Gauntlett D (2011) Making is connecting: the social meaning of creativity, from DIY and knitting to YouTube and Web 2.0. Polity Press, Cambridge
Gazzaniga MS (2008) Human: the science behind what makes us unique. HarperCollins, New York
Godin S (2011) We are all weird: the myth of mass and the end of compliance. The Domino Project, USA, www.thedominoproject.com
Gould SJ (1992) Bully for brontosaurus: further reflections in natural history. 1991. Reprint. Penguin, London
Jenkins H (1992) Textual poachers: television fans and participatory culture. Routledge, New York
Jenkins H (2009) Confronting the challenges of participatory culture: media education for the 21st century, MacArthur. MIT Press, Cambridge, MA
Keen A (2007) The cult of the amateur: how today’s internet is killing our culture. Crown Business, London
Kelly K (2010) What technology wants. Viking Adult, New York
Lanier J (2010) You are not a gadget: a manifesto. Knopf, New York
Lanier J (2013) Who owns the future? Simon & Schuster, New York
Morozov E (2012) The net delusion: the dark side of internet freedom. PublicAffairs, New York
Morozov E (2013) To save everything, click here: technology, solutionism, and the urge to fix problems that don’t exist. Penguin, London
Robinson K (2010) The element: how finding your passion changes everything. Viking Adult, New York
Sheldon KM, Lyubomirsky S (2004) Achieving sustainable new happiness: prospects, practices, and prescriptions. In: Linley A, Joseph S (eds) Positive psychology in practice. Wiley, Hoboken, pp 127–145
Shirky C (2010) Cognitive surplus: creativity and generosity in a connected age. The Penguin Press, New York. ISBN 9781594202537
Shneiderman B (1987) Designing the user interface: strategies for effective human-computer interaction, 1st edn. Addison-Wesley, Reading. ISBN 0-321-26978-0
Shneiderman B (1999) Readings in information visualization: using vision to think. With Card SK, Mackinlay JD. Morgan Kaufmann, San Francisco. ISBN 1-55860-533-9
Shneiderman B (2002) Leonardo’s laptop: human needs and the new computing technologies. MIT Press, Cambridge, MA. ISBN 0-262-69299-6
Shneiderman B, Fischer G, Czerwinski M, Resnick M, Myers B et al (2005) Creativity support tools: report from A U.S. National Science Foundation Sponsored Workshop, Washington, DC, 13–14 June 2005. http://www.cs.umd.edu/hcil/CST/
Weiss P (1955) Beauty and the beast: life and the rule of order. Sci Mon 81(December):286–299
Zagalo N, Torres A (2008) Character emotion experience in virtual environments. Vis Comput Int J Comput Grap 24(11):981–986, ISSN: 0178–2789, Springer
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer-Verlag London
About this chapter
Cite this chapter
Zagalo, N., Branco, P. (2015). The Creative Revolution That Is Changing the World. In: Zagalo, N., Branco, P. (eds) Creativity in the Digital Age. Springer Series on Cultural Computing. Springer, London. https://doi.org/10.1007/978-1-4471-6681-8_1
Download citation
DOI: https://doi.org/10.1007/978-1-4471-6681-8_1
Publisher Name: Springer, London
Print ISBN: 978-1-4471-6680-1
Online ISBN: 978-1-4471-6681-8
eBook Packages: Computer ScienceComputer Science (R0)