Abstract
This chapter discusses the implementation of mobile and stationary digital tools and resources of knowledge-production that are ubiquitously available to the modern learner. This chapter is an expedition into the ‘engine room’ of creative software. It delves into the specifics of the operational modes of digital objects construction. These modes are categorised as: numerical representation , automation , modularity , variability and transcoding . The chapter examines each of these categories in relation to how deep remixability can be realised and the role it plays in representational meaning-making circularity within the context of the Ripple model. This chapter also examines reciprocity between the parallel structure of the mind perception and the instrumentality of the production layers of creative software. The link is examined from the point of view of unified sensory experiences and the unified projection of the production layers, thus, indicating a more precise representation of mental grasp and deeper awareness of sensory data in experiential meaning-making.
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Redman, L. (2018). Engine Room of Creative Software. In: Knowing with New Media. Palgrave Macmillan, Singapore. https://doi.org/10.1007/978-981-13-1361-5_9
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DOI: https://doi.org/10.1007/978-981-13-1361-5_9
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