Committee on Information Technology and Creativity
Computer Science and Telecommunications Board
Division on Engineering and Physical Sciences
National Research Council of the National Academies
William J. Mitchell, Alan S. Inouye, and Marjory S. Blumenthal, Editors


Contents

Title Page and Notice i
National Academies Statement iii
Committee v
Preface vii
Acknowledgment of Reviewers xi

SUMMARY AND RECOMMENDATIONS 1

1 INFORMATION TECHNOLOGY, PRODUCTIVITY, AND CREATIVITY 15
  Inventive and Creative Practices 16
  Domains and Benefits of Creativity 18
  The Creative Industries 20
  Interactions Among Domains of Creative Activity 22
  The Roles of Information Technology 24
  The Race for Creativity in a Networked World 27
  Roadmap for This Report 28

2 CREATIVE PRACTICES 30
  What Makes People Creative 30
  How Creative People Work 34
    Individuals with Diverse Expertise and Skills 36
    Successful Collaborations 40
      Architecture 44
      Movie Production 45
      Computer Games 48
  Cultural Challenges in Cross-disciplinary Collaborations 51
    Overcoming Preconceived Notions About Computer Scientists and Artists and Designers 52
    Minimizing Communications Clashes 55
  Resources That Support Creative Practices 57
    Skills Training 57
    Work Spaces 58

3 ADVANCING CREATIVE PRACTICES THROUGH INFORMATION TECHNOLOGY 61
  Strange Bedfellows? 61
  Tools Needed to Support Creative Work: Hardware and Software 65
    Hardware and Software Tools: A Mixed Blessing 68
    Support for Flexibility, Experimentation, and Play 74
    The Internet and the Web 75
    Economic Realities 81
    Standards 84
    Selected Areas for the Development of Hardware and Software That Would Promote Creative Work 86
      Distributed Control 87
      Sensors and Actuators 88
      Video and Audio 89
      Generative Processes 92
      Reliable, Low-latency Communication over the Internet 93
      Tool Design and Human-Computer Interaction 94
      Programming Languages 95

4 THE INFLUENCE OF ART AND DESIGN ON COMPUTER SCIENCE RESEARCH AND DEVELOPMENT 96
  Beyond Tools 96
    The Information Arts 96
    Modeling Disciplines: From Multidisciplinary to Transdisciplinary 99
    Implications for Computer Science 102
  Promising Areas 104
    Mixed Reality 105
    Computer Games 107
    Narrative Intelligence 108
    Non-utilitarian Evaluation 111
    Experimental Consumer Product Design 112
    Mobile and Ubiquitous Computing 113
  Conclusion 115

5 VENUES FOR INFORMATION TECHNOLOGY AND CREATIVE PRACTICES 118
  Studio-Laboratories 119
    Historical Perspective 119
    Three Classes of Modern Studio-Laboratories 120
  Multifaceted New-Media Art and Design Organizations 125
    Standalone Centers 125
    Hybrid Networks 128
  Other Venues for Practitioners 130
    Virtual-Space-based Strategies 130
    Professional Conferences 133
  Public Display Venues 136
  Corporate Experiences with Information Technology and Creative Practices 143

6 SCHOOLS, COLLEGES, AND UNIVERSITIES 151
  Organizational Models for Supporting Work 152
    Specialized Centers 152
    Workshops 155
    Service Units 157
  Fostering ITCP Work Within Mainstream Departments and Disciplines 158
    Computer Science 158
      Examples of ITCP Work 159
      Challenges in Computer Science Departments 162
    Art Practice and Design 165
    Schools of Art and Design 167
  Cross-cutting Issues 170
    Hiring Faculty 170
    Encouraging Multiskilled Individuals and Collaborations 171
    Designing Curricula 173

7 INSTITUTIONAL ISSUES AND PUBLIC POLICY 176
  Digital Copyright 177
  Digital Archiving and Preservation 181
  Validation and Recognition Structures 184
    Publication 188
    Curatorial Web Sites 189
    Awards and Prizes 190
  The Geography of Information Technology and Creative Practices 191
    Information Technology Hot Spots 192
    Geographically Distributed Creativity 194
    Technology-supported Networks of Creativity 195

8 SUPPORTING WORK IN INFORMATION TECHNOLOGY AND CREATIVE PRACTICES 197
  Funding in the United States 199
    Sources of Funds 200
      Federal Funding for the Arts—The National Endowments 202
      Indirect Public Funding for the Arts 204
      Funding by Private Philanthropy 205
      Prizes 210
      Federal Funding for Information Technology Research 211
    Funding for Infrastructure 213
    Risk Preferences and the Challenge of Supporting Emerging Areas 216
    Reexamining Funding Policies and Practices 220
  Funding in the International Context 225
    Public Support for the Arts 225
    Public Support for Information Technology Research 230
    Private Philanthropy 234

APPENDIXES
A Biographies of Committee Members and Staff 237
B Briefers at Committee Meetings 247

The Computer Science and Telecommunications Board 251








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Copyright 2003 by the National Academy of Sciences



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