Tables of Contents for Beyond Productivity
SUMMARY AND RECOMMENDATIONS
1
14
1 INFORMATION TECHNOLOGY, PRODUCTIVITY, AND CREATIVITY
15
15
Inventive and Creative Practices,
16
2
Domains and Benefits of Creativity,
18
2
The Creative Industries,
20
2
Interactions Among Domains of Creative Activity,
22
2
The Roles of Information Technology,
24
3
The Race for Creativity in a Networked World,
27
1
Roadmap for This Report,
28
2
What Makes People Creative,
30
4
How Creative People Work,
34
17
Individuals with Diverse Expertise and Skills,
36
4
Successful Collaborations,
40
11
Cultural Challenges in Cross-disciplinary Collaborations,
51
6
Overcoming Preconceived Notions About Computer Scientists and Artists and Designers,
52
3
Minimizing Communications Clashes,
55
2
Resources That Support Creative Practices,
57
4
3 ADVANCING CREATIVE PRACTICES THROUGH INFORMATION TECHNOLOGY
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35
Tools Needed to Support Creative Work: Hardware and Software,
65
3
Hardware and Software Tools: A Mixed Blessing,
68
6
Support for Flexibility, Experimentation, and Play,
74
1
The Internet and the Web,
75
6
Selected Areas for the Development of Hardware and Software That Would Promote Creative Work,
86
10
Sensors and Actuators,
88
1
Reliable, Low-latency Communication over the Internet,
93
1
Tool Design and Human-Computer Interaction,
94
1
Programming Languages,
95
1
4 THE INFLUENCE OF ART AND DESIGN ON COMPUTER SCIENCE RESEARCH AND DEVELOPMENT
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22
Modeling Disciplines: From Multidisciplinary to Transdisciplinary,
99
3
Implications for Computer Science,
102
2
Narrative Intelligence,
108
3
Non-utilitarian Evaluation,
111
1
Experimental Consumer Product Design,
112
1
Mobile and Ubiquitous Computing,
113
2
5 VENUES FOR INFORMATION TECHNOLOGY AND CREATIVE PRACTICES
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33
Historical Perspective,
119
1
Three Classes of Modern Studio-Laboratories,
120
5
Multifaceted New-Media Art and Design Organizations,
125
5
Other Venues for Practitioners,
130
6
Virtual-Space-based strategies,
130
3
Professional Conferences,
133
3
Public Display Venues,
136
7
Corporate Experiences with Information Technology and Creative Practices,
143
8
6 SCHOOLS, COLLEGES, AND UNIVERSITIES
151
25
Organizational Models for Supporting Work,
152
6
Fostering ITCP Work Within Mainstream Departments and Disciplines,
158
12
Examples of ITCP Work,
159
3
Challenges in Computer Science Departments,
162
3
Art Practice and Design,
165
2
Schools of Art and Design,
167
3
Cross-cutting Issues,
170
6
Encouraging Multiskilled Individuals and Collaborations,
171
2
7 INSTITUTIONAL ISSUES AND PUBLIC POLICY
176
21
Digital Archiving and Preservation,
181
3
Validation and Recognition Structures,
184
7
Curatorial Web Sites,
189
1
The Geography of Information Technology and Creative Practices,
191
6
Information Technology Hot Spots,
192
2
Geographically Distributed Creativity,
194
1
Technology-supported Networks of Creativity,
195
2
8 SUPPORTING WORK IN INFORMATION TECHNOLOGY AND CREATIVE PRACTICES
197
40
Funding in the United States,
199
26
Federal Funding for the Arts-The National Endowments,
202
2
Indirect Public Funding for the Arts,
204
1
Funding by Private Philanthropy,
205
5
Federal Funding for Information Technology Research,
211
2
Funding for Infrastructure,
213
3
Risk Preferences and the Challenge of Supporting Emerging Areas,
216
4
Reexamining Funding Policies and Practices,
220
5
Funding in the International Context,
225
12
Public Support for the Arts,
225
5
Public Support for Information Technology Research,
230
4
A Biographies of Committee Members and Staff
237
10
B Briefers at Committee Meetings
247
4
The Computer Science and Telecommunications Board
251