Strategic Growth Area: Creativity and Innovation (C&I)
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C&I is the refinement of two early SGAs: Creative Technologies and Experiences and Innovation and Entrepreneurship. C&I melds the exploration of innovative technologies and the design of creative experiences with best practices for developing impact-driven and meaningful outcomes and solutions. C&I builds and strengthens creative communities; supports economic development; and enhances quality of life through self-sustaining and entrepreneurial activities.
The Creative Technologies and Experiences (CT+E) Strategic Growth Area develops 21st-century transdisciplinarians who are well-versed in the unique processes of collaborative environments and whose creative portfolios and capstone projects generate new, or address an existing, real-world opportunity. CT+E exists at the technology-mediated intersection of the arts, design, science, and engineering. Participants are uniquely empowered to focus on and to holistically explore opportunities while developing an integrative approach to thinking and problem solving.
The Innovation and Entrepreneurship SGA was described as Working across all disciplines, we strive to address problems, innovate solutions, and make an impact through entrepreneurial ventures... We create an atmosphere and culture that unleashes creativity, sparks vision and innovation, and teaches the governing principles that are the foundation of every successful progressive enterprise. Our training, investments, and activities include discovery science, applied science, and processes related to commercialization/implementation and management – all in a global context and consistent with ethical principles.
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Browsing Strategic Growth Area: Creativity and Innovation (C&I) by Content Type "Conference proceeding"
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- 3D Time-Based Aural Data Representation Using D⁴ Library’s Layer Based Amplitude Panning AlgorithmBukvic, Ivica Ico (Georgia Institute of Technology, 2016-07)The following paper introduces a new Layer Based Amplitude Panning algorithm and supporting D⁴ library of rapid prototyping tools for the 3D time-based data representation using sound. The algorithm is designed to scale and support a broad array of configurations, with particular focus on High Density Loudspeaker Arrays (HDLAs). The supporting rapid prototyping tools are designed to leverage oculocentric strategies to importing, editing, and rendering data, offering an array of innovative approaches to spatial data editing and representation through the use of sound in HDLA scenarios. The ensuing D⁴ ecosystem aims to address the shortcomings of existing approaches to spatial aural representation of data, offers unique opportunities for furthering research in the spatial data audification and sonification, as well as transportable and scalable spatial media creation and production.
- AffecTech-an affect-aware interactive AV ArtworkCoghlan, Niall; Jaimovich, Javier; Knapp, R. Benjamin; O’Brien, Donal; Ortiz, Miguel A. (ISEA International, 2009)New developments in real-time computing and body-worn sensor technology allow us to explore not just visible gestures using inertial sensors, but also invisible changes in an individual’s physiological state using bio-sensors (Kim & André 2008). This creates an opportunity for a more intimate interaction between the observer and technology-based art (Gonsalves 2008). We present a technical overview of the AffecTech system; a bio-signal based interactive audiovisual installation commissioned as part of the pre-ISEA symposium in November 2008. Observers were invited to sit on one of 2 sensor-enhanced chairs (Coghlan & Knapp 2008), which transmitted physiological data about the occupant to a central control system. This data was used to control and modulate interactive visuals, live video feeds and a surround sound score, with events and interactions dependent on the observers’ affective/emotional state and the disparity or similarity between the bio-signals of the chairs occupants. This technical overview is followed by an examination of the outcomes of the project, from both the artistic and technical viewpoints, with recommendations for modification in future implementations.
- Affective Feedback in a Virtual Reality based Intelligent SupermarketSaha, Deba Pratim; Martin, Thomas L.; Knapp, R. Benjamin (ACM, 2017)The probabilistic nature of the inferences in a context-aware intelligent environment (CAIE) renders them vulnerable to erroneous decisions resulting in wrong services. Learning to recognize a user’s negative reactions to such wrong services will enable a CAIE to anticipate a service’s appropriateness. We propose a framework for continuous measurement of physiology to infer a user’s negative-emotions arising from receiving wrong services, thereby implementing an implicit-feedback loop in the CAIE system. To induce such negative-emotions, in this paper, we present a virtualreality (VR) based experimental platform while collecting real-time physiological data from ambulatory wearable sensors. Results from the electrodermal activity (EDA) data analysis reveal patterns that correlate with known features of negative-emotions, indicating the possibility to infer service appropriateness from user’s reactions to a service, thereby closing an implicit-feedback loop for the CAIE.
- An Architecture for Electronic TextilesJones, Mark T.; Martin, Thomas L.; Sawyer, Braden (ICST, 2008)This paper makes a case for a communication architecture for electronic textiles (e-textiles). The properties and re- quirements of e-textile garments are described and analyzed. Based on these properties, the authors make a case for em- ploying wired, digital communication as the primary on- garment communication network. The implications of this design choice for the hardware architecture for e-textiles are discussed.
- THE ART OF PROBLEM DISCOVERY: Adaptive Thinking for Innovation and GrowthMathews, Brian (Association of College and Research Libraries (ACRL), 2013-04-02)What challenges do students face in the classroom? What issues do faculty encounter when applying for grants? How does the Writing Center plan to help students abroad? What keeps senior administrators up at night? We invest a lot of time and effort discussing library issues, but how well do we know the issues of our constituents? What are the problems, priorities, and possibilities of the people we serve? Higher education is poised to undergo a historic evolution with the introduction of new pedagogies, publishing models, and user preferences. Libraries will not only be asked to adapt, but to help lead monumental changes. This paper presents an innovation strategy designed around growth. By adopting a discovery-oriented problem-seeking outlook and a holistic view of our institutions, librarians can develop an entrepreneurial mindset stretching beyond traditionally predefined boundaries. By advancing the objectives of others, we not only help our organizations succeed, but simultaneously reframe the role, value, and perception of libraries throughout the process.
- A Case Study of an Interdisciplinary Design Course for Pervasive ComputingCoupey, Eloise; McNair, Lisa D. (IEEE, 2010)This paper provides a case study of an interdisciplinary design project course for pervasive computing products. As a team of faculty from computer engineering, industrial design, and marketing, we have run several interdisciplinary design projects with teams of undergraduates from those disciplines. Our paper will detail our process for each of these projects and how that process has evolved with each offering of the course.
- Cinemacraft: Immersive Live Machinima as an Empathetic Musical Storytelling PlatformNarayanan, Siddhart; Bukvic, Ivica Ico (University of Michigan, 2016)In the following paper we present Cinemacraft, a technology-mediated immersive machinima platform for collaborative performance and musical human-computer interaction. To achieve this, Cinemacraft innovates upon a reverse-engineered version of Minecraft, offering a unique collection of live machinima production tools and a newly introduced Kinect HD module that allows for embodied interaction, including posture, arm movement, facial expressions, and a lip syncing based on captured voice input. The result is a malleable and accessible sensory fusion platform capable of delivering compelling live immersive and empathetic musical storytelling that through the use of low fidelity avatars also successfully sidesteps the uncanny valley.
- Co-located Collaborative Play in Virtual Environments for Group Learning in MuseumsApostolellis, Panagiotis (ACM, 2014-06)Having witnessed the unexplored potential of co-located group collaboration in contemporary museums, the proposed research aims to identify which elements of collaborative virtual environments and serious games can be leveraged for an enhanced learning experience. Our hypothesis is that synchronous, co-located, group collaboration will afford greater learning compared to the conventional approaches. We developed C-OLiVE, an interactive virtual learning environment supporting tripartite group collaboration, which we are using as a test bed to respond to our research questions. In this paper, we discuss the proposed research which involves building and testing a conceptual framework and also suggesting a list of design guidelines for anyone interested in developing virtual environments for informal learning spaces.
- Communications in Electronic Textile SystemsNakad, Z.; Jones, M.; Martin, T. (2003)Electronic textiles (e-textiles) are emerging as a novel method for constructing electronic systems in wearable and large area applications. This new type of processing system merges textile and electronic technologies. This paper studies the communication requirements between the computing and sensing elements of an e-textile. This communication is studied through the construction of a prototype as well as through modeling and simulation. A new algorithm based on token grid schemes is presented that takes advantage of the e-textile physical configuration.
- Comparative Dimensions of Disciplinary CultureMartin, Thomas L.; McNair, Lisa D.; Paretti, Marie C. (ASEE, 2015)Despite calls to promote creativity as “an indispensable quality for engineering” [1], the U.S. engineering educational system has been slow to develop pedagogies that successfully promote innovative behaviors. Engineers need more creativity and interdisciplinary fluency, but engineering instructors often struggle to provide such skills without sacrificing discipline-specific problem-solving skills. At the same time, engineering programs continue to struggle with attracting and retaining members of underrepresented populations—populations whose diversity could greatly contribute to innovation. Interestingly, the lack of diversity in engineering is often attributed to cultural traits of the field, which is often characterized as masculine, individualistic, and function-oriented. To address these issues, we have undertaken a 3-year study to investigate patterns of cultural traits in students across disciplines, and to build an actionable theory of engineering culture that can support pedagogies of inclusive and collaborative innovation as well as strategies for recruiting and retention efforts. In this paper, we present preliminary results from our survey in order to define how Hofstede’s dimensions of national culture map to 14 majors in a research university. Specifically, we are applying Hofstede’s original four dimensions of national business cultures (power distance, uncertainty avoidance, individualism, masculinity) [2] to academic disciplines to explain how students develop skills to operate within and across disciplinary boundaries. To do so, we are addressing the following research questions: 1. How do Hofstede’s dimensions of national cultures map to academic disciplines? 2. Do different majors have different disciplinary cultures according to Hofstede’s dimensions? This research purpose is to understand how students in different disciplines behave and perceive their majors. The information presented builds up on a pilot study where we applied Hofstede’s instrument with no major findings. However, we improved the survey based on the responses and expanded it outside engineering majors.
- Contagion of Physiological Correlates of Emotion between Performer and Audience: An Exploratory StudyJaimovich, Javier; Coghlan, Niall; Knapp, R. Benjamin (2010)Musical and performance experiences are often described as evoking powerful emotions, both in the listener/observer and player/performer. There is a significant body of literature describing these experiences along with related work examining physiological changes in the body during music listening and the physiological correlates of emotional state. However there are still open questions as to how and why, emotional responses may be triggered by a performance, how audiences may be influenced by a performers mental or emotional state and what effect the presence of an audience has on performers. We present a pilot study and some initial findings of our investigations into these questions, utilising a custom software and hardware system we have developed. Although this research is still at a pilot stage, our initial experiments point towards significant correlation between the physiological states of performers and audiences and we here present the system, the experiments and our preliminary data.
- Creating a Network of Integral Music ControllersKnapp, R. Benjamin; Cook, Perry R. (NIME, 2006)In this paper, we describe the networking of multiple Integral Music Controllers (IMCs) to enable an entirely new method for creating music by tapping into the composite gestures and emotions of not just one, but many performers. The concept and operation of an IMC is reviewed as well as its use in a network of IMC controllers. We then introduce a new technique of Integral Music Control by assessing the composite gesture(s) and emotion(s) of a group of performers through the use of a wireless mesh network. The Telemuse, an IMC designed precisely for this kind of performance, is described and its use in a new musical performance project under development by the authors is discussed.
- Creating Biosignal Algorithms for Musical Applications from an Extensive Physiological DatabaseJaimovich, Javier; Knapp, R. Benjamin (NIME, 2015)Previously the design of algorithms and parameter calibration for biosignal music performances has been based on testing with a small number of individuals - in fact usually the performer themselves. This paper uses the data collected from over 4000 people to begin to create a truly robust set of algorithms for heart rate and electrodermal activity measures, as well as the understanding of how the calibration of these vary by individual.
- Design of a Mobile Brain Training Tool for Seniors: Motivational RequirementsO’Brien, Donal; Knapp, R. Benjamin; Thompson, Oonagh; Craig, David; Barrett, Suzanne (ICST, 2012)The overall goal of this project is to design, develop, and validate a mobile phone-based ‘brain training’ software suite targeted at senior users, using iterative person-centered design methodologies, that will permit a subsequent clinical trial of cognitive stimulation efficacy known as theSONIC²S Study (Stirling-Oregon-Northern Ireland-Chicago Cognitive Stimulation Study). The SONIC²S Study will represent a long term (c. 15 year), very large scale (n=12,000), embedded clinical trial that aims to definitively establish whether or not brain training acts to prevent dementia or cognitive decline. It is anticipated that participant compliance in such a study will be a significant concern. This study reports on a series of focus groups, usability studies and field trials which sought to identify the key motivational factors influencing seniors’ engagement with mobile brain-training technology in order to inform the design of a bespoke tool which is acceptable/enjoyable to target users.
- Developing Studio Spaces as Catalysts for Innovative and Collaborative PedagogyMetko, Stefanie; Becksford, Lisa; McNabb, Kayla B.; Arthur, Craig E.; Henshaw, Neal (2017-02-16)As higher education shifts to meet the needs of modern students and employers, libraries have become much more than spaces to hold a collection of books. Both the media and the functions of the spaces have changed, and studio or lab spaces are one way that libraries are better able to support work with digital media from both student (Mandel, 2008) and faculty (Bailey, Blunt, & Magner, 2011) perspectives. In this session, attendees will consider why creating studio or lab spaces to support pedagogically-driven learning is important for all institutions and how one might take steps to begin designing or encouraging the creation of this kind of space. Additionally, attendees will explore strategies for finding and partnering with the labs/studios that may already be available on their campuses. We assert that, through these partnerships, both the studios and faculty can grow and better support engaging, active learning throughout the campus community.
- e-TAGs: e-Textile Attached GadgetsLehn, David I.; Neely, Craig W.; Schoonover, Kevin; Martin, Thomas L.; Jones, Mark T. (Society for Computer Simulation, 2004)The integration of wires and electronics into textiles (e-textiles) has many potential applications for wearable and pervasive computing. Textiles are an integral part of everyday life, from clothing we wear to the carpet we walk upon. Being able to combine electronics with textiles would enable pervasive computing to blend into the background so that the user can go about a normal routine. One of the challenges in e-textile implementation is connecting the electronic components to the fabric cheaply and reliably. This paper describes the design and implementation issues of e-Textile Attached Gadgets (e-TAGs). E-TAGs can use a variety of methods to connect to wires in an etextile. This design allows for e-textile electronics modules that are easily attachable, removable, replaceable, and interchangeable. This paper presents the system architecture, connection techniques, communication alternatives, and experiences from the construction of a prototype wearable e-textile with multiple e-TAGs.
- The Emotion in Motion Experiment: Using an Interactive Installation as a Means for Understanding Emotional Response to MusicJaimovich, Javier; Ortiz, Miguel A.; Coghlan, Niall; Knapp, R. Benjamin (NIME, 2012)In order to further understand our emotional reaction to music, a museum-based installation was designed to collect physiological and self-report data from people listening to music. This demo will describe the technical implementation of this installation as a tool for collecting large samples of data in public spaces. The Emotion in Motion terminal is built upon a standard desktop computer running Max/MSP and using sensors that measure physiological indicators of emotion that are connected to an Arduino. The terminal has been installed in museums and galleries in Europe and the USA, helping create the largest database of physiology and self-report data while listening to music.
- Emotion in Motion: A Reimagined Framework for Biomusical/Emotional InteractionBortz, Brennon; Jaimovich, Javier; Knapp, R. Benjamin (NIME, 2015)Over the past four years Emotion in Motion, a long running experiment, has amassed the world’s largest database of human physiology associated with emotion in response to the presentation of various selections of musical works. What began as a doctoral research study of participants in Dublin, Ireland, and New York City has grown to include over ten thousand emotional responses to musical experiences from participants across the world, from new installations in Norway, Singapore, the Philippines, and Taiwan. The most recent iteration of Emotion in Motion is currently underway in Taipei City, Taiwan. Preparation for this installation gave the authors an opportunity to reimagine the architecture of Emotion in Motion, allowing for a wider range of potential applications than were originally possible with the initial development of the tools that drive the experiment. Now more than an experiment, Emotion in Motion is a framework for developing myriad emotional/ musical/biomusical interactions with co-located or remote participants. This paper describes the development of this flexible, open-source framework and includes discussion of its various components: hardware agnostic sensor inputs, refined physiological signal processing tools, a public database of data collected during various instantiations of applications built on the framework, and the web application frontend and backend. We also discuss our ongoing work with this tool, and provide the reader with other potential applications that they might realize in using Emotion in Motion.
- Extracting Behavioral Information from Electronic StoryboardsForsyth, Jason; Martin, Tom (ACM, 2014-06)In this paper we outline methods for extracting behavioral descriptions of interactive prototypes from electronic storyboards. This information is used to help interdisciplinary design teams evaluate potential ideas early in the design process. Using electronic story- boards provides a common descriptive medium where team members from diff erent disciplinary backgrounds can collectively express the intended behavior of their prototype. The behavioral information is extracted by a combination of visual tags applied to elements of the storyboard, analysis of storyboard layout, and natural language processing of text written in the frames. We describe this process, provide a proof of concept example, and discuss design choices in developing this tool.
- Hubs and centers as transitional change strategy for library collaborationGriffin, Julie; Mathews, Brian; Walters, Tyler (International Association of Scientific and Technological University Libraries, 2013-04-18)Libraries of science and technology universities worldwide are adapting to a changing environment where cyberinfrastructure, eResearch, and new technology-intensive approaches to teaching and learning are transforming the very nature of universities. While many have adopted new technologies and the resources and expertise to manage them, this is only an initial step. Libraries are experimenting with organizational models that will transform their work capacity and expertise. The goal of these libraries is being an entity that feeds and produces collaborative synergies between faculty, students, information professionals, and technologists. Virginia Tech, among the top research universities in the United States, and its constituent libraries are adopting a unique organizational change strategy that implements eScience and cyberlearning roles. This two-part strategy begins with establishing ‘hubs’. The hubs are collaborative, crossdepartmental groups in which library employees of varying backgrounds and skills come together on common themes of strategic importance. The hubs act in one sense as a ‘research & development lab’ to explore, imagine, and brainstorm new library initiatives as well as engender deeper understandings of the university’s core academic enterprise. They also are a ‘strike force’ that implements, supports, and assesses emerging library roles in relation to the institution’s academic mission. In these ways, hubs also create learning and scholarship opportunities for their participants beyond the individual task-oriented projects. The second part of this strategy involves the establishment of research and service centers. At Virginia Tech, these are the Center for Innovation in Learning (CIL) and the Center for Digital Research and Scholarship (CDRS). These centers are designed to incubate and sustain new collaborative synergies between libraries, researchers, instructors, and learners by providing expertise, resources, and new infrastructures to address specific academic research-based needs. The centers become focal points for library action, focused on learning and research activities within other university entities. Benefits to library employees come in the form of scholarship and research with potential for collaboration and new initiatives as relationships grow among project participants. The authors will discuss transformational aspects of the change management model, with lessons from their early experiences. They also will discuss how the model can be adapted by other libraries of science and technology-centered universities.
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