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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- Testbed Evaluation of Virtual Environment Interaction TechniquesBowman, Douglas A.; Johnson, D.; Hodges, Larry F. (Department of Computer Science, Virginia Polytechnic Institute & State University, 2001)Testbed Evaluation of Virtual Environment Interaction Techniques
- Using Pinch Gloves(TM) for both Natural and Abstract Interaction Techniques in Virtual EnvironmentsBowman, Douglas A.; Wingrave, Chadwick A.; Campbell, J. B.; Ly, Vinh Q. (Department of Computer Science, Virginia Polytechnic Institute & State University, 2001)Usable three-dimensional (3D) interaction techniques are difficult to design, implement, and evaluate. One reason for this is a poor understanding of the advantages and disadvantages of the wide range of 3D input devices, and of the mapping between input devices and interaction techniques. We present an analysis of Pinch Gloves™ and their use as input devices for virtual environments (VEs). We have developed a number of novel and usable interaction techniques for VEs using the gloves, including a menu system, a technique for text input, and a two-handed navigation technique. User studies have indicated the usability and utility of these techniques.
- Development of a Collaborative Design Tool for Structural Analysis in an Immersive Virtual EnvironmentSetareh, Mehdi; Bowman, Douglas A.; Tumati, P. (Department of Computer Science, Virginia Polytechnic Institute & State University, 2001)This paper contains the results of an on-going collaborative research effort by the departments of Architecture and Computer Science of Virginia Polytechnic Institute and State University, U.S.A., to develop a computer visualization application for the structural analysis of building structures. The VIRTUAL-SAP computer program is being developed by linking PC-SAP4 (Structural Analysis Program), and virtual environment software developed using the SVE (Simple Virtual Environment) library. VIRTUAL-SAP is intended for use as a collaborative design tool to facilitate the interaction between the architect, engineer, and contractor by providing an environment that they can walk-through and observe the consequences of design alterations. Therefore, this software can be used as an interactive computer-aided analysis of building systems.
- Pinch Keyboard: Natural Text Input for Immersive Virtual EnvironmentsBowman, Douglas A.; Ly, Vinh Q.; Campbell, Joshua M. (Department of Computer Science, Virginia Polytechnic Institute & State University, 2001)Text entry may be needed for system control tasks in immersive virtual environments, but no efficient and usable techniques exist. We present the pinch keyboard interaction technique, which simulates a standard QWERTY keyboard using Pinch Gloves™ and 6 DOF trackers. The system includes visual and auditory feedback and a simple method of calibration.
- Testbed evaluation of virtual environment interaction techniquesBowman, Douglas A.; Johnson, D. B.; Hodges, Larry F. (MIT Press, 2001-02-01)As immersive virtual environment (VE) applications become more complex, it is clear that we need a firm understanding of the principles of VE interaction. In particular, designers need guidance in choosing three-dimensional interaction techniques. In this paper, we present a systematic approach, testbed evaluation, for the assessment of interaction techniques for VEs. Testbed evaluation uses formal frameworks and formal experiments with multiple independent and dependent variables to obtain a wide range of performance data for VE interaction techniques. We present two testbed experiments, covering techniques for the common VE tasks of travel and object selection/manipulation. The results of these experiments allow us to form general guidelines for VE interaction and to provide an empirical basis for choosing interaction techniques in VE applications. Evaluation of a real-world VE system based on the testbed results indicates that this approach can produce substantial improvements in usability.
- Multimodal Interaction in Music Using the Electromyogram and Relative Position SensingTanaka, Atau; Knapp, R. Benjamin (NIME, 2002)This paper describes a technique of multimodal, multichannel control of electronic musical devices using two control methodologies, the Electromyogram (EMG) and relative position sensing. Requirements for the application of multimodal interaction theory in the musical domain are discussed. We introduce the concept of bidirectional complementarity to characterize the relationship between the component sensing technologies. Each control can be used independently, but together they are mutually complementary. This reveals a fundamental difference from orthogonal systems. The creation of a concert piece based on this system is given as example.
- Effects of Active Exploration and Passive Observation on Spatial Learning in a CAVEMelanson, Brian; Kelso, John; Bowman, Douglas A. (Department of Computer Science, Virginia Polytechnic Institute & State University, 2002-07-01)This experiment was a modification of Paul N. Wilson's 1999 study entitled "Active Exploration of a Virtual Environment Does Not Promote Orientation or Memory for Objects." It was hoped that changing the immersion level from a standard desktop monitor to a more immersive CAVE environment would change the results of this experiment. All subjects explored a three-dimensional virtual environment in a CAVE. Active subjects were given controls to choose their own path and explore the environment. Passive subjects watched a playback tour through the virtual environment. A unique active subject determined the tour for each passive subject. Each subject was asked to remember the objects they saw, their locations, and the floor plan of the environment. Afterward, subjects were asked to indicate the direction to another location that was not visible from the current location. Other object memory tests required recalling the location of each object and indicating it on a plan view of the environment. Similar to Wilson's experiment, this experiment yielded no significant indication that active exploration or passive observation changes the level of spatial learning.
- Immersive Virtual Environments for University Education: Views from the ClassroomBowman, Douglas A.; Gracey, Matthew; Lucas, John F.; Setareh, Mehdi; Varadarajan, Srinidhi (Department of Computer Science, Virginia Polytechnic Institute & State University, 2003)Education has long been touted as an important application area for immersive virtual environments (VEs). VEs can allow students to visualize and interact with complex three-dimensional (3D) structures, perform virtual experiments,#157; view scenes with natural head and body movements, and experience environments that would be otherwise inaccessible because of distance (the surface of the Moon), scale (a complex molecule), or danger (a sunken ship). Many researchers have explored the use of VEs for education [1, 2], with some degree of success. However, few VE systems have been deployed for actual classroom use, and little is known about effective methods for employing VEs in real-world settings (the work of Johnson et al. is a notable exception [4]). In this paper, we describe three VE applications developed to teach university students concepts in the areas of computer graphics, building structures, and computer networking, and discuss our experience in using them as integral parts of appropriate classes at Virginia Tech. We differ from Johnson et al. in our focus on postsecondary education and in our use of VEs as tools within a traditional lecture-based class. We present our observations of what worked and what did not, and offer guidelines for others wishing to incorporate VEs into the classroom.
- 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.
- 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.
- Electronic textiles for in situ biomechanical measurementsMartin, Thomas L.; Lockhart, Thurmon E.; Jones, Mark T.; Edmison, Joshua N. (Defense Technical Information Center, 2004)This paper describes the benefits of and issues in designing and building an integrated, body-worn electronic textile (e-textile) system capable of assessing a suite of biomechanical measures. Unlike laboratory based systems, this system would be worn by a soldier and could be used in a range of environmental conditions. A prototype e-textile developed at Virginia Tech has already shown promising results in the area of gait analysis.
- Modeling and Simulating Electronic Textile ApplicationsMartin, Thomas L.; Jones, Mark T.; Edmison, Joshua N.; Sheikh, Tanwir (ACM, 2004-07-11)This paper describes our design of a simulation environment for electronic textiles (e-textiles) and our experiences with that environment. This simulation environment, based upon Ptolemy II, enables us to model a diverse range of areas related to the design of electronic textiles, including the physical environment they will be used in, the behavior of the sensors incorporated into the fabric, the on-fabric network, the power consumption of the system, and the execution of the application and system software. This paper focuses on two aspects of the system, modeling the motion of a person wearing the e-textile and modeling the effect of faults in the e-textile system. To partially validate this environment, we compare simulation results against results from two different physical prototypes, a large-scale acoustic beamformer and a pair of shape-sensing pants.
- The integral Music controller: Introducing a Direct Emotional Interface to gestural control of sound synthesisKnapp, R. Benjamin; Cook, Perry R. (Michigan Publishing, 2005-09)This paper describes the concept of the integral music controller (IMC), a controller that combines gestural interface with direct emotional control of a digital musical instrument. This new controller enables the performer to move smoothly between direct physical interaction with an acoustical musical instrument, and gestural/emotional control of the instrument’s physical model. The use of physiological signals to determine gesture and emotion is an important component of the IMC. The design of a wireless IMC using physiological signals is described and possible mappings to sound synthesis parameters are explored. Controlling higher level musical systems such as conducting and style modelling is also proposed.
- 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.
- 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.
- Sensory Chairs: A System for Biosignal Research and PerformanceCoghlan, Niall; Knapp, R. Benjamin (NIME, 2008-06)Music and sound have the power to provoke strong emotional and physical responses within us. Although concepts such as emotion can be hard to quantify in a scientific manner there has been significant research into how the brain and body respond to music. However much of this research has been carried out in clinical, laboratory type conditions with intrusive or cumbersome monitoring devices. Technological augmentation of low-tech objects can increase their functionality, but may n ecessitate a form of context awareness from those objects. Biosignal monitoring allows these enhanced artefacts to gauge physical responses and from these extrapolate our emotions. In this paper a system is outlined, in which a number of chairs in a concert hall environment were embedded with biosignal sensors allowing monitoring of audience reaction to a performance, or control of electronic equipment to create a biosignal-driven performance. This type of affective computing represents an exciting area of growth for interactive technology and potential applications for ‘affect aware’ devices are proposed.
- Cooperative Object Manipulation in Collaborative Virtual EnvironmentsPinho, Marcio S.; Bowman, Douglas A.; Dal Sasso Freitas, Carla M. (Springer Nature, 2008-06-20)Cooperative manipulation refers to the simultaneous manipulation of a virtual object by multiple users in an immersive virtual environment (VE). In this work, we present techniques for cooperative manipulation based on existing single-user techniques. We discuss methods of combining simultaneous user actions, based on the separation of degrees of freedom between two users, and the awareness tools used to provide the necessary knowledge of the partner activities during the cooperative interaction process. We also present a framework for supporting the development of cooperative manipulation techniques, which are based on rules for combining single user interaction techniques. Finally, we report an evaluation of cooperative manipulation scenarios, the results indicating that, in certain situations, cooperative manipulation is more efficient and usable than single user manipulation.
- Inner-Active Art: An examination of aesthetic and mapping issues in physiologically based artworksCoghlan, Niall; Knapp, R. Benjamin (ISEA, 2009)Much art seeks to describe or stimulate the feelings and emotions of the viewer, through both abstract and literal representation. With the exponential increase in computing power over recent years we also seek new ways of interacting with technology and exploring the virtual world. Physiological signals from the human body provide us with a view into the autonomic nervous system, that part of the nervous system largely unmediated by the direct intentions of the viewer. With the appropriate choice of signals and processing, we can even develop systems with the ability to interact with us on an emotional level - machines that know how we feel and can react accordingly (Haag et. al., 2004). This gives us the ability to see into and map the interior worlds of artists and viewers through a direct and visceral connection, the human body itself. A key issue in the development of physiologically based artwork is to make the observer-artwork dialogue meaningful to the observer, a question of translating the input bio-signals to visual, auditory or experiential events. We have yet to develop a suitable language for this dialogue and so this paper seeks to explore some potential mappings for bio-signal art, illustrated using several case studies from past and current works (Knapp et.al., 2008) (Gonsalves, 2009). We also examine some of the other philosophical and artistic issues involved in 'affective' and bio-art such as monitoring emotion v. engendering emotion, the involvement of the observer in creating and contributing to bio-signal art and strategies for effectively developing such works.
- The Making of Leork: The Virginia Tech Linux Laptop OrchestraBukvic, Ivica Ico; Matthews, Michael; Renfro, Maya; Wood, Andrew (2009)This poster describes the making of Leork, the Virginia Tech Linux Laptop Orchestra. The challenge of the project was to assemble a laptop orchestra using open source software, create self-constructed speakers, and obtain netbooks for a minimal cost. The project goals were to design and build a website, build hemispherical speakers, and construct software patches in Pure Data. At the project's conclusion, 16 hemispherical speakers were built, a website was developed and made available at 12ork.music.vt.edu, and all software patches were completed.
- Teaching Interdisciplinary Collaboration: Learning Barriers and Classroom StrategiesRichter, David M.; Paretti, Marie C.; McNair, Lisa D. (ASEE, 2009)Educators have known for some time that simply putting students in teams is not sufficient to teach teamwork; instead, students need explicit instruction and guidance in teaming to work effectively. A similar principle applies to interdisciplinary teamwork: putting students in interdisciplinary teams – an increasingly common practice in engineering education – is not sufficient to teach interdisciplinary collaboration. Nor are traditional teaming skills alone enough to enable students to work effectively across interdisciplinary boundaries. This paper addresses this gap in teaching practices by first briefly identifying barriers to students successfully engaging in interdisciplinary collaboration and defining corresponding measurable learning outcomes. It then focuses in detail on teaching practices designed to help students achieve the learning outcomes. These findings have been developed from a multi-case study of interdisciplinary collaboration in a green engineering program that draws students from multiple engineering disciplines as well as business, industrial design, and related fields.