Institute for Creativity, Arts, and Technology (ICAT)
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The Institute for Creativity, Arts, and Technology is uniquely partnered with the Center for the Arts at Virginia Tech. By forging a pathway between trans-disciplinary research and art, educational innovation, and scientific and commercial discovery, the institute works to foster the creative process to create new possibilities for exploration and expression through learning, discovery, and engagement.
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Center for the Arts: I.D.E.A.S Studio Teacher Resources [10]
Educational plans are designed to assist educators working with students grades 1-12. -
Institute Publications, Institute for Creativity, Arts, and Technology (ICAT) [17]
Newsletters, annual reports, and other departmental publications -
Scholarly Works, Institute for Creativity, Arts, and Technology (ICAT) [36]
Research articles, presentations, and other scholarship
Recent Submissions
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ICAT Day: Beyond, May 1, 2023
(Virginia Tech, 2023-05-01)A program for the exhibition held on May 1, 2023, at the Moss Arts Center. This year’s theme, Beyond, focused on the kinds of work people do beyond a transdisciplinary education, how disciplines and identity are intertwined, ... -
Inclusion of Clinicians in the Development and Evaluation of Clinical Artificial Intelligence Tools: A Systematic Literature Review
(Frontiers, 2022-04-07)The application of machine learning (ML) and artificial intelligence (AI) in healthcare domains has received much attention in recent years, yet significant questions remain about how these new tools integrate into frontline ... -
Tapping into community expertise: stakeholder engagement in the design process
(Taylor & Francis, 2022-10)The Connection to Care (C2C) project, a transdisciplinary work-in-progress, employs community-engaged participatory research and design methods at the nexus of policy adaptation and product innovations. C2C aims to advance ... -
Reimagining medical workspaces through on-site observations and bodystorming
(2023-01)Clinicians in acute care hospitals experience highly stressful situations daily. They work long, variable hours, complete complex technical tasks, and must also be emotionally engaged with patients and families to meet the ... -
Exploring Effect of Level of Storytelling Richness on Science Learning in Interactive and Immersive Virtual Reality
(ACM, 2022-06-21)Immersive and interactive storytelling in virtual reality (VR) is an emerging creative practice that has been thriving in recent years. Educational applications using immersive VR storytelling to explain complex science ... -
Exploring Spatial UI Transition Mechanisms with Head-Worn Augmented Reality
(ACM, 2022-04-29)Imagine in the future people comfortably wear augmented reality (AR) displays all day, how do we design interfaces that adapt to the contextual changes as people move around? In current operating systems, the majority of ... -
Virginia Tech Science Festival 2021
(Virginia Tech, 2021)A program for the festival held on the Virginia Tech campus from September 27 - November 19, 2021. This year's edition included small group campus field trips, teleconferences, and hybrid presentations in the Moss Arts ... -
Virtual replicas of real places: Experimental investigations
(2021-07-13)The emergence of social virtual reality (VR) experiences, such as Facebook Spaces, Oculus Rooms, and Oculus Venues, will generate increased interest from users who want to share real places (both personal and public) with ... -
Using Place as Provocation: In Situ Collaborative Narrative Construction
(Research Center for Educational Technology, 2008)This paper describes a unique model for mobile, collaborative learning embodied in the use of a new software tool called PlaceMark©. The model is overtly intended to help learners reflect on their relationship to particular ... -
Learning When Less is More: “Bootstrapping” Undergraduate Programmers as Coordination Designers
(Computer Professionals for Social Responsibility, 2006)In this paper, we describe an undergraduate computer science class in the United States that we started with the intention of creating a participatory design experience to create distributed mobile collaborative technologies ... -
Aegis Audio Engine: Integrating a Real-Time Analog Signal Processing, Pattern Recognition, and a Procedural Soundtrack in a Live Twelve-Perfomer Spectacle With Crowd Participation
(Georgia Institute of Technology, 2015-07)In the following paper we present Aegis: a procedural networked soundtrack engine driven by real-time analog signal analysis and pattern recognition. Aegis was originally conceived as part of Drummer Game, a game-perform ... -
Introducing Locus: a NIME for Immersive Exocentric Aural Environments
(ACM, 2019-06)Locus is a NIME designed specifically for an interactive, immersive high density loudspeaker array environment. The system is based on a pointing mechanism to interact with a sound scene comprising 128 speakers. Users can ... -
3D Time-Based Aural Data Representation Using D⁴ Library’s Layer Based Amplitude Panning Algorithm
(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 ... -
Cinemacraft: Immersive Live Machinima as an Empathetic Musical Storytelling Platform
(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 ... -
L2OrkMote: Reimagining a Low-Cost Wearable Controller for a Live Gesture-Centric Music Performance
(ACM, 2018-06)Laptop orchestras create music, although digitally produced, in a collaborative live performance not unlike a traditional orchestra. The recent increase in interest and investment in this style of music creation has paved ... -
Introducing a K-12 Mechatronic NIME Kit
(ACM, 2018-06)The following paper introduces a new mechatronic NIME kit that uses new additions to the Pd-L2Ork visual programing environment and its K-12 learning module. It is designed to facilitate the creation of simple mechatronics ... -
OPERAcraft: Blurring the Lines between Real and Virtual
(University of Michigan, 2014-09)In the following paper we present an innovative approach to coupling gaming, telematics, machinima, and opera to produce a hybrid performance art form and an arts+technology education platform. To achieve this, we leverage ... -
Introducing D⁴: An Interactive 3D Audio Rapid Prototyping and Transportable Rendering Environment Using High Density Loudspeaker Arrays
(University of Michigan, 2016)With a growing number of multimedia venues and research spaces equipped with High Density Loudspeaker Arrays, there is a need for an integrative 3D audio spatialization system that offers both a scalable spatialization ... -
NIMEhub: Toward a Repository for Sharing and Archiving Instrument Designs
(ACM, 2016-07)This workshop will explore the potential creation of a community database of digital musical instrument (DMI) designs. In other research communities, reproducible research practices are common, including open-source software, ... -
New Interfaces for Spatial Musical Expression
(ACM, 2020-07)With the proliferation of venues equipped with the high den- sity loudspeaker arrays there is a growing interest in developing new interfaces for spatial musical expression (NISME). Of particular interest are interfaces ...