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.

Recent Submissions

  • Robotic Motion Learning Framework to Promote Social Engagement 

    Burns, Rachael; Jeon, Myounghoon; Park, Chung Hyuk (MDPI, 2018-02-05)
    Imitation is a powerful component of communication between people, and it poses an important implication in improving the quality of interaction in the field of human–robot interaction (HRI). This paper discusses a novel ...
  • Robotic Arts: Current Practices, Potentials, and Implications 

    Jeon, Myounghoon (MDPI, 2017-03-24)
    Given that the origin of the “robot” comes from efforts to create a worker to help people, there has been relatively little research on making a robot for non-work purposes. However, some researchers have explored robotic ...
  • User-elicited dual-hand interactions for manipulating 3D objects in virtual reality environments 

    Nanjappan, Vijayakumar; Liang, Hai-Ning; Lu, Feiyu; Papangelis, Konstantinos; Yue, Yong; Man, Ka L (2018-10-29)
    Abstract Virtual reality technologies (VR) have advanced rapidly in the last few years. Prime examples include the Oculus RIFT and HTC Vive that are both head-worn/mounted displays (HMDs). VR HMDs enable a ...
  • ICAT Creativity and Innovation Day: Sensing Place Exhibit Catalog, 2017 

    Unknown author (Virginia Tech, 2017-05-01)
    An exhibit catalog for the event held at the Moss Arts Center on May 1, 2017.
  • ICAT Day program, 2016 

    Unknown author (Virginia Tech, 2016-05-02)
    A program of events for the exposition held at the Moss Arts Center on May 2, 2016.
  • ICAT Creativity and Innovation Day program, 2018 

    Unknown author (Virginia Tech, 2018-04-30)
    A program of events for the exposition held at the Moss Arts Center on April 30, 2018.
  • Shakespeare's Garden - Virtual Reality: An Immersive Virtual Sound Stroll 

    Miller, Chris; Cutaiar, Dillon M. (2018-07-26)
    While educational, professional, and gaming environments in virtual reality are common, little has been done to explore virtual reality’s potential application in theatre and performance art. Shakespeare's Garden - Virtual ...
  • Developing Studio Spaces as Catalysts for Innovative and Collaborative Pedagogy 

    Metko, Stefanie; Becksford, Lisa; McNabb, Kayla; Arthur, Craig; 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 ...
  • Co-located Collaborative Play in Virtual Environments for Group Learning in Museums 

    Apostolellis, 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 ...
  • Visualization, Digital Media, and Data Exploration, VT Creativity and Innovation District 

    Walters, Tyler; Knapp, Benjamin (Virginia Tech, 2017-08-31)
    As Virginia Tech forges a pathway toward systemic interdisciplinary innovation, it has become clear that a scalable, heterogeneous, and ubiquitous solution for exploring data and creating immersive simulations needs to be ...
  • 2018 CPES Annual Report 

    Unknown author (Virginia Tech, 2018)
    In its effort to develop power processing systems to take electricity to the next step, CPES has cultivated research expertise encompassing five technology areas: (1) power conversion technologies and architectures; (2) ...
  • Genesis of the Cube: The Design and Deployment of an HDLA-Based Performance and Research Facility 

    Lyon, Eric; Caulkins, Terence; Blount, Denis; Bukvic, Ivica Ico; Nichols, Charles; Roan, Michael; Upthegrove, Tanner (MIT, 2017)
    The Cube is a recently built facility that features a high-density loudspeaker array. The Cube is designed to support spatial computer music research and performance, art installations, immersive environments, scientific ...
  • Teaching Interdisciplinary Collaboration: Learning Barriers and Classroom Strategies 

    Richter, 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 ...
  • MAKER: An Ethnography of Maker and Hacker Spaces Achieving Diverse Participation 

    Riley, Donna M.; McNair, Lisa D.; Masters, S. (ASEE, 2017-06)
    Some have hailed the emergence of maker spaces as an opportunity to broaden participation of underrepresented groups in science, technology, engineering, and math (STEM) education, engaging participants in open, creative, ...
  • Self-Organizing Units in an Interdisciplinary Course for Pervasive Computing Design 

    McNair, Lisa; Newswander, Chad; Coupey, Eloise; Dorsa, Ed; Martin, Tom; Paretti, Marie (ASEE, 2009-06)
    We conducted a case study of a design course that focused on bringing together students from engineering, industrial design, and marketing to use pervasive computing technologies to design, coordinate, and build a “smart” ...
  • illumiNation 

    Unknown author (Virginia Tech, 2017)
    The Shape of Our Future I am pleased to share the 2016–2017 issue of our college’s new magazine, Illumination. The format is designed to capture the vitality, creativity, and commitment that define our faculty, students, ...
  • Electronic textiles for in situ biomechanical measurements 

    Martin, Tom; Lockhart, Thurmon; Jones, Mark; Edmison, Josh (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 ...
  • Inner-Active Art: An examination of aesthetic and mapping issues in physiologically based artworks 

    Coghlan, N.; Knapp, R. B. (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 ...
  • Modeling and Simulating Electronic Textile Applications 

    Martin, Thomas; Jones, Mark; Edmison, Joshua; 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 ...
  • An Architecture for Electronic Textiles 

    Jones, 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 ...

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