Fog Harp aims to develop a full scale model to test a promising, potentially revolutionary fog collecting technology.
Cube Fest: Massively Multichannel Music, a three-day spatial music festival produced in partnership with ICAT and the Moss Arts Center.
The goal of this project is to develop a new immersive educational tool for experimental subatomic physics using a virtual reality (visual + sound) world in the ICAT Cube.
This project aims to create a learning environment that is a hands-on, mixed-reality exhibit of the human experience in the contested landscape of World War I.
Humanoid robots are currently being developed for hazard response in industrial facilities for the DARPA Robotic Challenge (DRC) and as a watch/inspector/first responder onboard U.S. Navy ships.
Through the use of cognitive neuroscience methods, theories are being developed for engineering design cognition and ill-structured problem solving.
The BUILD project has grown from an aspiration that human-centered smart environments won’t simply connect us, but will make us smarter, and perhaps more human.
During spring semester in Billie Lepczyk’s choreography course, students were introduced to an experimental choreographic project that blends dance, images, text, sound/music, and clips through the tool of technology.
The research efforts associated with smART field focus on developing a solution that integrates luminous materials into an all weather and ADA compliant solution to paths on the Drillfield in order to enhance the integrity of the Drillfield as a “green room” at the center of the Virginia Tech campus.
The Moss Arts Center Projection Mapping Project took place in the interior stariwell inside the Moss Arts Center. The team utilized the unique upside down staricase geometry above the stairwell to project onto the surface. A 10-15 minute looped light show was shown on the ceiling surface and was accompanied by a soundtrack played simultaneously.
This three-day residency initiated a long-term research partnership between Human Computer Interaction, digital archives, and community development.
This new visualizing tool provides an interactive platform that assists one to browse the collections of the International Archive of Women in Architecture (IAWA) to gain multiple cross-readings from the breadth of the archive.
This presentation features a research and outreach project that focuses on the creation of a teacher professional development model that employs theatre arts techniques to engage high school students in STEM learning.
Recent advances in real-time global illumination (e.g., Unity3D and Unreal game engines) provide exciting new opportunities for the next generation of virtual reality (VR) applications, ranging from lighting design for built environments, psychological studies to art creation.
This study follows a simple experimental design to identify patterns within accelerometer and motion tracking data and to link these patterns with human behaviors and outcomes.
Researchers supported by the Institute for Creativity, Arts, and Technology are developing an interactive 3D environment that will bring together data from multiple research locations, including water quality data, to produce more comprehensive models and analytics for community ecosystem monitoring, targeting ongoing research activities at Stroubles Creek and the Catawba Sustainability Center.
Eighty 7th grade girls from southwestern Virginia learned about data analytics and visualization at the Women in Computing workshop today at Virginia Tech. In particular, they learned how to explore high-dimensional data by manipulating 2D projections of the data.
The goal of this project was to develop a reusable form that can capture the interior shape of a person’s grip for the purpose of manufacturing custom-fit grips for products such as motorcycles, professional cutlery, golf clubs, and more.
This project builds on the existing Cube infrastructure to provide the interaction framework and the corresponding testbed to support research into human behavior and practices using a mixed-reality environments.