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FOREWORD Welcome to another exciting ICAT Creativity and Innovation Day! This is our sixth annual celebration of the incredible transdisciplinary work of high school students from across the Commonwealth as well as undergraduate students, graduate students, and faculty from across seven of the colleges and six of the university level research institutes of Virginia Tech. This year’s theme is Trace, as in (1) to find or discover by investigation, (2) to take a particular path or route, (3) an indication of the existence of something, palimpsest, (4) a small road. The theme will be embodied in 79 experiences, including a panel discussion, performances, and expo-style exhibits involving over 300 presenters. We will be giving out awards for projects that best exemplify values espoused by the Institute: • The Innovation award will go to the project that shows exemplary innovative output and potential for external impact. • The Process award will go to the project that best communicates its creative process with the ICAT Creativity and Innovation Day audience. • The At the Nexus award will go to the project that best exemplifies working at the nexus of science, engineering, arts, and design (SEAD). Members of ICAT’s external advisory board, representing companies and organizations from around the world, will help judge the projects and select these three trophy winners. A fourth trophy, the People's Choice award, will go to the project that ICAT Creativity and Innovation Day visitors choose based on their audience experience. As always, I have to thank Dr. Phyllis Newbill, the Outreach and Engagement Coordinator for the Center for Research on SEAD Education, for putting this event together, coordinating all of the stakeholders, and leading the evaluation of its impact. Her tireless commitment to the success of this event is what makes it such an astounding educational opportunity for everyone involved and why it gets better year after year. I hope you will join me and meet the faculty and students who are crossing traditional boundaries to develop new possibilities for exploration, expression, and creativity. It is my sincere hope that you learn from what you see, make connections with other people, and dream bigger than you did before. #ICATDay2018 -Ben R. Benjamin Knapp Founding Director Institute for Creativity, Arts, and Technology Virginia Tech


PANEL DISCUSSION 10 AM


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Katie Biddle is a Licensed Professional Counselor and Registered Expressive Arts Therapist with over ten years of experience as a mental health clinician. Katie received a master’s degree in

expressive arts therapy from Lesley University in Cambridge, Massachusetts in 2007. She completed her counseling residency in community mental health, providing outpatient counseling for children, adolescents, and families for three years, and she worked for several years as a therapist leading group expressive arts for children, adolescents, and adults in an inpatient psychiatric setting. Following two years as an adjunct instructor in Virginia Tech’s Counselor Education program, Katie sought a doctoral degree in the field, successfully defending her dissertation in February of 2018 and begins her new role as coordinator of the Robert L. A. Keeley Healing Arts Program at Carilion Clinic in April. Her continuing research will focus on the arts in health and education.

Robin Queen served for 11 years as the director

Nicole Abaid received her bachelor’s and master’s

Kari Zacharias is a PhD candidate in the Department

of the Michael W. Krzyzewski (Coach K) Human

degrees in mathematics from the University of North

of Science, Technology, and Society at Virginia Tech,

Performance Laboratory at Duke University before

Carolina at Chapel Hill in 2003 and the University

and a graduate assistant at the Institute for Creativity,

coming to Virginia Tech to helm the Kevin P. Granata

of Kansas in 2008, respectively, and her Ph.D. in

Arts, and Technology. She holds a bachelor’s degree in

Biomechanics Laboratory as an associate professor

mechanical engineering from the Polytechnic

engineering science from the University of Toronto and

in biomedical engineering and mechanics. She has an

Institute of New York University in 2012. Since August

a master’s degree in science and technology studies

interest in whole body mechanics with an emphasis on

2012, she has worked as an assistant professor

from the University of Vienna. Her research uses

loading symmetry and functional outcomes following

in the Department of Biomedical Engineering and

ethnographic and historical methods to explore the

surgical interventions, and has published more than

Mechanics at Virginia Tech. Her research focuses on

origins and values of university-based transdisciplinary

85 peer reviewed manuscripts in a variety of basic

dynamic systems, animal behavior, and bio-inspired

research across the sciences, engineering, arts, and

science and clinical journals as an independent

mechatronics.

design.

investigator. In early 2014, Dr. Queen was selected to become one of the inaugural basic science members of the American Orthopaedic Foot and Ankle Society, one of only two non-clinical members of the Society as well as being selected as a Fellow of the American College of Sports Medicine. In addition to her role as the director of the Granata Biomechanics Lab, Dr. Queen is an associate professor of orthopaedic surgery at the Virginia Tech Carilion School of medicine as well as an adjunct faculty at the Edward Via College of Osteopathic Medicine.

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EXPO

11 AM - 4 PM

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GRAND LOBBY AND MAIN FLOOR STUDIOS

GRAND LOBBY ConductVR ---------------------------------------------------------------------------------------------------------------- 8 Generative Folly --------------------------------------------------------------------------------------------------------- 8 A Digital Game to Learn Systems Thinking and Math in K12 ----------------------------------------------- 8 Observation, Ideation, and Creation in the Active Learning Curation Program ------------------------ 9 Growing A Makerspace------------------------------------------------------------------------------------------------ 9 Virtual Reality Quarterback Training ------------------------------------------------------------------------------- 9 Virtual Vauquois: Immersive History ------------------------------------------------------------------------------ 10 Fog Harp: Harvesting Fog Water with Linear Wire Arrays -------------------------------------------------- 10 Source Form ------------------------------------------------------------------------------------------------------------ 10 Evaluating the feasibility of using sound to track automatically honey bee recruitment dances - 11 Hands-On Volcano Deformation Demonstration and Data Stream -------------------------------------- 11 Exploring World War II through Digital History Projects ---------------------------------------------------- 11 Battle for Newport: Journalism in 360° -------------------------------------------------------------------------- 11 THE CUBE Sideways 3D Printing with a Robotic Arm ---------------------------------------------------------------------- 12 Bringing Fossils Back to Life: An Immersive Fossil Excavation -------------------------------------------- 12 Escape The Cube ----------------------------------------------------------------------------------------------------- 12 Second Body Awareness (Holo Studies 1 - 5) ----------------------------------------------------------------- 12 EXPERIENCE STUDIO Surveil -------------------------------------------------------------------------------------------------------------------- 13 PERFORM STUDIO VaRt ----------------------------------------------------------------------------------------------------------------------- 14 Sonification of Emergence ------------------------------------------------------------------------------------------ 14 SANDBOX Collaborative and Distributed Mixed-Reality ------------------------------------------------------------------ 15 Smart Built Environments: FutureHAUS ------------------------------------------------------------------------- 15 Immunology VR: A Story about Neutrophils ------------------------------------------------------------------- 15 Ghosts in the Attic! - Progressive Refinement Selection VR Demo -------------------------------------- 16 Telekinesis Done Right - A VR Game Using Hand Gestures ----------------------------------------------- 16 The Augmented Reality Desktop --------------------------------------------------------------------------------- 16 HARRIS AMPHITHEATRE Moss Arts Center Projection Mapping Project ---------------------------------------------------------------- 17

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UP THE POETRY STAIRS (22 STEPS)

FRANCIS T. ECK EXHIBITION CORRIDOR Dynamic lighting in the Sandbox --------------------------------------------------------------------------------- 18 Proceduralism in the Abstract-------------------------------------------------------------------------------------- 18 Practices in 2D Animation and Motion Graphics ------------------------------------------------------------- 18 Singing Darwin --------------------------------------------------------------------------------------------------------- 19 Octopus ----------------------------------------------------------------------------------------------------------------- 19 Traffic Sonata ----------------------------------------------------------------------------------------------------------- 19 LEARNING STUDIO CS4624 (Multimedia, Hypertext, and Information Access) capstone team term projects sampling ----------------------------------------------------------------------------------------------------------------------------- 20 Fractaleyez -------------------------------------------------------------------------------------------------------------- 20 Get the Apple: a game of frustration ---------------------------------------------------------------------------- 20 Retail 2.0 ---------------------------------------------------------------------------------------------------------------- 20 Lens: A Game About Perspective --------------------------------------------------------------------------------- 21 The Forest --------------------------------------------------------------------------------------------------------------- 21 FeelTime ---------------------------------------------------------------------------------------------------------------- 21 Drone Storytelling ---------------------------------------------------------------------------------------------------- 21

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GRAND STAIRCASE LOBBIES

ORCHESTRA LOBBY Global Spin ------------------------------------------------------------------------------------------------------------- 22 Dancing Motion of Bubbles ---------------------------------------------------------------------------------------- 22 The Mudline ------------------------------------------------------------------------------------------------------------ 22 Mobile Nursing Workstation --------------------------------------------------------------------------------------- 23 Lipid Liner: hydrocarbon insulated winter glove liner ------------------------------------------------------- 23 Redshift Education, Inc: Prototyping Virtual Reality, Hands-on Lessons -------------------------------- 23 Where Should We Protect? Identifying Potential Targets of Terrorist Attack Plans via Crowdsourced Text Analysis --------------------------------------------------------------------------------------- 23 Photo Sleuth: Combining Crowdsourcing and Computer Vision to Identify Historical Portraits - 24 An Interactive Movie Selection Dashboard: The Journey From Data Discovery to Visualization 24 Tracing the Opioid Epidemic: Identifying Potential Sources, Complications, and Areas of Crisis 24 3D Visualization of an Nuclear Response Agent-Based Simulation -------------------------------------- 24 MEZZANINE LOBBY Visualizing Tweets on the Trail------------------------------------------------------------------------------------- 25 Technological Enhancements for the Science Museum of Western Virginia Pollinator Garden -- 25 Water Quality and Today's Technology ------------------------------------------------------------------------- 26 Mobile Poison Ivy Tracking on the Appalachian Trail ------------------------------------------------------- 26 GreenSites: The Sustainable Camping Application ---------------------------------------------------------- 26 Tracking Birds in the New River Valley -------------------------------------------------------------------------- 27 Picturing the trail: Investigating tensions between wanting, taking, having, and being ------------ 27 How Super is your SuperMarket----------------------------------------------------------------------------------- 27 Vision of Empathy ----------------------------------------------------------------------------------------------------- 27 Wasteful: Food Waste Interactive Exhibit----------------------------------------------------------------------- 28 Open Arms: Tracing Refugees' Path to Asylum --------------------------------------------------------------- 28 Alice, Cubed ----------------------------------------------------------------------------------------------------------- 28 Bad Star: Immersive Music Performance and Video Projection Mapping ------------------------------ 28 BALCONY LOBBY DriveCalm --------------------------------------------------------------------------------------------------------------- 29 Bright Lights ------------------------------------------------------------------------------------------------------------ 29 Robotic Emergency Carrier ----------------------------------------------------------------------------------------- 29 Smartphone Controlled Skylight Conversion ------------------------------------------------------------------ 30 Simba: Automated Traffic Director Drone ---------------------------------------------------------------------- 30 Automated Carbon Monoxide Sensing Garage Door Opener -------------------------------------------- 30 Henny Penny Solutions ---------------------------------------------------------------------------------------------- 30 The EVA Board (Extending Visual Alphanumeric Board) --------------------------------------------------- 31 Tellescope: A Messaging Interaction Model for Product Discovery ------------------------------------- 31 ART: Automated Robotic Tracer ---------------------------------------------------------------------------------- 31 TRACE: Transportable Robust Air Composition Evaluator ------------------------------------------------- 32 From Art to Science: Origami Explorations -------------------------------------------------------------------- 32

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GRAND LOBBY AND STUDIOS Grand Lobby Many of the projects in this area represent ICAT-funded grants. ICAT awards $25,000 grants to faculty once per year. ICAT also awards $3,000 grants to faculty and $500 grants to students once per year. Additional grants are available for collaborations with public K-12 schools. Researchers do not have to have received ICAT funding to present at ICAT Creativity and Innovation Day, but they do have to combine science, engineering, arts, and design.

ConductVR David Thames, UG Student in Computer Science Department Noah Miller, UG Student in Mechanical Engineering Department Mike Horning, Faculty in the VT Communications Department

ConductVR allows you to conduct a concert in virtual reality through natural hand gestures. It explores artificial intelligence methods of categorizing these natural gestures into discrete commands to which the environment reacts.

Generative Folly Armi Behzad, Visual Arts Aisling Kelliher, Computer Science, ICAT

Generative Folly is an interactive architectural installation which uses sensors and micro controllers to generate dynamic form, movement, and interaction. The project aims to create a playful and engaging relationship between people and their built environment though an interactive installation.

A Digital Game to Learn Systems Thinking and Math in K12 Alejandro Salado, Industrial & Systems Engineering Aisling Kelliher, Computer Science, School of Visual Arts Anderson Norton, Mathematics Martha Ann Bell, Psychology Miguel Nino, Teaching & Learning Engagement

This digital game is a learning instrument for systems thinking (ST) and math. It fosters developing ST while practicing math, by encouraging children to create and refine their own problems from familiar scenarios. Focus is on connecting elements of the scenario, not on procedural aspects of math.

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Observation, Ideation, and Creation in the Active Learning Curation Program Alice Rogers, University Libraries, Moss Arts Center

The Active Learning Curation Program showcases innovative teaching methods and course designs that actively engage students in the learning process. Data is collected from the classes and interviews, then transformed into accessible, public exhibits.

Growing A Makerspace Christina Martin, Giles County, STEM Coordinator Kristen Corboy, Giles County, Eastern Elementary/Middle School Librarian Phyllis Newbill, ICAT

Enter the brave new world of makerspace creation. Build enthusiasm in your students, staff, and administrators through cross-curricular projects. Help change the culture of your school from test hype to creative prototype.

Virtual Reality Quarterback Training Todd Ogle, University Library, Center for Human-Computer Interaction Doug Bowman, Computer Science, Center for Human-Computer Interaction Zach Duer, Creative Technologies/School of Visual Arts, Center for Human-Computer Interaction Robin Queen, Biomedical Engineering and Mechanics, VTCRI Nathan Lau, Industrial and Systems Engineering, Center for Human-Computer Interaction Ico Bukvic, Music, Center for Human-Computer Interaction Stefan Duma, Institute for Critical Technology and Applied Science Lei Zhang, Human-Centered Design Tianzi Wang, Industrial and Systems Engineering Jeremy Smith, Engineering Education

The Virtual Reality (VR) Quarterback Trainer is a fully-immersive simulation. Trainees are placed on the field in real-time, with a first-person view as a quarterback, with the sights, sounds and mental pressure to identify the defensive scheme, start the play, and make the right throw before time runs out.

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Virtual Vauquois: Immersive History Todd Ogle, University Libraries, Center for Human-Computer Interaction Zach Duer, Creative Technologies/School of Visual Arts, Center for Human-Computer Interaction David Hicks, School of Education, Center for Human-Computer Interaction Thomas Tucker, Creative Technologies/School of Visual Arts, Center for Human-Computer Interaction Doug Bowman, Computer Science, Center for Human-Computer Interaction Run Yu, Copmputer Science, Center for Human-Computer Interaction DongSoo Choi, School of Visual Arts Patty Raun, School of Performing Arts Herve Marand, Chemistry David Cline, Public History Erik Westman, Mining and Minerals Engineering Tanner Upthegrove, ICAT Yves Massotte, Amis de Vauquois (Stewards of the Hill of Vauquois) Celine Beauchamp, Arkemine (Rescue Archeology) Adrien Arles, Arkemine (Rescue Archeology) Creative Technologies MFA students Maureen Suess, Scott Saverot, Huy Ngo, Phat Nguyen, Zach Bush, Matthew Yourshaw, Alex Forlini, and Brennan Young Nick Wyers, Blacksburg High Schol Daniel Newcomb, Virginia Tech History Master's Student

Virtual Vauquois is an immersive experience of the tunnels beneath the now disappeared village of Vauquois in northeastern France. Obliterated 100 years ago during the Great War, the people who lived and fought here for four years left traces of their experiences behind for us to explore.

Fog Harp: Harvesting Fog Water with Linear Wire Arrays Brook Kennedy, Industrial Design Jonathan Boreyko, Biomedical Engineering and Mechanics Wei wei Shi, Biomedical Engineering and Mechanics Tom Van der Sloot, Industrial Design

Fog Harp radically improves fog water harvesting. Never before has there been a greater demand for solutions that can provide drinking water to global regions where there are no reliable sources. Fog Harp is a novel lab-tested design that extracts WHO-certified clean drinking water from moving fog.

Source Form Sam Blanchard, School of Visual Arts, ICAT Chris Williams, Mechanical Engineering, ICAT Jia-Bin Huang, Electrical and Computer Engineering

Source Form is a portal through which the immense breadth and growth of the collective internet image database will become physically tangible. It is a device capable of collecting crowdsourced images of a user defined object, stitching together available visual data, and 3D printing a physical form.

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Evaluating the feasibility of using sound to track automatically honey bee recruitment dances Roger Schuerch, Entomology Ricardo Burdisso, Mechanical Engineering

Honey bees perform waggle dances to recruit fellow nestmates to valuable resources such as patches with flowering plants. Our project investigates whether honey bee waggle dances can be tracked by analyzing the sound dancing bees emit.

Hands-On Volcano Deformation Demonstration and Data Stream D. Sarah Stamps, Assistant Professor, Geosciences Josh Jones, PhD Graduate Student, Geosciences Jessica Schobelock, Graduate Student, Geosciences Sean Malloy, Undergrad Researcher, Geosciences Emmanuel Njinju, PhD Graduate Student, Geosciences Lidia Guerra, Lab Assistant, Geosciences Sarah Morgan, Undergrad Researcher, Geosciences Ryan Roane, Undergrad Researcher, Geosciences Dr. Rui Xu, Associate Researcher, Sichuan Earthquake Bureau Kyera Broxton, Lab Assistant, Geosciences

Virginia Tech's Geodesy and Tectonophysics Lab of the Department of Geosciences has created a model that addresses volcanic and tectonic processes using a hands-on model that will help students visualize and trace volcanic processes and ways scientists use GNSS/GPS in their research.

Exploring World War II through Digital History Projects Kurt Luther, Computer Science Ed Gitre, History

Explore World War II history through a series of digital projects, the result of a semester-long collaboration between computer science students in Professor Kurt Luther's User Interface Programming course and history students in Professor Ed Gitre's Digital History course.

Battle for Newport: Journalism in 360° Michael Horning, Communication, Center for Human-Computer Interaction Samantha Smith, Communication

Battle for Newport: Journalism in 360° uses virtual reality to look at how the small town of Newport, Virginia will be impacted by the Mountain Valley Pipeline.

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The Cube Unique in the world, the Cube is a four-story-high, state-of-the-art theatre and high tech laboratory that serves multiple platforms of creative practice by faculty, students, and national and international guest artists and researchers.

Sideways 3D Printing with a Robotic Arm 11:00-2:30 Joseph Kubalak, DREAMS Lab, Mechanical Engineering Christopher Williams, DREAMS Lab, Mechanical Engineering

3D Printing, since its creation, has been able to fabricate impossible structures. This platform, based on a robotic arm, pushes the boundaries of 3D printing by allowing material to be deposited at any angle. This freedom produces overhanging structures without the need for support structure.

Bringing Fossils Back to Life: An Immersive Fossil Excavation 11:00-1:00 Michelle Stocker, Geosciences/Assistant Professor, Global Change Center/Faculty Fellow George Hardebeck, Creative Technologies/Graduate Student, ICAT/Graduate Assistant

Bringing Fossils Back to Life is an immersive audio and video project. It combines 3D 360 video and audio, still images, drone footage, and interviews with scientists to engage the audience in a remote fossil excavation lead by paleontologists at Virginia Tech.

Escape The Cube 1:15-2:30 Chris Hurt, Computer Science Chad Biever, Mechanical Engineering Rachel Hunt, School of Visual Arts

Escape The Cube was created in the Moss Art Center's Cube as part of the two-week UH 3004 Wintermester course last winter. It's an escape room game in which the player must follow audio/visual cues and interact which each puzzle room using a handheld wand.

Second Body Awareness (Holo Studies 1 - 5) 2:45-4:00 Michael Rhoades, School of Visual Arts/Creative Technologies

Second Body Awareness is comprised of five related studies exploring holographic and holophonic objects. It places the audience in a deeply immersive and dynamic environment. Utilizing the Cyclorama and the High Density Loud Speaker system in the Cube, a unique 16 minute experience unfolds.

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Experience Studio The Experience Studio is designed as a flexible space for ICAT researchers to create, explore, and document a variety of still and immersive environments, including video games, augmented reality, motion tracked virtual collaboration, and mixed reality performance. Unique features of this space include a two-story projection wall with green screen and an open grid ceiling for flexible lighting and sound exploration.

Surveil Phat Nguyen, School of Visual Arts Tanner Upthegrove, ICAT Ani Mittra, School of Visual Arts Lucas Freeman, School of Visual Arts, ICAT Jesse Bible, School of Visual Arts

Surveil is a projection-mapping project that utilizes motion tracking. It uses an Xbox Kinect to drive a 3D generated eye that will follow the movements of the audience. Surveil explores a growing modern-day issue of surveillance in our lives through technology and social media.

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Perform Studio Perform Studio is where arts, technology, and creativity meet human mind and body. Using the state-of-the-art acoustic space with multichannel audio, motion capture system and dynamic lighting, here ICAT researchers study human gesture, emotion, spatialization of audio-visual stimuli, and embodied interaction over great distances, as well as performance in its broadest context.

VaRt 11:00-1:00 Armi Behzad, Visual Arts David D'Atre, Computer Science, English

VaRt is a Virtual Reality art experience which uses motion capture sensors allowing participants to draw in virtual space and add to the drawings created by previous participants. This project is an invitation for a participatory experience in both an individual and a collective scale.

Sonification of Emergence 2:00-4:00 Jasmine Edison, School of Visual Arts Tanner Upthegrove, ICAT Zach Duer, School of Visual Arts

Using the Max programming language, this project is an initial exploration of biomimicry and emergence through the lens of multi-channel audio.

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Sandbox The Sandbox is ICAT's idea incubator. Teams meet here to brainstorm, discuss visions, and start projects. With moveable furniture, dry-erase boards, and a projection array, this flexible meeting space encourages collaborative creativity. This space currently houses projects from the virtual reality/augmented reality research group and the FutureHAUS research group from the Center for Human Computer Interaction.

Collaborative and Distributed Mixed-Reality Denis Gracanin, Computer Science Mohamed Handosa, Computer Science Reza Tasooji, Computer Science, ICAT Matthew Tucker, Electrical Engineering Mark Manuel, Computer Science

Mixed Reality systems are well suited for collaborative and distributed work since users can interact face-to-face and share digital artifacts while remaining within the individual physical environments. We demonstrate an interactive collaborative mixed reality testbed for smart built environments.

Smart Built Environments: FutureHAUS Denis Gracanin, Computer Science Joseph Wheeler, Architecture Bobby Vance, Architecture Mohamed Handosa, Computer Science Archi Dasgupta, Computer Science, Architecture Matthew Tucker, Electrical Engineering Reza Tasooji, Computer Science Mark Manuel, Computer Science

Smart built environments enhanced with technology, such as Internet of Things (IoT), can improve the lives of individuals, groups, and the broader community. We demonstrate an interactive, smart kitchen module of FutureHAUS, a Virginia Tech entry in the 2018 Solar Decathlon Middle East competition.

Immunology VR: A Story about Neutrophils Lei Zhang, Human-Centered Design/IGEP, Creative Technologies/School of Visual Arts Doug Bowman, Computer Sciences/Center for Human-Computer Interaction Caroline Jones, Biological Sciences Brittany Boribong, Biological Sciences

Immunology VR is an immersive educational virtual reality experience in which a user takes on the role of an immune cell and migrates to fight off pathogens at an infection site in the human body. It explores levels of interactivity and storytelling in educational virtual reality and their impact on learning.

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Ghosts in the Attic! - Progressive Refinement Selection VR Demo Kalila Simpson, Senior, Computer Science Alec Alderman, Alumni, Computer Science Doug Bowman, Director, Center for Human-Computer Interaction, Fellow, ICAT Samee Khan Carly Burroughs Abhijeet Tawar Run Yu Wallace Lages

Ghosts in the Attic! is a virtual reality minigame where the player has a chance to experience three different selection techniques while defending their attic from ghosts.

Telekinesis Done Right - A VR Game Using Hand Gestures Run Yu, Center for Human-Computer Interaction, Department of Computer Science Doug Bowman, Center for Human-Computer Interaction, Department of Computer Science

The ability to remotely control an object at a distance is a superpower in the real world. But in virtual reality (VR), it is an essential task of 3D interaction. We present this fun and challenging VR game that gives you the superpower to remotely manipulate objects with hand gestures.

The Augmented Reality Desktop Wallace Lages, Center for Human-Computer Interaction, Computer Science Doug Bowman, Center for Human-Computer Interaction, Computer Science

What if you could combine the size and mobility of a smartphone, with the large displays used in desktop computers? In this project, we are looking to understand how augmented reality can change the way we work and manage information.

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Harris Amphitheatre An outdoor amphitheatre on the west wall of the Cube has seating and ample space for projection mapping on the side of the building. The ICAT Creativity and Innovation Day exhibit is open from 7:45 to 10:00 PM each evening from Monday, April 30 to Wednesday, May 2.

Moss Arts Center Projection Mapping Project 7:45-10:00 Armi Behzad, David J Franusich, Mahshid Gorjian, George Hardebeck, Tacie Jones, Xindi Liu, Daniel Robert Monzel, Huy Quoc Ngo, Heather Arnold, Jesse Bibel, Zachary Cortez, Justus Darby, Nishat Jamil, Antonia Marigliani, Pei Qiu, Michael Rhoades, Yiming Wang, Ben Knapp, Holly Williams, Melissa Wyers, and the Moss Arts Center production crew

The School of Visual Arts Art 4544 and 5724 projection mapping class collaborated with ICAT and the Moss Arts Center in creating a large-scale projection mapping project which will be projected onto the south-west facade of the Moss Arts Center after dark.

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UP THE POETRY STAIRCASE (22 STEPS) Francis T. Eck Exhibition Corridor This space includes three ICAT Creativity and Innovation Day exhibits plus Open (at the) Source: Trace, a gallery exhibition that features three interdisciplinary sound-based projects by Virginia Tech faculty, researchers, and numerous collaborators. This exhibition features Singing Darwin from Ivica Ico Bukvic, Octopus from Eric Lyon, and Traffic Sonata from Charles Nichols, Montasir Abbas, Anne Elise Thomas, and Qichao Wang. The exhibit is open from Monday, April 30 to Saturday, June 9, 2018. ICAT Creativity and Innovation Day exhibits in this section explore the upper levels of the Sandbox and animation technology.

Dynamic lighting in the Sandbox Christoph Opitz, Architecture James Jones, Architecture Kaleb Kleine, Electrical Engineering

This prototype for a dynamic lighting project uses solar panels to sense sunlight intensity, and uses this information to control lighting patterns in a model of the Sandbox. The goal is to stimulate the occupants of the Sandbox by giving them a temporal connection to the outside world.

Proceduralism in the Abstract Lucas Freeman, Creative Technologies

Proceduralism in the Abstract is a collection of abstract renders created each week. Modeled and rendered through the use of the software Houdini, each work explores various procedurally generated topics including particle simulation, abstract modeling, and growth systems. This exhibit is projected on the Sandbox wall and can be viewed from the Sandbox or the Francis T. Eck Exhibition Corridor.

Practices in 2D Animation and Motion Graphics Simone Paterson, Creative Technologies Michelle Farber, Creative Technologies

Class projects show 2-dimensional multimedia video in mediums ranging from traditional animation to motion graphics.

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Singing Darwin Ico Bukvic, School of Performing Arts, Music

Singing Darwin is an aural artifact designed in celebration of the 150th anniversary of Charles Darwin’s seminal work “On the Origin of Species.” The piece explores biodiversity of a selfevolving aural ecosystem and observing subtle chnages at the very edge of perceptibility.

Octopus Eric Lyon, School of Performing Arts, Music

Octopus was first created as an octophonic piece in 2017. The work has received subsequent performances in eight channels, and was expanded to a 139-channel version for performance in the Cube. A binaural version of "Octopus" was prepared for this exhibit.

Traffic Sonata Montasir Abbas, Transportation Infrastructure and Systems Engineering, Civil and Environmental Engineering Charles Nichols, School of Performing Arts, ICAT Qichao Wang, Transportation Infrastructure and Systems Engineering, Civil and Environmental Engineering Anne Elise Thomas,

The Traffic Sonata research group is working to sonify traffic flow into music, and control traffic flow with music. This installation includes audio of live performance on violin, oud, and qanun, accompanied by sonified traffic flow data, and video of the corresponding traffic lights.

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Merryman Family Learning Studio Student projects from capstone courses open a window to the creative and innovative minds of Virginia Tech students. Two computer science capstone classes are featured in the Merryman Family Learning Studio, Room 253.

CS4624 (Multimedia, Hypertext, and Information Access) capstone team term projects sampling Edward Fox, Computer Science, Electrical and Computer Engineering

CS4624 (Multimedia, Hypertext, and Information Access) is a computer science capstone course, wherein teams of seniors implement real projects as service learning efforts for campus, local, and partner clients. Five projects – AI in Cybersecurity, Autism Support Portal, Neural Network Document Summarization, Tweet Collections, and Visualizations of School Shootings – will share their work.

Fractaleyez Dakota Douglass, CS 4644, Creative Computing Conor O'Neill, CS 4644, Creative Computing

Fractaleyez combines the beauty of fractal generation with the music you love the most, all the while giving you the control of your journey through 3-dimensional space. This project pushes the boundaries of what can be done with animation in the web browser.

Get the Apple: a game of frustration Theo Stewart, Computer Science, Mathematics Jad Sidiyekhlef, Computer Science Spencer Su, Computer Science Kyle Chiu, Computer Science

Get the Apple is a simple platformer videogame with an unusual design goal: to be as frustrating as possible. It questions what it means to "win" a game as well as the value of persistence versus knowing when to quit.

Retail 2.0 Siva Gangiredla, Computer Science Rupin Bhalla, Computer Science Student Sarah Lee, Computer Science Student Jordyn Anderson, Computer Science Student

This project analyzes the user's face and recommends skincare products based on the facial attributes.

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Lens: A Game About Perspective Miya Oshiro, Computer Science Emily Brents, Computer Science Dayoung Park, Computer Science Kalila Simpson, Computer Science

Lens is a computer video game that explores perspective as a the system of truth. This game uses an innovative and personally-designed game mechanic that is inspired by a camera lens.

The Forest LeighAnna Foley, Computer Science, Student Harsh Mistry, Computer Science, Student Andrew Newman, Computer Science, Student Tobias Pancione, Computer Science, Student

The Forest is a digital forest built on top of the Ethereum blockchain. Each tree contains a permanent message posted by another user. It explores how unique features of the blockchain such as permanence, trust, and value can be applied to make CryptoArt.

FeelTime Jon Snyder, Computer Science Galina Belolipetski, Computer Science, School of Performing Arts Colm Gallagher, Computer Science, Computer Engineering

FeelTime provides an opportunity to visualize and auralize the vibrant colors and sounds of human emotions. Two displays show vibrant patterns and visualizations representing each of the other viewer's observed emotions, and plays audio to stimulate and emphasize the emotions portrayed.

Drone Storytelling Allie Howe, Computer Science Ryan Smith, Computer Engineering

Similar to the popular Intel drone light shows, the goal here is to use drones as a medium for storytelling. These drones use acrobatic moves and lights to help convey a tale of two lovers. There are two drones in the project and they dance around each other set to music to tell their story.

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GRAND STAIRCASE LOBBIES Orchestra Lobby Under the grand staircase and throughout the Orchestra (first) level lobby, find projects from ICAT student grants and projects that demonstrate how science, engineering, arts, and design complement and support the humanities. The four projects under the Grand Staircase were recipients of Student Engagement in Creativity and Innovation (SECI) grants earlier this spring. Two projects represent work from the new Data Viz Studio at Newman Library.

Global Spin Kyriakos Tsoukalas, Interdisciplinary Graduate Education Program/Human-Centered Design Galina Belolipetski, Honors College, Computer Science Qichao Wang, Civil Engineering

Global Spin reacts to proximity at three parts of its globe to drive the rotation of the globe and a sound synthesis engine for sound production. It is part a visual sculpture, part a music instrument. It explores tolerance by providing an ill-defined user interface to explore making music.

Dancing Motion of Bubbles Shima Shahab, Biomedical Engineering and Mechanics Rafael Davalos, Biomedical Engineering and Mechanics Billie Lepczyk, School of Performing Arts Marjan Bakhtiari-Nejad, Biomedical Engineering and Mechanics Ahmed Elnahhas, Mechanical Engineering

In this project, we will leverage our resources from an interdisciplinary collaboration including Biomedical Engineering, Medicine, and Performing Arts to understand how bubbles feature a surprising collective dance movement in an acoustic field.

The Mudline Angela Zhang, Architecture Casey Hunt, Architecture Tyler Park, Architecture Jack O'brien, Water and resource management Airiel Barrientos, Landscape Architecture

The project offers a new approach to resilient infrastructure design, illustrating how a diversion channel that protects a community during extreme conditions can also help the community with its ongoing need for fresh water and provide a shared park space where the community can come together.

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Mobile Nursing Workstation Eric Bottelsen, Industrial Design student Jacob Tessier, Industrial Design student Eric Lord, Industrial Design student Matthew Moneghan, Mechanical Engineering student

This nursing station is meant to be fully mobile and adjustable, and is meant for use in an operating room by an operating room nurse. This project is a partnership between our team and a team at Clemson University.

Lipid Liner: hydrocarbon insulated winter glove liner Chad Nexon, Marketing John Hearney, Industrial and Systems Engineering Daniel Rossi, Material Science Engineering

The Lipid Liner is a radical new winter glove utilizing patent pending hydrocarbon insulation, and helps gloves trap heat three times as effectively as conventional insulation.

Redshift Education, Inc: Prototyping Virtual Reality, Hands-on Lessons Maria Jernigan, CEO and Founder of Redshift Education, Inc., Philosophy & Spanish double-major Dillon Cutaiar, Team Lead of Prototype Development, Computer Science major Gigi Huang, 3D Modeler, Mechanical Engineering student Mark Carman, Prototype Coder, Computer Engineering

Our passion for expanding 21st-century education led to the creation of Redshift Education, a student-led start-up, in October. We collaborate with educators to build project-based lessons in virtual reality so that students can learn in an experiential, hands-on way. http://redshifteducation.com

Where Should We Protect? Identifying Potential Targets of Terrorist Attack Plans via Crowdsourced Text Analysis Tianyi Li, Computer Science Asmita Shah, Computer Science Kurt Luther, Computer Science Chris North, Computer Science

Making sense of large text datasets is a difficult problem in many domains that does not scale well for individuals. Crowdsourcing presents new opportunities for large-scale sensemaking, but we must first overcome the challenge of enabling many distributed novice workers to contribute meaningfully.

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Photo Sleuth: Combining Crowdsourcing and Computer Vision to Identify Historical Portraits Vikram Mohanty, Computer Engineering, Center for Human-Computer Interaction, Crowd Intelligence Lab David Thames, Computer Science, Center for Human-Computer Interaction, Crowd Intelligence Lab Paul Quigley, College of Liberal Arts and Human Sciences Kurt Luther, Computer Science, Center for Human-Computer Interaction, Crowd Intelligence Lab, ICAT

Photo Sleuth investigates the problem of "person identification" in the context of historical images. This project, by leveraging the combined power of advanced face recognition algorithms and the wisdom of the crowd, seeks to help identify soldiers from the American Civil War generation.

An Interactive Movie Selection Dashboard: The Journey From Data Discovery to Visualization Matthew Ritzinger, College of Engineering Jonathan Briganti, Pamplin College of Business Anne M. Brown, Research and Informatics (University Libraries), Department of Biochemistry (College of Agriculture and Life Sciences)

An Interactive Movie Selection Dashboard is a responsive visualization that examines the journey from data discovery to final visualization. This involves data finding, categorization, manipulation, and visualization to show how common data can be harnessed and utilized as educational experiences.

Tracing the Opioid Epidemic: Identifying Potential Sources, Complications, and Areas of Crisis James Briganti, Pamplin College of Business, Business Information Technology Jonathan Briganti, Pamplin College of Business, Center for Business Intelligence and Analytics Anne M. Brown, Research and Informatics, Department of Biochemistry

Tracing the Opioid Epidemic is an interactive visualization that aims to promote discussion and discovery surrounding the opioid epidemic. By concatenating and extracting data from criminal, healthcare, and government sources, viewers can visualize the complexity of this national issue.

3D Visualization of an Nuclear Response Agent-Based Simulation Bryan Lewis, Biocomplexity Institute Zach Duer, School of Visual Arts, ICAT Van Truong, Biocomplexity Institute Vineeth Edam, Computer Science

The Nuclear Response Simulation is an interactive agent-based virtual reality simulation for the aftermath of a nuclear detonation in Washington D.C. Users can visualize how an in silico society responds to this catastrophic event, and the positive impact restoring communications can provide.

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Mezzanine Lobby The Mezzanine (second) level lobby features projects from ongoing research in Technology on the Trail from the Center for Human-Computer Interaction, as well as projects from a capstone computer science course. Venture up the maroon stairs to the Mezzanine foyer to explore unique cinematic and musical experiences from students and faculty.

Visualizing Tweets on the Trail Shivani Rajasekaran, Computer science Mark Episcopo, Computer science Vedant Tyagi, Computer science Patricio Moreno, Computer science Abigail Bartolome, Computer science Ed Fox, Computer science Scott McCrickard, Computer science, Center for Human-Computer Interaction

The trail tweets visualization tool is an interactive platform for viewing properties of people's tweets when on the trail. This exhibit will highlight interesting questions and finding uncovered with the tool. The audience will have the opportunity to explore their own topics.

Technological Enhancements for the Science Museum of Western Virginia Pollinator Garden Anne Hoang Lindah Kotut Jennifer Shenk Havisha Panda Derek Kellogg, Science Museum of Western Virginia Phyllis Newbill, ICAT, Science Museum of Western Virginia Scott McCrickard, Computer Science, Center for Human-Computer Interaction

The Pollinator Garden app seeks to encourage people to participate in discussion and picturetaking to augment their experience at the Science Museum of Western Virginia (SMWV). Our design supports an evolutionary learning experience at the new SMWV Pollinator Garden.

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Water Quality and Today's Technology Arianna Krinos, Computer Science, Biological Sciences Priyanka Kogta, Computer Science Jingoo Han, Computer Science Cayelan Carey, Biological Sciences Quinn Thomas, Forest Resources and Conservation Mary Lofton, Biological Sciences Scott McCrickard, Computer Science

Take a deep dive into the growing realm of water quality monitoring technologies through userinvolved demonstrations and hands-on data exploration. Learn from computer science students who have a passion for water science.

Mobile Poison Ivy Tracking on the Appalachian Trail James Wilson, Computer Science Gunnar Arnesen, Computer Science Jason Merewitz, Computer Science Douglas Botello, Computer Science Timothy Stelter, Computer Science, ICAT John Jelesko, Plant Pathology, Physiology, and Weed Science Scott McCrickard, Computer Science, ICAT

Our Poison Ivy Tracking app was designed for citizen scientists to engage, collect data, and contribute to a scientific study in an unobtrusive way. It demonstrates how we leverage outdoor enthusiasts to contribute to academic research by tracking, monitoring, and understanding poison ivy.

GreenSites: The Sustainable Camping Application Michael D'Avella, Computer Science Forrest Doss, Computer Science Matthew Scanland, Computer Science Timothy Stelter, Computer Science, ICAT Jeffrey Marion, Forest Resources and Environmental Conservation, US Geological Survey Fletcher Meadema, Forest Resources and Environmental Conservation Johanna Arredondo, Forest Resources and Environmental Conservation Scott McCrickard, Computer Science, Human Computer Interaction

GreenSites allows hikers to identify campsites that are highly sustainable and are better suited to repeated use by the general public. We are looking to avoid the use of campsites that are degrading the environment and that have been expanding into space that should be preserved.

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Tracking Birds in the New River Valley Hongyi Zhen, Computer Science Zijian Xu, Computer Science Scott McCrickard, Computer Science, Center for Human-Computer Interaction Phyllis Newbill, ICAT Michael Rosenzweig, SEEDS, Department of Biological Sciences

Our mobile app supports digital education and field journaling for bird watching. The app includes a field notebook, a wiki of 28 local birds, and a quiz. The app can be used by Boy Scouts in the Bird Study Merit Badge progress, focusing on requirements 5 and 6.

Picturing the trail: Investigating tensions between wanting, taking, having, and being Derek Haqq, Computer Science, College of Engineering Rui Jin, Computer Science, College of Engineering Shumeng Zhang, Computer Science, College of Engineering Mike Horning, Communication, College of Liberal Arts and Human Sciences Scott McCrickard, Computer Science, College of Engineering

Trail Buddy is an indexing, social tagging, and storytelling technology on the trail project designed to allow users or groups to richly capture a trail experience in a manner that supports post-experience goals without intruding on in-experience goals.

How Super is your SuperMarket Joe Martin, Computer Science Zachary Hensley, Computer Science Dong Lee, Computer Science Kevin Song, Computer Science

All over the world, children are used as slave labor to produce the products you use, know, and love everyday. We want to change through social awareness and understanding. Our project takes a two-pronged approach to bring the shopper experience into view of the worker's experience.

Vision of Empathy Lance Church, College of Engineering, Computer Science Karsten Dees, College of Engineering, Computer Science Miya Oshiro, College of Engineering, Computer Science

The Vision of Empathy is an audiovisual interactive experience. It explores the relationship between how people connect with physical objects, the stories behind them, and the emotions of those stories that connect us as human beings.

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Wasteful: Food Waste Interactive Exhibit Thomas Gaudioso Ryan Grant Ryan Freeburger

Wasteful is an interactive museum display that aims to bring awareness to the serious problem of food waste in the developed world using motion control technology. Wasteful is going to inform the public of the ever-increasing problem of food waste and consumer habits.

Open Arms: Tracing Refugees' Path to Asylum Shaizah Khan, Computer Science Evan Smoyer, Computer Science Paul Kim, Computer Science

Open Arms is an interactive project that employs the use of mobile devices to help the audience trace a refugee's path to an asylum. Users will be immersed in the world of a refugee family going through the grueling journey of going from Syria to their safe haven in Europe.

Alice, Cubed Claire Jessie, School of Performing Arts, Cinema Mordecai Lecky, School of Performing Arts, Cinema Andrew Huang, School of Performing Arts, Cinema Molly Graham, School of Performing Arts, Cinema Karl Precoda, School of Performing Arts, Cinema Charles Dye, School of Performing Arts, Cinema Ico Bukvic, School of Performing Arts, Music Ed Falco, English

Experimental short films exploring aspects of child development from Alice in Wonderland are part of a larger multimedia collaborative project, Cinemacraft, involving films, motion capture, video gaming, and live theatre.

Bad Star: Immersive Music Performance and Video Projection Mapping Charles Nichols, School of Performing Arts, ICAT Zach Duer, School of Visual Arts, ICAT Jonathan Rugh, Architecture Andre Foisy Holland Hopson

The immersive music performance and video projection mapping project aims to create a new art form, an immersive multimedia event, with the rich content of classical music, the accessibility of style of popular music, and the engaging spectacle of metal and electronica shows.

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Balcony Lobby The Orchestra (third) level lobby hosts projects from the Virginia High School Creativity and Innovation Summit. High school students from across the state are invited to propose innovative projects that cross the disciplines of science, engineering, arts, and design. Teams from the most promising third of the proposed projects were invited to present at ICAT Creativity and Innovation Day. Summit participants also give oral presentations of their work and attend a design workshop as part of the event. These exhibits are open to the public from 11:00 to 12:00 to give the students time to explore the rest of the event.

DriveCalm 11:00-12:00 Kelly Crocker, Governor's School at Innovation Park Samra Beyene, Governor's School at Innovation Park Joaquin Valda, Governor's School at Innovation Park

DriveCalm is a steering wheel cover designed to mitigate the effect of road rage that currently accounts for 66% of traffic fatalities along with aggressive driving. It targets drivers who are subject to aggressive driving and prevents them from taking violent action by recognizing their anger through their heart rate and implementing a personalized process to calm them down.

Bright Lights 11:00-12:00 Emily Seegolam, Governor's School at Innovation Park Javier Ortiz, Governor's School at Innovation Park Lydia Fozo, Governor's School at Innovation Park

Traditional light bulbs give off high amounts of heat energy and use non-renewable energy. Bioluminescent dinoflagellates are an eco friendly alternative to provide light to cities and streets at night. This project will consist of a tank with a lamp-like design that will be selfsustaining and will support the dinoflagellates properly so that they will be able to provide light at night without using non-renewable energy and giving off excess heat.

Robotic Emergency Carrier 11:00-12:00 Valeria Espinoza-Quino, Governor's School at Innovation Park Anne Massie, Governor's School at Innovation Park Prajwalla Sinha, Governor's School at Innovation Park

We will create a robotic emermergency carrier (REC) that will function autonomously and have the capability to swim through the flood waves while carrying valuables. REC may also have the potential to be used as an emergency transporter for carrying medical supplies such as first-aid kits and blankets to help treat those injured in floods as quickly as possible.

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Smartphone Controlled Skylight Conversion 11:00-12:00 Dylan Dellett-Wion, Shenandoah Valley Governor's School

I am going to be bringing a model skylight rigged with an Arduino to be controlled through an app on my phone. The app will be very simple, consisting of only two buttons, one to open and one to close the skylight.

Simba: Automated Traffic Director Drone 11:00-12:00 Paulina Hall, Governor's School at Innovation Park Brightney Varghese, Governor's School at Innovation Park Michelle Miller, Governor's School at Innovation Park

Sirens. Lights. Panic. As the emergency vehicle draws closer, a path must be cleared. Yet the driver is shaken up and has nowhere to go. Emergency personnel receive between 16,000 and 23,000 calls in a day. Many of those calls require emergency assistance and the personnel must rush to the site. Simba, the traffic director drone that we will bring to the exhibit, signals to drivers to alert them in advance of approaching emergency vehicles. Simba helps emergency personnel reach the site as quickly as possible by clearing traffic.

Automated Carbon Monoxide Sensing Garage Door Opener 11:00-12:00 Taylor Parks, Shenandoah Valley Governor's School

Model garage with sensor set up and gas for demonstration. The project combines both science and engineering in the creation of the sensor and garage door opener mechanisms. The carbon monoxide level calculated to maintain safety within the garage is representative of chemistry within the project. The creation of the circuit and code represent the field of engineering. Finally, the model garage covers both the fields of art and design.

Henny Penny Solutions 11:00-12:00 Jeremiah Sanders, Shenandoah Valley Governor's School

I am bringing a solution to a common problem at some Chick-fil-A restaurants. When some people “quick-clean� pressure fryers (known as Henny Pennys), they forget to rotate the oil filter to the off position, thus letting oil seep out of the fryer. This reduces the amount of oil in the fryer and may burn the oil and cause fires. I am prototyping a warning system for this problem.

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The EVA Board (Extending Visual Alphanumeric Board) 11:00-12:00 enee Hebert, Governor's School at Innovation Park Ashita Anuga, Governor's School at Innovation Park Vani Agarwal, Governor's School at Innovation Park

Our team, JARVIS, aims to assist children with dyslexia and autism in learning to read through tactile learning. In tactile learning, children use physical or kinetic activities rather than visual or audio means. This style is especially helpful for students with dyslexia as it helps them define and remember the shapes of the letters, instead of the visual means that they have problems with. For children with autism, who are more likely to rely on only one style of learning, this simulation based learning may be very helpful to kinesthetic learners. In order to implement tactile learning in special education classrooms, our team will use an automated board that uses pins to form 3D formations of the 26 letters in response to a computer input.

Tellescope: A Messaging Interaction Model for Product Discovery 11:00-12:00 David Huang, Governor's School for Science and Technology Kathryn Britt, Governor's School for Science and Technology Jacob Hutchison, Governor's School for Science and Technology Jack (Taekhoon) Oh, Governor's School for Science and Technology James (Taekhwan) Oh, Governor's School for Science and Technology

The facial sentiment analysis system will be on display for conference attendees to interact with. A chatbot connected to a simulated database of products will be able to communicate with attendees if they trigger it with a specific facial expression. After interacting with Tellescope, users will be surveyed for design feedback, and concerns about privacy and safety will be addressed.

ART: Automated Robotic Tracer 11:00-12:00 Brianna Manchester, Governor's School for Science and Technology Rachel Bueter, Governor's School for Science and Technology Gabriel Culver, Governor's School for Science and Technology Steven Peng, Governor's School for Science and Technology

A functional prototype will be made of ART for use by visitors on simple designs. Our design process and results will be fully exhibited, along with illustrations of various applications for which ART can be used. The program code and photographs of previous product developmental tests will be displayed.

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TRACE: Transportable Robust Air Composition Evaluator 11:00-12:00 Cale Overstreet, Governor's School for Science and Technology James Furches, Governor's School for Science and Technology

For the energy supply, we will have solar panels mounted on top of TRACE. Additionally, sample data will have been collected for demonstration purposes, and superimposed on a map display. A water mist will be used by visitors to simulate local pollution and observe the system operation and response.

From Art to Science: Origami Explorations 11:00-12:00 Claire Morton, Blacksburg High School

I will share the spectrum of origami's potential from art to science. I will also bring three models of modular origami, one model of traditional origami, and two models demonstrating how origami is applied to science. Prototypes show the process of creating a final model. Modular origami pieces allow the audience to create a collaborative modular origami sculpture.

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CREDITS Institute for Creativity, Arts, and Technology Staff Benjamin Knapp, director Tom Martin, associate director Lisa Jansen, grant specialist Phyllis Newbill, outreach and engagement coordinator Dylan Parker, graphic designer and web developer Tanner Upthegrove, media engineer Holly Williams, program and business operations manager Melissa Wyers, fiscal coordinator and administrative assistant Moss Arts Center Staff Artistic/Programming Ruth Waalkes, executive director, Moss Arts Center, and associate provost for the arts Sara Bailey, program manager Jon Catherwood-Ginn, associate director of programming Margo Crutchfield, curator at large Kari Evans, executive assistant Meggin Hicklin, exhibitions program manager Sage Wayrynen, artist services assistant Development Liz Borg, director of development

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Finance and Administration Liz Scharman, director of administration Kevin Ayoub, facilities and rentals manager Toni Cartee, fiscal and human resources specialist Steve Cox, IT specialist Austin Elliot, assistant facility manager Jamie McReynolds, fiscal, HR, and grants technician Shirley Rose, housekeeping worker Mark Seagraves, housekeeping worker Outreach David Ehrlich, outreach fellow for the fine arts Anne Elise Thomas, Building Bridges Research Fellow and Itraab Ensemble music director Marketing and Communications Heather Ducote, director of marketing and communications ReneĂŠ Alarid, associate director of creative services Susan Bland, associate director of communication Jonathan Boulter, associate director of patron services Carly DuPont, house manager Avery Eliades, digital content specialist Tracie Hughes, marketing coordinator Kacy McAllister, box office and student engagement manager Production Doug Witney, director of production Gustavo Araoz, lighting supervisor Nick Corrigan, senior technician Robert Gainer, audio supervisor Laine Goerner, production coordinator Ryan Hasler, stage and rigging supervisor Joe Ingram, staff technician

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Icat creativity and innovation day 2018 full program  
Icat creativity and innovation day 2018 full program  
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