Performances, interactive installations and other immersive experiences take museum-going to the next level and may serve as research processes for humans' artistic and emotional integration with machines.
[1] Creative technology has been defined as "the blending of knowledge across multiple disciplines to create new experiences or products" that meet end user and organizational needs.
[6] Creative technology facilities may be organized as arts, research or job development entities, such as the UK's Foundation for Art and Creative Technology which has presented hundreds of new media and digital artworks from around the world, or a recently established $20.5 million project in Hawaii specializing in film industry job training and workforce development programs which plans to offer robotics, computer labs, recording studios and editing bays,[7] pitched as a "game-changing" opportunity to bring new skills and jobs to Kauai.
Degrees in this field were designed to address needs for cross-disciplinary interaction and aim to develop lateral thinking skills across more rigidly defined academic areas.
[9] At about the same time, the first educational research center in the United States was created to bridge these disciplines across industry, academia and the defense communities, designated the University of Southern California's, Institute for Creative Technologies.
For example, the head of creative technology at Grey Global Group in New York "created an in-house lab... which highlights new tech each month with exhibits, events and workshops.
Established as a modern degree addressing needs for cross-disciplinary interaction, one of its fundamental objectives is to develop lateral thinking skills across more rigidly defined academic areas recognized as a valuable component in expanding technological horizons.
According to FIT's web site, the mission of this transdisciplinary subject area is to elevate students’ understanding of advanced design concepts, as well as their command of cutting-edge technologies.