Creative technology is a broadly interdisciplinary and transdisciplinary field combining Computer Technology, Design, Art and the Humanities. The field of Creative Technology encompasses art, product design, or advertising and media made with a software-based, electronic and/or data-driven engine. Examples of creative technology include multi-sensory experiences made using computer graphics, virtual reality, augmented reality, 3D printing, the Internet of Things, and wearable technology.[1] In the art world, new media art, digital art, and Internet art are examples of work being done in the Creative Technology field. 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. Some believe that "Creativity has the potential to be revolutionised with technology",[2] or view the field of Creative Technology as helping to "disrupt" the way people today interact with computers, and usher in a more integrated, immersive experience.[3]
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 $20.5M 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,[4] 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. Some educators have complained that creative technology tools, though "widely available", are difficult to use for youth populations.[5]