ACM SIGGRAPH 2020 Educator's Forum最新文献

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Story-Go-Round: Augmented Reality Storytelling in the Multidisciplinary Classroom 故事循环:多学科课堂中的增强现实故事
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3407244
Todd Berreth, E. Polyak, Patrick J. Fitzgerald
{"title":"Story-Go-Round: Augmented Reality Storytelling in the Multidisciplinary Classroom","authors":"Todd Berreth, E. Polyak, Patrick J. Fitzgerald","doi":"10.1145/3388530.3407244","DOIUrl":"https://doi.org/10.1145/3388530.3407244","url":null,"abstract":"Project-based courses in Art + Design and Computer Science curriculum foster innovation spaces that require creative thinking and multidisciplinary problem solving for unorthodox scenarios through the interplay of technology, arts, and design thinking. “Story-Go-Round” is a physical development platform for producing augmented digital experiences, designed exclusively as an assignment to tell stories through interactive control and gameplay via circular rotating sets. We propose a miniature mechanical and replaceable “carousel-like” stage linked to a game engine, which controls the rotation using a motor as well as streaming live camera feeds of the stage directly into the game environment. The assignment is inspired by the historical aspects of replaceable computer media such as game cartridges, and early animation devices such as the zoetrope and animated concertina. The stage component is open to continuous physical interaction for an evolving set design, like the process used in stop motion animation set building. The assignment asks students to develop a seamless circling narrative by understanding material and spatial choices and their impact as seen through the camera as well as inside the game engine as logically meaningful and visually important components. The narrative can evolve around a defined theme, or simply focus on engaging and innovative play. In groups, students complete the stage design by curating resources and assembling found objects, fabricating custom environments, through hand-skills, digital fabrication and simple electronics. They then proceed to produce digital assets, animation and interactivity, including and not limited to game mechanics, control schemes and augmented reality. The assignment lowers the intimidation factor by reenacting the forgiving process of making dioramas and integrating this with foundational skills in game design and programming, and the breadth of digital making. The benefit of this assignment is to think outside the box and leave the comfort zone in order to innovate, collaborate, and learn.","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125352149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Arts, Journalism, and Computer Science:: Collaborations that advance our community 艺术、新闻和计算机科学:促进我们社区的合作
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3412516
Heather Cole, Jeffrey Moser, Francis VanScoy
{"title":"Arts, Journalism, and Computer Science:: Collaborations that advance our community","authors":"Heather Cole, Jeffrey Moser, Francis VanScoy","doi":"10.1145/3388530.3412516","DOIUrl":"https://doi.org/10.1145/3388530.3412516","url":null,"abstract":"Successful interactive experiences often combine the specific talents of many fields to produce the best possible visual design, psychology of play, and a development process that supports both of these [Maxim, 2006]. This is the standard in professional game production, but it is often difficult to replicate this cross-disciplinary experience for students at the academic level. A host of issues due to siloed departments, semester time restraints, entrenched mindsets, and others unique to academia often present themselves [Wolz et al., 2007]. Programs that focus on game production are in a unique situation to build bridges between subjects that normally do not interact within the academy. This talk explores the initiation, development, and expansion of two upper level courses that merged to provide students this type of cross disciplinary experience.","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116560757","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Interactive Introduction to WebGL: Educators Forum SIGGRAPH 2020 WebGL的互动介绍:SIGGRAPH 2020教育论坛
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3408878
Edward Angel, D. Shreiner
{"title":"An Interactive Introduction to WebGL: Educators Forum SIGGRAPH 2020","authors":"Edward Angel, D. Shreiner","doi":"10.1145/3388530.3408878","DOIUrl":"https://doi.org/10.1145/3388530.3408878","url":null,"abstract":"1 AN INTERACTIVE INTRODUCTION TO WEBGL For more than 15 years OpenGL and its derivatives have been the most widely used APIs for creating interactive computer graphics applications across all major platforms. Their uses span virtually all application areas and reveal the most up-to-date features of modern graphics hardware. Over the past four years there has been extraordinary interest in WebGL, the JavaScript implementation of OpenGL ES 2.0. Applications developed using the WebGL run in all major browsers. Programs can be hosted remotely, downloaded using a URL, and run locally, and still take advantage of all a system’s local resources, in particular its GPU. In addition, applications can be integrated with other Web content and libraries. Higher level APIs such as three.js have been built on top of WebGL. This course provides an accelerated introduction to WebGL. Our goal is to present participants with the capabilities of the API and help them navigate the plethora of available APIs. We will present simple coding examples using WebGL. Although we do not expect participants will know all the functionality of the API after a few hours of the course, we expect that they will leave knowing its capabilities and how to start on the path of creating their own applications. This version of the course—introductory OpenGL courses have been presented at most SIGGRAPHs and SIGGRAPH Asia’s for over 15 years—will have a significant focus on using shaders to make full use of the GPU through the WebGL 2.0’s shaders. WebGL application programs allow the application to access the GPU directly, through the use of buffers and shaders. Although most attendees at recent courses have some familiarity with OpenGL/WebGL, many of them are still users of older versions of the API and others see the API only indirectly through a high-level API, such as three.js.","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"76 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123218416","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Interactive Web-Based Programming through Game-Based Methodologies 通过基于游戏的方法进行交互式基于web的编程
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3407243
Benjamin Kenwright
{"title":"Interactive Web-Based Programming through Game-Based Methodologies","authors":"Benjamin Kenwright","doi":"10.1145/3388530.3407243","DOIUrl":"https://doi.org/10.1145/3388530.3407243","url":null,"abstract":"The way we engage and communicate with students has rapidly changed over the past decade due to technological advancements. This is most noticeable in web-based subjects with the advent of smart-phones, web-based apps, web-streaming and of course social media. Students who learn and develop for web-based environments must be able to adapt and retrain constantly, not to mention, have both a technical and creative mindsets. This article presents the insights for integrating interactive digital solutions and game-based development into a web-programming curriculum (to enhance students’ abilities and the learning experience). The approach both supports and encourages students on multiple levels, while nurturing experimental design and stretch goals.","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"75 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116564231","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Deploying VR in a Science Museum: Lessons Learned 在科学博物馆中部署VR:经验教训
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3412518
M. Rehnberg, G. Alford, D. Roberts, Joanna Boulton, A. Hofbauer, Seth Stubbs
{"title":"Deploying VR in a Science Museum: Lessons Learned","authors":"M. Rehnberg, G. Alford, D. Roberts, Joanna Boulton, A. Hofbauer, Seth Stubbs","doi":"10.1145/3388530.3412518","DOIUrl":"https://doi.org/10.1145/3388530.3412518","url":null,"abstract":"The low cost and relative simplicity of consumer VR headsets has made them an attractive choice for education. However, informal education settings, like museums and science centers, face additional challenges not present in the home or classroom. The Fort Worth Museum of Science and History has deployed several kinds of VR activities over the last two years. We report our firsthand observations about the physical and mental assistance and affordances required for successful use of this technology in informal education.","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"168 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121035786","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
XR for Everyone, Everywhere XR为每个人,无处不在
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3412517
Kris Layng, Sebastian Herscher, K. Perlin
{"title":"XR for Everyone, Everywhere","authors":"Kris Layng, Sebastian Herscher, K. Perlin","doi":"10.1145/3388530.3412517","DOIUrl":"https://doi.org/10.1145/3388530.3412517","url":null,"abstract":"","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127332696","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Educating the Next Generation of Animation Professionals 培养下一代动画专业人士
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3408884
Brittany Biggs, Kara Oropallo, Scott Raymond, Phillip Hall, Diana J. Reichenbach
{"title":"Educating the Next Generation of Animation Professionals","authors":"Brittany Biggs, Kara Oropallo, Scott Raymond, Phillip Hall, Diana J. Reichenbach","doi":"10.1145/3388530.3408884","DOIUrl":"https://doi.org/10.1145/3388530.3408884","url":null,"abstract":"A team of educators with extensive industry experience discuss their best practices for teaching industry standard approaches to animation production at the university level. The panel discussion will compare different curricula to determine what is working, what can be improved, and how to implement ideas for future student success.","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124063175","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
School to Industry: Preparing for Change 从学校到行业:为变革做准备
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3410450
Glenn Goldman, Greg Berridge, Roula Lainas, James Tichenor
{"title":"School to Industry: Preparing for Change","authors":"Glenn Goldman, Greg Berridge, Roula Lainas, James Tichenor","doi":"10.1145/3388530.3410450","DOIUrl":"https://doi.org/10.1145/3388530.3410450","url":null,"abstract":"Panelists from various industry sub-segments involved with computer graphics and interactive techniques discuss what students must do, and can do, to prepare themselves for opportunities in industry, including how pandemic-induced changes in the recruiting process have and have not affected school to industry transitions. Components of the recruiting process such as demo reels have been submitted remotely as part of the digitally-mediated hiring process before the advent of COVID-19. But other aspects of hiring and recruiting have changed. Also, there are alternative paths to industry that students can follow or map out for themselves with unique combinations leading to innovative careers. Individual representatives talk both generally, and specifically (as examples) about their own companies. What entry-level applicants should and could have and do (as well as should not have and not do) will be discussed. Also included are suggestions for educators to help prepare students for changing scenarios. Industry segments represented include animation, special/visual effects, and interactive/experience design. Discussion includes preparation, training, and attributes students need to enter the workforce. Panelists will describe changes in the transition from school to work due to the current global pandemic and speculate on what changes may become permanent or absorbed into new standard processes. Questions considered include how schools can help students transition to industry, and what students can do on their own to be pro-active in obtaining requisite credentials.","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114723865","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
GROOVY ASSIGNMENT: Immersive Dome Projection Media GROOVY作业:沉浸式穹顶投影媒体
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3407242
Nick Jushchyshyn, Barbara Mones
{"title":"GROOVY ASSIGNMENT: Immersive Dome Projection Media","authors":"Nick Jushchyshyn, Barbara Mones","doi":"10.1145/3388530.3407242","DOIUrl":"https://doi.org/10.1145/3388530.3407242","url":null,"abstract":"In this Groovy Assignment submission, we present an Immersive Dome Projection Assignment that challenges students to create immersive media content designed and formatted for full dome projection experiences. For this assignment, students create immersive media content through video acquisition, computer imagery renderings and or use of an interactive game engine. The finished media must be in polar, fulldome projection format. The assignment is designed to inspire and motivate creative thinking by challenging students to work within the limitations of dome projection formats, including perspective distortion, projection mapping, and light spill to name a few. While the opportunity to display students work in a full scale projection dome can increase student interest and motivation due to the nontraditional nature of the format, the assignment can be easily scaled and utilized without access to a dome projection facility through the use of virtual dome software, or simulations in rendering software or game engines. Assignment complexity is also scalable, as some approaches to completion involved very little in the way of specialized technical skills (i.e. conversion of immersive photos or video into dome projection format), while more complicated, group project scenarios are also possible by increasing scope and or complexity of content requirements (i.e. computer generated animation, procedural effects, etc.)","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121091023","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Best Practices in Computer Classroom Layout 计算机教室布局的最佳实践
ACM SIGGRAPH 2020 Educator's Forum Pub Date : 2020-08-17 DOI: 10.1145/3388530.3408880
Geoffrey Beatty, Brittany Biggs, Tad Leckman, Scott Raymond
{"title":"Best Practices in Computer Classroom Layout","authors":"Geoffrey Beatty, Brittany Biggs, Tad Leckman, Scott Raymond","doi":"10.1145/3388530.3408880","DOIUrl":"https://doi.org/10.1145/3388530.3408880","url":null,"abstract":"This panel of animation industry veterans-turned-animators discusses their efforts to craft a physical classroom to better mirror the professional environment and encourage the best creative output from their students. They aim to identify common challenges and obstacles while sharing solutions, learning lessons, and generating ideas for future improvements or implementations.","PeriodicalId":269555,"journal":{"name":"ACM SIGGRAPH 2020 Educator's Forum","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115341173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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