教育論文

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世界9カ国の教育者によって17件の発表があります。これらの教育論文は、応募総数43件からピアレビューワーと審査委員会によって厳選されました。 5つの英語のセッションと2つの日本語のセッションがあります。

SIGGRAPH Asia 2009 Education Papers:

Integration of Computer Graphics and Interactive Techniques in Various Areas of Education

Friday, 18 December | 12:45 PM - 2:15 PM | Room 416/417

Session Chair

Judy Brown

Animation Therapy: Using New Media to Create Integrated Art Therapy

This project adopts the successive-approximation method of art therapy to develop a therapeutic method for reducing the broad spectrum of problems among children and adolescents caused by excessive use of video games and mass media. 

South Korea has the world’s highest internet usage, so its media environments and digital networks have a greater impact on everday life than any other country's.  This is a public concern, especially because teenagers have become excessively immersed in the internet.  This research uses a wide variety of experiential art therapy in the form of, for example painting, music, drama, theater, and other performing arts to address teenagers' obsession with digital media. The animation therapy combines art therapy with new media in order to reduce teenagers’ problems and help them control the stress and anxiety generated by compulsive use of digital media. The project is also exploring working prototypes of Kino-ani drama therapy and animation therapy, and it is conducting experimental art-therapy. Ultimately, the integrated art therapy tools will extend the use of existing art therapy to digital media and pave the way for a more positive usage of new media. 

Se-Hyung Park 
Jinny Hyejin Choo 
Korea National University of Arts

Three-Dimensional Digital Environments and Computer Graphics Influencing K-12 Digital Literacy and Interdisciplinary Lifelong Learning

This paper presents educational activities for improving K-12 students' and educators’ digital literacy with a focus on ongoing developments and results. The activities have been supported by 3D digital technology related to web-based virtual reality and computer graphics principles. Development of this work has generated qualitative achievements such as digital inclusion, learning sustainability, and enhanced school-community participation in third-party educational projects in an at-risk region of São Paulo. The results emphasize that there is enormous potential for stimulating individuals’ motivation and development in socially and economically disadvantaged areas. This approach can increase ordinary citizens’ access to advanced technologies and support lifelong knowledge-based learning and teaching.     

Jorge Ferreira Franco  
Roseli de Deus Lopes 
Universidade de São Paulo


An Attempt at Content Expression With Art and Advanced Technology: Analysis and Understanding of Paintings by Ito Jakuchu

This paper describes an attempt to produce content for a next-generation image system. Paintings by Ito Jakuchu were used as prototypes to produce an immersive virtual environment that allows viewers to enter the paintings, which creates possibilities for new applications of artworks and ways to study them. The ultimate goal is collaborative studies among various fields such as art, psychology, and cognitive science, and a larger-than-life display to analyze and understand cultural properties and artworks.

Sangtae Kim 
University of Tsukuba