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The Educators
Program
By
Hal Newnan
8-15-01
In this program
educators may rethink what education is, and join researchers and
artistic adventurers in finding out about next year's technologies,
production breakthroughs, and non-idle speculation. Presenters preview
the latest in concept, design, and implementation in architecture,
scientific visualization, fine and performing arts and entertainment.
For speakers and topics, see the Web. If you are an educator attending
a SIGGRAPH, don't miss the Educators Program Ramp-In: it will give
you good insights in how to optimize your experience. Also, use the
"Pathfinders" service: they delight in using your information
about who you are and what you are looking for to suggest best ways
to achieve what you want to accomplish here. This year's Forums are
exceeding all past attendance records.
Some of the following are excerpts from a report Colleen Case, Program
Chair, wrote about the SIGGRAPH program:
FORUMS
New to the Educators
Program this year (2001) are the Ed Forums. In response to feedback
from last year, the jury designed seven Forums around clustered presentation
topics. Presented in a unique learning environment, they are designed
to blur the line between attendee and presenter. This allows all participants
to come together to explore a wide range of perspectives and learn.
We hope that it is a place where you will generate ideas, and bounce
them into the mix. Watch them develop and spread into the public realm.
PAPERS
Our Call for Participation
asked for Papers, Panels, Workshops and Demonstrations. Later after
feedback was received from the SIGGRAPH 2000 audience, we added Forums
and other social scaffolding to enable educators to connect. The content
was identified through a jury selection process choosing ten papers,
which are documented in the Conference Abstracts and Applications.
Two of these papers will also be published in LEONARDO, a journal
for the Arts & Sciences.
These include Internet Studios, a collaboration among seven universities
in the Americas for teaching Architectural Design online. This paper
compares the traditional architectural design and critique process
with one conducted using Internet technologies.
Speeder Reader from Xerox Parc is one of several experiments in reading.
These actual demonstrations are also on display for hands-on use in
Emerging Technologies.
Internet 2 is a consortium of 180 universities in partnership with
Industry and government. This paper provides examples of the types
of applications under development which support research, teaching
and learning. Examples include things such as high-energy physics
data mining, digital libraries, and virtual reality in health care,
to name a few.
Webtanks (think tanks on the Web) comes to us from NASA Ames Research
Center. It looks at web environments to support think-tank activities
targeted for high school students in a cross-disciplinary science
and technology curriculum.
Life Drawing and 3D Figure modeling with Maya is both a paper and
a hands-on workshop in CAL. This Yale University workshop looks at
the tradition in the arts of presenting the human figure in a non-realistic
yet believable way.
Curricular Modules:3D and Immersive Visualization tools for Learning
summarizes a collaborative project among faculty in different disciplines,
including human physiology, graph theory, introductory physics, organic
chemistry and biochemistry, cell biology, and astronomy, and uses
3D animations to increase students' understanding of key concepts.
Brigham Young University's presentation, "The Process Behind Rupert,"
is a student-produced 3D animation documenting the two-year collaborative
development of a student produced-animation. The stages of development
and the production approaches of group organization are discussed,
citing what worked and areas of improvement.
Rich Resources for Computer Graphics Educators graciously shares demonstration
resources for teaching computer graphics programming in a computer
science curriculum.
"Cybermath: Exploring Open Issues in VR Education" comes from The
Royal Institute of Technology, Sweden. It looks at teaching a wide
range of mathematical subjects: physics, algebra, color science, cultural
artifacts and global climate change using an avatar-based multi-user
virtual environment.
"From Pixels to Scene Graphs" looks at the Evolution of Computer Graphics
courses-discussing 2D and 3D topics and building a curriculum that
meets industry needs.
PANELS
Our jury selected
five panels, including:
"Designing Experience: Modeling On-Line Collaborative Learning in
Art & Design." The representatives from the Technical University
of British Columbia and Muse Corporation take a look at the deeper
understanding of the collaborative learning process in a connected
environment. They look at questions of narrative and staging in
the virtual classroom, problem-based collaborative models, event-based
interaction and other discussions around responsive spaces.
"Seeing Drawing" comes from a number of schools in the United Kingdom
which have developed a product that addresses the important subject
of drawing, and focuses on the process of developing visual literacy.
"21st Century Literacy: the Me and Meaning Panel" combines great
experts from WNET 13 New York, Oxygen Media, Insighters Educational
Consulting, Inc. and Justhink Inc. and looks at how we as learners
process content. Looking at such topics as the capacity of hypertext
and video-enhanced interfaces to redefine how we organize, convey
and understand information.
Designing and Developing Interactive Entertainment at Bell habitat
Canadian Film Center looks at training new media thinkers to work
collaboratively to develop applications for the Web, interactive
TV, real-time installations, wireless applications such as distributed-story
system and multi-user virtual communities.
Three schools (University of Arizona, California Institute for the
Arts, and Ringling School of Art and Design) have joined together
to look at "Teaching Computer Animation for Results!" They look
at the different challenges at different stages of development of
the student, foundational, undergraduate and graduate level--looking
at long-term and more immediate accomplishments.
WORKSHOPS
In addition to our Life Drawing with Maya workshop in CALl we have
four more hands-on workshops scheduled for the Educators Program.
They include:
Hands-On Classical Animation, which introduces classical processes
invaluable to digital production. Participants will work with animators
and directors and create an animation video to take home that helps
to de-mystify the classical animation production process.
Resumes and Demo reels workshop will focus on how to showcase your
talents in a demo reel or portfolio to those making hiring decisions.
Graphics in a Flash is an introduction to vector-based Web graphics.
It will be held in CAL and show how to create dynamic effects which
incorporate moving images, audio and interactivity.
Adventures in Modeling: Building Systems with StarLogo is our MIT
workshop that introduces the process of designing, creating and
analyzing models of complex dynamic systems. StarLogo is a tangible
model-building tool that allows the learner to focus on the model
rather than on the technical aspects of the modeling program.
WORKSHOPS
In addition to our "Xerox Park Experiments in Reading" demonstration
display in Emerging Technologies we have one additional Emerging
Technology display from Goldman Sachs & Company. The IRIS Information
Space as Learning Space demonstrates how an Intelligent Recognition
Inference System can help learners to re-see the world by evoking
an openness to new patterns of thought. It is a unique look at information
space in the context of a corporate learning center.
RAMP-IN
This year's program
includes a focus on how to build a curriculum around industry leads
The Five Panels provide a collaborative learning process narrative,
and staging for event-based interaction and spaces that are responsive.
Drawing - is about how to develop visual literacy.
Literacy and Meaning is about how learners process, convey and understand
information.
Film School training program in new media--collaboratively create
wireless apps distributed stories and multi-user communities...
Teaching computer animation for results. Long-term goals and immediate
accomplishments of what the students need to learn.
Resumes and Demo Reels teaches how to showcase your efforts in computer
graphics to people who are making the hiring decisions. |
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