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SIGGRAPH
2001
Educators Program Fact Sheet
Conference: 12 - 17 August 2001
Exhibition: 14 - 16 August 2001
Los Angeles Convention Center
Los Angeles, California USA
www.siggraph.org/s2001
The SIGGRAPH 2001 Educators Program emphasizes innovative and
creative uses of computer graphics and interactive techniques
for learning that focus on physical and virtual computer-supportive
collaborative-learning environments.
"The traditional Native American saying, 'Tell me and I
may forget. Show me and I may not remember. Involve me and I
will understand and learn.' applies to this year's Educators
Program. Our presentations emphasize collaboration, cooperation,
and engaging the learner," said Colleen Case, of Schoolcraft
College, SIGGRAPH 2001 Educators Program Chair. "In addition,
this year's program responds to the need to engineer new physical
and virtual learning spaces that use computer graphics for enhancing
and expanding visual communications."
For the first time, the SIGGRAPH 2001 Educators Program offers
Open Forums where attendees can meet with presenters, exchange
ideas, and discuss in depth the topics introduced during presentations.
Forum topics include: The Promise of the Web for Learning, The
Emerging Computer Graphics Discipline, Games and Education,
Explorations in Visual Communications and Meaning, Studio Views
on Demo Tapes, and The Teaching of Computer Graphics in a Computer
Science Curriculum. In addition to Open Forums, the SIGGRAPH
2001 Educators Program includes 22 panels, papers, workshops,
and demonstrations.
Educators Program Highlights:
21st Century Literacy: Media and Meaning
Anthony Chapman, Thirteen/WNET New York, Sarah Feldman, Oxygen
Media, Faith Rogow, Insighters Educational Consulting Inc. Elana
Rosen, JustThink Inc.
What does literacy in the 21st century look like? What should
it look like? In today's media-pervasive society, both makers
and consumers of media should examine how we make, and make
use of, online and video content.
Adventures in Modeling: Building Systems With StarLogo
Vanessa Colella, Eric Klopfer, Mitchel Resnick, Massachusetts
Institute of Technology
In the Adventures in Modeling project, learners use StarLogo
to design, create, and analyze their own models of complex,
dynamic systems. Off-screen activities provide another way to
connect abstract scientific systems to personal experience.
Hands-On Classical Animation Workshop
Clifford Cohen, AnimAction Inc.
The language of animation is universal. It transcends cultural
barriers and bridges the great divide between art and technology.
This hands-on experiential workshop in classical animation offers
a solid foundation in the art of animation that can be translated
into digital productions.
Internet2 Applications and Infrastructure
Ted Hanss, Internet2
An overview of the effort by more than 180 universities to establish
the next-generation Internet to support advanced applications
in research, teaching, and learning environments.
Internet Studios: Teaching Architectural Design Online in the
United States and Latin America
Alfredo Andia, Florida International University
A summary of the pedagogical use of high-end computer graphics
and low- and high-bandwidth Internet technology for international
architectural education collaboration among seven universities
in the Americas.
Life Drawing and 3D Figure Modeling with Maya
Greg Garvey, Yale University
A participatory hands-on workshop based on human-figure-modeling
sessions at the Yale University Digital Media Center for the
Arts.
Speeder Reader: An Experiment in the Future of Reading
Maribeth Back, Jonathan Cohen, Rich Gold, Matt Gorbet, Steve
Harrison, Scott Minneman, Xerox PARC
Speeder Reader is a speed-reading protocol (RSVP) combined with
a speed-racing videogame interface for interactive reading.
Designed as part of XFR: Experiments in the Future of Reading,
Speeder Reader was displayed at the Tech Museum of Innovation.
Studio Views on Demo Tapes
Glenn Campbell, Area 51, Art Durinski, Otis College of Art and
Design, Tom Lesser, Rhythm & Hues, Doug Nichols, Disney Feature
Animation and Brad Reincke, Cinesite Visual Effects
Attendees and panelists discuss how to prepare for professional
roles in digital production studios.
Teaching Computer Animation for Results!
Craig Caldwell, University of Arizona, Kevin Geiger, California
Institute of the Arts, Jim McCampbell, Ringling School of Art
& Design
Learning (or teaching) computer animation depends on knowing
what to emphasize and what to put on the back burner. This session
shares solid approaches at three levels (foundation, undergraduate,
and graduate) for teaching animation along with examples of
successful student results.
Webtanks: Tools for Learning by Design
Zann Gill, NASA Ames Research Center
Webtanks are collaborative Web environments that can be used
as project frameworks and knowledge-management repositories
to support students as designers and inventors.
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