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Fact Sheets
Panels
Conference: Sunday, 8 August - Thursday, 12 August
Exhibition: Tuesday, 10 August - Thursday 12 August
SIGGRAPH 2004 Presents Seven Panels
3D Animation: Difficult or Impossible to Teach and Learn?
Teaching skills needed to animate in current 3D software is difficult. Learning the process may be even more challenging. As the only totally digital art form, 3D animation does not fall neatly into computer science or art. However, it does share an abundance of the complexities and consternations of both fields. Panelists examine these challenges from three viewpoints -- user, creator, and educator -- and search for a consensus on what works well, what needs improvement, and future possibilities.
Moderator
Francis Schmidt
Bergen Community College
Panelists
Jim Jagger
BioWare Corp.
Jim McCampbell
Ringling School of Art and Design
Craig Slagel
Electronic Arts
Building a Bridge to the Aesthetic Experience: Artistic Virtual Environments and Other Interactive Digital Art
Most artists, curators, and museum educators share an important common goal: to create or curate art that viewers can appreciate and enjoy. Ideally, they also want viewers to enter an experience that is immersive and builds a connection with the work beyond the media's surface. This discussion is an open debate on the effectiveness of using virtual environments and interactive digital works to help the viewer experience art in a richer way. Panelists discuss theory, individual artist experiences, and studies that connect the quality of the aesthetic experience to digital interactivity.
Moderator
Dena Eber
Bowling Green State University
Panelists
Brian Betz
Kent State University
Tobey Crockett
University of California, Irvine
Flavia Sparacino
Sensing Places/Massachusetts Institute of Technology
Careers in Computer Graphics Entertainment
This discussion serves as a forum for information exchange between people interested in computer graphics entertainment as a profession. Panelists are from large, mid-sized, and small companies spanning a variety of
industries including digital features, games, visual effects, commercials, and more. Topics include: required production skills, production support, entry-level positions, internships, reel and résumé preparation, employment application techniques, and typical employment shortages/surpluses. Whether you are a student, an educator, or just plain curious, this panel delivers the inside angle on industry employment information.
Moderator
Rachel Falk
PDI/DreamWorks
Panelists
Hael Kobayashi
Animal Logic
Bob Nicoll
Electronic Arts
Luke O'Byrne
The Orphanage
Dan Scherlis
Etherplay
Kate Shaw
Industrial Light + Magic
Cultural Heritage and Computer Graphics: What Are the Issues?
Throughout the world, governments are allocating more financial support for projects that use technology to preserve and communicate cultural heritage. This panel considers several key related topics including the role of computer graphics in these projects as well as discussing if basic tools and techniques developed in graphics are adequate for use in cultural heritage. A primary panel goal is to discuss what we need to do to move past the current "yet-another-project" phase and build a formal body of knowledge in computer graphics and cultural heritage.
Moderator
Holly Rushmeier
Yale University
Panelists
David Arnold
University of Brighton
Alan Chalmers
University of Bristol
Katsushi Ikeuchi
The University of Tokyo
Mark Mudge
Cultural Heritage Imaging
Roberto Scopigno
Istituto Scienza e Tecnologie dell'Informazione
Custom Software Development in Post-Production
Most post-production and digital effects work employs custom software to varying degrees. Typically, this software is imperative for high-end work and is capable of producing stunning results. However, digital artists and many others find the software difficult to use and too fragile. The panel discusses these deficiencies, why they occur, and how to improve the custom software experience.
Moderator
Andrew Chapman
Framestore CFC
Panelists
Jack Brooks
Walt Disney Imagineering
David Hart
PDI/DreamWorks
Daniel Maskit
Digital Domain
Steve Sullivan
Industrial Light + Magic
Games Development: How Will You Feed the Next Generation of Hardware?
It seems that every new high-end platform release results in more and more complex development techniques and expanded resources. For instance, videogame development teams have grown from one- or two-person operations to teams of 30+ employees. Plus, production times have grown from six months to three years (or longer). The main panel focus is to explore how we can approach the challenge of making the games that the next generation of hardware will demand. While many possible solutions exist, the challenge is finding one that allows teams to output quantity and quality while maintaining financial viability and manageable staff numbers.
Moderator
Christian Lavoie
Sony Computer Entertainment Europe
Panelists
Emilie Saulnier
Vicarious Visions
James Spoto
Frank Vitz
Electronic Arts
Next-Generation User Interface Technology for Consumer Electronics
As the power and complexity of consumer electronic devices continues to increase, the potential for a more enthralling, visually exciting, and compelling user experience also increases. The purpose of this panel is to investigate application of existing tools and techniques from various disciplines within the ACM SIGGRAPH community to the next generation of consumer devices.
Moderator
Garry Paxinos
US Digital Television
Panelists
John Card II
EchoStar Technologies Corp.
Evan Hirsch
Rebecca R. Lim
Starz Encore Group
Glen Stone
Sony Business Solutions & Systems
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