Educators Program Fact Sheet

Chair:
Janese Swanson, The Art Apprentice

Conference: Sunday 5 August - Thursday 9 August
Exhibition: Tuesday 7 August - Thursday 9 August

The Facts

  • The SIGGRAPH 2007 Educators Program will explore the interdisciplinary use of computer graphics across numerous content areas and in several different presentation formats including formal (Papers, Panels, Workshops, QuickTakes, and Forums) and informal opportunities to reinforce the teaching-learning community's inspiration and commitment.
  • This year's program will have a specific emphasis on using the best of today's technology to provide incredible learning opportunities for seniors and children. In fact, 15 local students will receive an opportunity to attend SIGGRAPH 2007 and be mentored by experts. Also, senior citizens and K-6 students will be participating in educational exercises held in the Guerilla Studio in conjunction with the Educators Program.
  • In conjunction with the SIGGRAPH 2007 Educators Program, there will be an in-service tutorial on design for K-12 teachers on Monday 6 August at the San Diego County Office of Education. Approximately 100 local teachers will be awarded the opportunity to attend the SIGGRAPH 2007 Educators Program.
  • The award-winning pieces from the Innovative Video in Education (iVIE) Festival (videos produced by San Diego area K-12 students and teachers) will be shown on a daily basis. These outstanding films are from 10 categories: animation, math and science, language arts, humanities, social issues, broadcast journalism, public service announcements, documentaries, visual and performing arts, and interactive media.

A Quote from the SIGGRAPH 2007 Educators Program Chair:

"The SIGGRAPH 2007 Educators Program content details how to use cutting-edge computer graphics as a teaching tool in all levels of education," said Janese Swanson, SIGGRAPH 2007 Educators Chair from The Art Apprentice. "We have content that spans the world of education and offers attendees the opportunity to expand their personal and professional horizons with the use of computer graphics as an instruction device in their area of specialization."

SIGGRAPH 2007 Educators Program highlights include:


The Animatronics Workshop

Contact: Paul H. Dietz, Animatronics Workshop

An after-school activity in which middle school students create complete theme-park-style robotic shows. Development began with simple hand puppets with individual personalities and motions. The students then machined simple motorized aluminum skeletons using kid-friendly hand tools. They also designed a stage and various props. A script was created based on suggestions from the kids, and auditions were held for the speaking roles. The actors were recorded separately, and various sound effects and background music were added. Finally, the kids programmed the motions for their characters. The result is a uniquely interdisciplinary project that teaches kids how to combine deep technical and creative skills to achieve a desired result.

Fountaineers

Contact: Hans Daanen, Futurelab

Together, Futurelab, Stakeholder Design, and Luckwell Primary School are designing a programmable and interactive fountain that will be built on the school's playground. Luckwell students will decide how the fountain is programmed, managed, and maintained. The fountain will become part of everyday school life and a powerful resource. Children will increasingly direct their own learning and continue to invent ever more creative ways of using it.

Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

Contact: Eike Falk Anderson, NCCA Bournemouth University

A discussion of 3D computer game technology employed in a game-like tool for teaching computer programming. The paper presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for students.

Fizzees (Physical Electronic Energisers)

Contact: Hans Daanen, Futurelab

A prototype project that enables young students to care for a digital pet through their physical actions. In order to nurture their digital pet and keep it healthy and growing, children must themselves act in physically healthy ways. Fizzees encourages them to undertake greater amounts of physical activity whilst developing a better understanding of the constituent parts of a healthy lifestyle. It uses a dual sensor device that measures heart rate and accelerometer data, and a scoring system that equates the maturation process of the digital pet with the recommended levels (and types) of physical activity for young people. In addition to the wearable technology, a web site gives children an opportunity to compare healthy stats with peers and explore other aspects of healthy lifestyles, such as proper nutrition.

Jabberstamp: Embedding Sound and Voice in Traditional Drawings

Contact: Hayes Raffle, Massachusetts Institute of Technology Media Lab

The first tool that allows children to synthesize their drawings and voices. To use Jabberstamp, children create drawings, collages, or paintings on normal paper, then press a special rubber stamp onto the page to record sounds into their drawings. When children touch the stamped image with a small trumpet, they can hear the sounds retell the stories they have created.

Artbotics: Community-Based Collaborative Art and Technology Education

Contact: Hyun Ju Kim, University of Massachusetts Lowell

A collaboration between artists and computer scientists that uses robotics technologies to teach computer science and art to undergraduates and high school students. Through a partnership with a local museum, project-based courses culminate in public exhibitions, and the learning outcomes are presented to the entire community. Collaborators work closely to design various levels of curriculum including the after-school program for local high school students and the service-learning interdisciplinary course for undergraduate students.

Remix and Robo: Controllers for Performative Play with Robotic Building Toys

Contact: Hayes Raffle, Massachusetts Institute of Technology Media Lab

Two sampler/sequencer controllers that allow children to engage in storytelling and competitive endeavors with a modular robotic toy. The controllers are based on Topobo, a constructive assembly system with kinetic memory that features the ability to record and playback physical motion. Remix is a tangible interface used to sample, organize, and manipulate several kinetic records. Robo is a modified game controller used to capture robotic motions, adjust global motion parameters, and execute kinetic recordings in real-time.

The SIGGRAPH 2007 Educators Program opens Wednesday, 8 August at 8:30 am and closes 9 August at 5:30 pm.

Complete Educators Program information