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An Introduction to Digital Effects
Visual effects are a mystery to those who are not involved in the process. This paper summarized the basic concepts and the pieces that make up the picture.
Steve Wright
Cinesite Visual Effects
1017 North Las Palmas Avenue
Los Angeles, California 90038 USA

Creating 2D Animation
Compositing and 2D animation are exciting fields for digital artists, effects editors, and designers. But they need to understand the basic software.
Marco Paolini
Digital FilmWorks
3330 Cahuenga Boulevard West, Suite 300
Los Angeles, California 91351 USA

Creating 3D Animation
3D computer animation is everywhere, from Saturday morning cartoons to high-end feature film creatures and effects. What may not be obvious, though, is how these effects were created. This presentation covered the basics of the production tasks of the 3D artist.
Eric Hanson
Dream Quest Images
3509 Purdue Avenue
Los Angeles, California 90066 USA

Computer Camp: For Girls Only!
A Web-based computer camp for girls only helps thwart the image of computer and math-related activities as male dominions. Graphic design, interactivity, and human-interface concepts are emphasized.
Rebecca Mercuri
University of Pennsylvania
P.O. Box 1166
Philadelphia, Pennsylvania 19105 USA

Organizing Summer Computer Graphics Courses

How the annual Computer Graphics Summer Camp at Purdue University is organized and operated for students from all states and territories in the United States.
Mark W. McK. Bannatyne
Purdue University
Department of Computer Graphics
1419 Knoy Hall, Room 363
West Lafayette, Indiana 47907-1419 USA

The Atmosphere: Incorporating Interactive Multimedia into the Classroom
This multimedia alternative was inspired by an introductory atmospheric science class in which the instructor described precipitation processes by drawing pictures and waving his hands.
MaryEllen Coleman
IBM Corporation
70 Rossway Road
Pleasant Valley, New York 12569 USA

The Round Earth Project: Collaborative VR for Elementary School Kids
An ImmersaDesk, a stereo-capable monitor, and a collaboration among researchers in computer science, education, and psychology investigating two alternative pedagogical strategies help teach children that the Earth is spherical.
Andrew Johnson
Electronic Visualization Laboratory
EECS Department (M/C 154)
University of Illinois at Chicago
Chicago, Illinois 60607-7053 USA

Exploratories: An Educational Strategy for the 21st Century
What computer-based learning environment will students of all ages be immersed in five, 10, or 20 years from now? And, how can we best prepare for learning and teaching in that environment? The Exploratories project uses the introductory undergraduate computer graphics course as a testbed to address these questions.
Rosemary Michelle Simpson
Brown University
Computer Science Department
Box 1910
Waterman Street, 4th Floor
Providence, Rhode Island 02912 USA

ThinkQuest: Students & Teachers Exploring a Global Web-Based Education Project
(See also Playground)
ThinkQuest challenges teachers and students of all ages to use the Internet in innovative and exciting ways as a collaborative, interactive teaching and learning tool. In this panel, students and teachers discussed the process of creating a Web-based educational resource.
Robert Sibley
Advanced Network & Services
Educational Project Manager
200 Business Park Drive
Armonk, New York 10504 USA

SP3D and The Lighthouse: Explorations in 3D Internet Learning
(See also Playground)
"Shakey's Place 3D" and "The Lighthouse," Web sites designed to breathe life into Shakespeare, philosophy, and the students who study them, use 3D graphics to create striking environments that increase the educational value of interactive devices. (A ThinkQuest project.)
Clint Andrew Hall
Rockhurst College
1240 SW Crossing Drive
Lee's Summit, Missouri 64081 USA

Why is the Mona Lisa Smiling?
(See also Playground; Workshop)
How US high school computer graphics students collaborated with partners in Sweden to investigate the centuries-old enigma: Why is the Mona Lisa Smiling? (A ThinkQuest project.)
Steve Feld
John F. Kennedy High School
99 Terrace View Avenue
Bronx, New York 10463 USA

Web Pages, Interactive Interfaces, and Worm Holes: The Next Generation of User Interface Designers
In the spring of 1998, a group of fifth- and sixth-grade students worked with a team of information development professionals from IBM while learning computer technology and teamwork. This panel included a 20-minute videotape documenting the experience and exploring the students' Web sites.
Carol Bahruth
MaryEllen Coleman

IBM Corporation
70 Rossway Road
Pleasant Valley, New York 12569 USA

Proposal Writing 101: Ensuring Your Submission is Understood
Contributing submissions to the annual SIGGRAPH conference can be frustrating when you don't know the submission, review, and jury process. This presentation gave the hopeful presenter some inside information and discussed some basic rhetorical considerations to ensure that the proposal is considered on the merit of its content.
Tom Burkhart
University of Iowa
308 East Burlington #107
Iowa City, Iowa 52240-1602 USA

Get a Job! A Recruiter Tells You What You Need to Know
What does it take to get a job at a visual effects, traditional animation, or inter-active company? This session summarized how to put your life and your talent - or your students' life and talent - on a one-page résumé and a three-minute-or-less demo reel.
Pamela Thompson
Independent Recruiter
10173 Sully Drive
Sun Valley, California 91352 USA

Virtual Harlem
(See also Playground)
Students visualize the setting and context of fictional texts in a computer-generated environment that reconstructs approximately 10 square blocks of Harlem in the 1920s (the Harlem Renaissance period).
Bryan Carter
University of Missouri-Columbia
100 Locust Street Building
Columbia, Missouri 65211 USA

When Children Draw in 3D
(See also Playground; Workshop)
A student animation project in which children tell stories, draw, and work with modeling compound to create characters and scenery, and then produce their stories on computers.
Katiuska Varela
Independent Artist
Calle Semprun
Qta OLIM Sta Monica
Caracas, Venezuela

Museums and Computer Games
(See also Playground)
How curators, writers, interactive designers, producers, and educators, each with different agendas, work together to create an entertaining learning environment for young museum visitors.
Liz Caffry
Elisabeth Cameron

Los Angeles County Museum of Art
Carla Roth
Think Jacobson & Roth
1242 South Stanley Avenue
Los Angeles, California 90019 USA
Bill Zullo

The Teacher's Mid-Life Crisis: Moore's Stairmaster of the Fittest
Teachers face a serious challenge: the ongoing obsolescence of knowledge and skills, and the imperative to continually upgrade those facets to keep pace with technology and culture.
Gregory P. Garvey
72 Ralston Avenue
Hamden, Connecticut 06517 USA

A Creative Journey
(See also Playground)
This panel explored a virtual exhibition of the "Space Field" series, which can be viewed anywhere on a personal computer and shows how art can be the conduit to teaching young children about the worlds of computers and science.
Bob Goldstein
Digital Consultant
Jane Raphael
Wonderland Avenue School
Victor Raphael
Victor Raphael Productions
328 North Irving Boulevard
Los Angeles, California 90004-1508 USA

Developing Creativity: A Curriculum Based on the Use of Computer Graphics Technology
(See also Playground; Workshop)
A practical curriculum that unleashes students' creative potential using state-of-the-art computer graphics technology and provides a pathway for students to explore, develop, and realize their individual creative potential.
Jeremy Sutton
245 Everett Avenue
Palo Alto, California 94301 USA

Drawing & Learning
London-based art and design institutions are developing a family of products to address the important subject of drawing. The focus is on developing a student's visual literacy.
Robin Baker
Ravensbourne College of Design & Communication
Walden Road
Chislehurst Kent BR7 5SN England

Art and Technology: Electronic Resources From the Getty
ArtsEdNet: A Web Site in Progress ArtsEdNet consists of over 2,000 pages of curriculum resources, including lesson plans and online images from around the world. In this paper, the ArtsEdNet team detailed how the site became an expansive and extensive Web resource.
Exploring the Artworlds of Los Angeles: Worlds of Art This innovative Web curriculum resource provides lessons that tap Los Angeles' many artists, museums, community art programs, and public art.
Presenting and Managing Electronic Visual Resources: The Getty Experience How the Getty Education Institute and the J. Paul Getty Museum collaborated to produce online exhibitions focusing on two of the Museum's opening exhibitions.
Ria Bagaybagayan
Getty Education Institute for the Arts
1200 Getty Center Drive Suite 600
Los Angeles, California 90049-1683 USA
Candace M. Borland
Naree Wongse-Sanit

Getty Education Institute for the Arts
Anne-Marie Schaaf
J. Paul Getty Museum

Integrating Art and Technology in a State-Wide Curriculum
This panel discussed issues related to how and why arts instruction in California public schools can be supported with contemporary technologies to enhance student learning and their preparation for life after graduation.
Taylor Gutermute
California Department of Education
Lynn Hickey
Los Angeles Unified School District
7829 Goodland Avenue
North Hollywood, California 91605 USA
John Hughes
Rhythm & Hues Studio
Alan Warhaftig
Fairfax Magnet High School for the Arts

Digital Design Education at UCLA
(See also Playground)
Panelists discussed the digitally oriented curriculum of the design department at the University of California, Los Angeles and presented examples of student work. The department completely revised its program three years ago to incorporate digital technologies.
Rebecca Allen
Mits Kataoka
Cameron McNall

Design Department
University of California, Los Angeles
1300 Dickson Art Center
Los Angeles, California 90066 USA
Gail Swanlund
University of California, Los Angeles

The Integration of Graphics, Video, Science, and Communication Technologies
As part of a Sister City project, students developed a Web site that allows science students, teachers, government officials, university personnel, and environmental scientists and engineers to share data, graphics, video, and artwork about the South Florida Everglades and the Hula Valley in Israel.
D. Cauffield
Glenn Dame
Kevin J. Meehan
Robert Wickman

Forest Hill Community High School
412 SW 10th Avenue
Boynton Beach, Florida 33435 USA

The 4D Virtual Museum of the City of Bologna, Italy
(See also Playground; Workshop)
The process of integrating historical and graphic resources with current computer graphics technology to create a virtual time machine that plunges the participant into 12th century Bologna, Italy.
Francesca Bocchi
University of Bologna
via Zamboni 34
Bologna, Italy 40126
Marla Elena Bonfigli
Manuela Ghizzoni
Rosa Smurra

University of Bologna
Fernando Lugli
Centro Ricerche S.C.r.l.

Walking the Tightrope: Balancing Digital and Traditional Skills in Undergraduate Education
A no-holds-barred debate on the challenges of balancing digital techniques in a fine art curriculum. Illustrations from faculty and students demonstrated the creative advantages of applying traditional skills in developing the most elaborate computer animations.
Jeremy Butler
Adrian Getzoff
Kathy Griswold
Jeffrey Lerer
John McIntosh

School of Visual Arts
209 East 23rd Street
New York, New York 10010-3994 USA
Joel Sevilla

High-End Interactive Media in the Museum
How high-end interactive media, computer graphics applications, and virtual reality technology are used in museums. Particular focus was given to projects created by the Foundation of the Hellenic World, which uses immersive virtual reality, VRML, and 3D graphics to reconstruct archeological sites, historical interpretation, and education.
Maria Roussou
Dimitris Efraimoglou

Foundation of the Hellenic World
38 Poulopoulou Street
Athens 11851 Greece

Going Farther in Less Time: Responding to Change in Introductory Graphics Courses
The field of computer graphics has matured greatly since the formal statement of the introductory undergraduate course was created for ACM/IEEE Curriculum 91. This panel described a philosophical basis for change and gave examples of courses that are responding to the change.
Steve Cunningham
California State University, Stanislaus
Scott Grissom
University of Illinois at Springfield
Lewis E. Hitchner
California Polytechnic State University
Rosalee Wolfe
DePaul University
School of CTI
243 South Wabash Avenue
Chicago, Illinois 60604 USA

Incorporating Principles and Examples from Art/Design and Film/Video into a CS Computer Graphics Course
How principles and examples from art and design, film, and video can be incorporated into a computer science computer graphics course.
Scott Owen
Georgia State University
Department of Mathematics & Computer Science
30 Pryor Street, Suite 750
Atlanta, Georgia 30303 USA

Math: What's the Use?
Behind all great (and not so great) computer graphics images stands a great lady: Mathematics. This presentation reviewed the mathematics used in generating graphics images, from Euclidean geometry to the basics of spline interpolation.
Valerie Miller
Georgia State University
Department of Mathematics & Statistics
Atlanta, Georgia 30303 USA

Math and Computer-Generated Effects: Tools of the Trade
Mathematical principles as they appear as visual effects in major feature films. Marcus Mitchell, a software designer at Digital Domain, showed examples of work, including "Titanic," "The Fifth Element," "Supernova," and "The Fight Club."
Marcus Mitchell
Digital Domain
Software Development
1645 Crescent Place
Venice, California 90291 USA

The Future in Computer Graphics Education
Recommendations for the future of computer graphics education from the Computer Graphics and Visualization Education Workshop (GVE 99), co-sponsored by Eurographics and SIGGRAPH, 3-5 July in Coimbra, Portugal.
Judith R. Brown
University of Iowa
Dena E. Eber
Bowling Green State University
Werner Hansmann
University of Hamburg
Michael B. McGrath
Colorado School of Mines
Division of Engineering
Golden, Colorado 80401 USA
Jose Carlos Teixeira
University of Coimbra

Creative Programming: Merging the Artist With the Computer Programmer
(See also Playground)
The Creative Programming Program at the University of Gävle is unique in its approach to education and selection of students. It allows highly creative and intelligent people to enhance their abilities in the world of digital media by combining their skills from other areas, such as art or programming.
Mark Ollila
University of Gävle
Gävle SE-80 176 Sweden

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