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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
wright@cinesite.com
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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
marco@dfw-la.com
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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
ehanson@loop.com
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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
mercuri@acm.org
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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
mwbannatyne@tech.purdue.edu
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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
aej@evl.uic.edu
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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
rms@cs.brown.edu
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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
sjfeld@erols.com
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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
thomas-burkhart@uiowa.edu
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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
pamrecruit@aol.com
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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
ccbryanc@atc.missouri.edu
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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
kvbmaz@hotmail.com
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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
croth@primenet.com
Bill Zullo
Z-Digital
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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
v.raphael@worldnet.att.net
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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
r.baker@rave.ac.uk
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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
kbagayan@getty.edu
Candace M. Borland
Naree Wongse-Sanit
Getty Education Institute for the Arts
Anne-Marie Schaaf
J. Paul Getty Museum
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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
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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
cmcnall@ucla.edu
Gail Swanlund
University of California, Los Angeles
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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
hfore29@bellsouth.net
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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
bocchi_f@biblio.cib.unibo.it
Marla Elena Bonfigli
Manuela Ghizzoni
Rosa Smurra
University of Bologna
Fernando Lugli
Centro Ricerche S.C.r.l.
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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
mr@fhw.gr
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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
wolfe@cs.depaul.edu
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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
valerie_miller@siggraph.org
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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
marcus@d2.com
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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
mike_mcgrath@siggraph.org
Jose Carlos Teixeira
University of Coimbra
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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
Kungsb¨ckvagen
Gävle SE-80 176 Sweden
molly@hig.se
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