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Electronic Schoolhouse: Educators Program | sigKIDS | Community Outreach
 
Conference
8-13 August 1999
 
Los Angeles Convention Center
Los Angeles, California USA
 
Everyone is an educator and everyone is a student.
 
This simple tenet is the foundation and inspiration that is the Electronic Schoolhouse. It was the visualization of this principle that led three chairs to meld three programs (Educators Program l sigKIDS l Community Outreach) to create a unique wonderland of integrated education, where knowledge sparks in every corner, and inspiration ignites during every conversation. Jodi Giroux, the Allen-Stevenson School; Anne Richardson, StarMedia; and Jill Smolin, Cinesite Visual Effects, co-chair the Electronic Schoolhouse.
 
Schoolhouse areas include the Classroom for traditional presentation of papers and panels, the Workshop for hands-on activities, the Playground for stand-alone exhibits, and the Library for all kinds of interaction, networking, and curriculum information.
 
Paper | Panel | Workshop Highlights
 
Art Before Technology, or Technology before Art? That is the Question!
Clifford Cohen, Animation, Inc.
Animation instructors introduce attendees to the classical animation process, stressing the importance of the basics and illustrating how a solid foundation in the art of animation supports creation and teaching. Participants will take away their own masterpiece from this workshop.
 
Integrating Art and Technology in a State-Wide Curriculum
Taylor Gutermute, California Department of Education
Lynn Hickey, Los Angeles Unified School District
John Hughes, Rhythm & Hues Studio
Alan Warhaftig, Fairfax Magnet High School for the Arts
This panel discusses 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.
 
Developing Creativity: A Curriculum Based on the Use of Computer Graphics Technology
Jeremy Sutton, Portrayals
Learn how a teacher unleashes his 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.
 
Educators Workshop in 3D Computer Graphics
Raymond Corbett, Side Effects Software Inc.
Experience first-hand the tools the visual effects industry is using. This session introduces students and educators to the world of high-end 3D computer graphics. Using laymenís terms and professional software, attendees will work through a real-life modeling project.
 
High-End Interactive Media in the Museum
Maria Roussou, Foundation of the Hellenic World
Discover how high-end interactive media, computer graphics applications, and virtual reality technology are used in museums. Particular focus is given to projects created by the Foundation of the Hellenic World, a cultural heritage institution in Greece, which uses immersive virtual reality, VRML, and 3D graphics to reconstruct archeological sites, historical interpretation, and education.
 
Incorporating Principles and Examples from Art/Design and Film/Video into a Computer Science Computer Graphics Course
Scott Owen, Georgia State University
Artists have been producing images for purposes of visual communication for over 10,000 years. They have established a rich set of principles and guidelines for image composition and have worked out many of the problems that have been faced in computer graphics. Take a trip through paintings by the masters and historic films to see the correlation between fine art and computer graphics.
 
SP3D and the Lighthouse: Explorations in 3D Internet Learning
Clint Andrew Hall, Rockhurst College
Be inspired by students as they lead you through the Web sites they built. The sites explore the worlds of literature and philosophy in Shakey's Place 3D and The Lighthouse. Visit the Web site in the Playground and audition for Hamlet.
 
Playground Highlights
The Playground is a collection of 20 interactive exhibits that inspires participants to learn through play. Playhouse projects are geared to the broadest of audiences: kids, teachers, parents, and novices. They include game-like programs, full-blown multimedia spectaculars, stand-alone kiosk installations, and innovative or unusual Web sites.
 
The 4-D Virtual Museum of the City of Bologna, Italy
Antonella Guidazzoli, CINECA, Interuniversity Supercomputing Center
Enter a "time machine" and visit Bologna city center in 1294. Stroll down the streets, take a walk under the "portico" or arcades, or get a bird's-eye view of the city, as it appeared in the Middle Ages, at dawn, at sunset, in the sun.
 
SIGGRAFFITI Wall
Rob Dunn-Roberts, Logicon Advanced Technology
Experience throwing beanbags at a wall and seeing paintings come to life.
 
Virtual Harlem
Bryan Carter, University of Missouri-Columbia
The first use of virtual reality in an American literature setting, Virtual Harlem lets you visualize the setting and context of fictional texts in a computer-generated environment by navigating streets, interacting with historical characters, and experiencing the sounds of 1920's Harlem.
 
Virtual Science Laboratory
Nobuo Masuda, Cyber Entertainment, Inc.
Virtual Science Laboratory is an interactive kiosk program with 2D character animation, 3D computer graphics, and actual tools and samples, imaginatively combined to let students experience how scientists in a real-world setting analyze various public health-related issues.
 
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