SIGGRAPH 2004 - The 31st international conference on computer graphics and interactive techniques
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Content: how to teach computer graphics and develop academic resources. Continuity: computer graphics in education, from pre-school to post-graduate study. Collaboration: between art and science, educators and researchers, teachers and students, the classroom and the real world. Panels, forums, papers, and Quick Takes explore all this and more in the not-just-for-Educators Program.


Ramp In
8:30 - 9 am
Room 502B

A fast overview of the Educators Program. Meet the people involved and hear the ideas behind this year's schedule.

Tony Longson
SIGGRAPH 2004 Educators Program Chair
California State University, Los Angeles

Teaching Strategies

Collaboration is Key
9 - 9:30 am

Teaching Art with 3D Software
9:30 - 10 am

CoGIP: A Course on 2D Computer Graphics and Image Processing
10 - 10:30 am

Group Projects: Issues and Practices in Computer Graphics Technology
10:30 - 11 am

Team Teaching Animation Art and Technology
11 - 11:30 am

The Pipeline Project: A Holistic Approach to Teaching Multimedia
11:30 am - noon

Integrating Modeling and Animation Tools into an Introductory Computer Science Graphics Course
noon - 12:30 pm

Developing 3D Design Education for Continuing Education and Professional Students
1:30 - 2 pm

The Technological Imperative in Contemporary Art and Design Studies
2 - 3 pm

National Science Foundation Funding for Education Projects
3 - 3:30 pm

CGEMS: Computer Graphics Educational Materials Source
3:30 - 4 pm

Building the World-Wide Community of Graphics Educators
4 - 5 pm

Reels & Résumés

Résumés and Demo Reels: If Yours Aren't Working, Neither Are You!
9 - 10:30 am

Studio Views of Demo Tapes
10:30 am - 1 pm

Preparing Students for Job Hunting in High-End CG Industries
1:45 - 3 pm

In-House Training

Exploring the Current State of In-House Training
3 - 5 pm


Interactive Education

Building The Virtual Reality Instructor
8:30 - 8:45 am

Teaching Beyond the Human Form
8:45 - 9 am

Teaching Physics by Designing Games
9 - 9:15 am

Virtual Worlds, Cognitive Maps
9:15 - 9:30 am

Immersive Visualization in K-12 Education
9:30 - 9:45 am

SeaMaven: A Web-Based Virtual Learning Environment
9:45 - 10 am

A Novel Way to Study Muscle Anatomy of the Beef Animal
10 - 10:15 am

Visualizing Alzheimer's Disease: A Classroom Collaboration of Design and Science
10:15 - 10:30 am

Ratava's Line: Emergent Learning and Design Using Collaborative Virtual Worlds
11:30 - 11:45 am

Motionary: A Dictionary of Meaning in Motion
11:45 - noon

Animation of Mathematical Concepts Using Polynomiography
noon - 12:15 pm

New Approaches

Ray Tracing in the Age of Renaissance
1:30 - 2:30 pm

Virtual Photography: A Framework for Teaching Image Synthesis
2:30 - 3:30 pm

Cultural Heritage

Databases and Virtual Environments: A Good Match for Communicating Complex Cultural Sites
8:30 - 10 am

Computer Visualization as a Tool for Historic Preservation and Education
10 - 10:15 am

Designing the New Memory Space for Cultural Heritage
10:15 - 10:30 am

Freedom Bound: Creating A Public Art Project
10:30 - 10:45 am

Genova 2004: A Test Bed for Industrial Design Students to Integrate Cultural Content and Information Technologies in Cross-Media Platforms
11 am - 12:15 pm

Using Computer Graphics in Archaeology: A Struggle for Educative Science or to Educate Science?
1:30 - 3:30 pm

Summoning the Ghosts of Globalization: Using Invention & Immersion to Teach About Media, Image, and Culture
3:30 - 4:30 pm

The Computer Arts: Origins and Contexts
3:30 - 5 pm

Ramp Out
4:30 - 5:30 pm
Room 502B

This session, sponsored by the ACM SIGGRAPH Education Committee, summarizes on-going initiatives in computer graphics education and invites you to get involved.

educators program jury
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Conference 8-12 August, Exhibition 10-12 August.  In Los Angeles, CA