@inproceedings{education:1-2:2012,
crossref = {education-proc},
author = {Gitta Domik and David Ebert and Jörn Kohlhammer and
Holly Rushmeier and Beatriz Sousa Santos and Daniel Weiskopf},
title = {{Visualization Curriculum Panel - or The Changes We Have Made to Our
Visualization Courses Over the Last 10 Years}},
pages = {1-2},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/001-002.pdf},
DOI = {10.2312/conf/EG2012/education/001-002},
abstract = {The last ten years have seen profound changes in algorithms,
techniques, and applications of visualization. Additionally, we see changes
in the sophistication and expectations of our students in visualization
courses. This panel will reflect changes in teaching visualization courses
through the personal reflections of renowned researchers and educators on
their alterations on course content over the past 10 years}
}
@inproceedings{education:3-8:2012,
crossref = {education-proc},
author = {Jorge Martín-Gutiérrez,
Peña Fabiani, M. Dolores Meneses-Fernández, David C.
Pérez-López, and Luis Abselán},
title = {{Adaptation of Electrical Laboratory Systems through Augmented
Reality for Optimization of Engineering Teaching University}},
pages = {3-8},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/003-008.pdf},
DOI = {10.2312/conf/EG2012/education/003-008},
abstract = {This paper introduces an Augmented Reality (AR) application for
teaching practices of electrical engineering. In order to improve the
autonomy of students and their self-ability we have developed several new
practical AR-manuals for being used in the Electric Machines Laboratory. We
have used these AR-manuals and the classic ones finding an improvement in
learning and motivation of students. The augmented information consists of 3D
models, animations and sounds which are superimposed over real objects
helping the students in the training of specific tasks. The AR application
and the learning environment have been designed based on the principles of
interaction between man and machine so the virtual information is presented
in an attractive way. Every user provided with a tablet PC or HMD with webcam
will be able to visualize on screen the virtual objects added to the real
scene. Only one mark has been included in the setting which allows
visualization of the virtual information so just one gesture from the user is
needed for changing the information. The interactive AR interface has been
tested in the laboratory of electrical engineering at a Spanish
university.}
}
@inproceedings{education:9-16:2012,
crossref = {education-proc},
author = {Gustavo Salvador, David Pérez,
Mario Ortega, Emilio Soto, Mariano Alcañiz, and Manuel
Contero},
title = {{Evaluation of an Augmented Reality Enhanced Tabletop System as a
Collaborative Learning Tool: A Case Study on Mathematics at the Primary
School}},
pages = {9-16},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/009-016.pdf},
DOI = {10.2312/conf/EG2012/education/009-016},
abstract = {Tabletop systems provide a big multi-touch surface suitable for
multiple users to gather around it that can interact with the information
collaboratively in a face-to-face manner. This kind of device is well adapted
to be exploited in education, combining the advantages of e-learning systems
with collaborative learning environments, which are adequate in educational
paradigms based on constructivism and knowledge building. This article
presents the capabilities of our in house developed tabletop system as a
collaborative learning tool, which has been enriched with Augmented Reality
capabilities and designed to follow the principles of Ubiquitous Computing
and Natural Interfaces. The evaluation of the system was performed in a real
educational context. Experience was driven to compare the tabletop learning
scenario to other standard learning approaches. The evaluation method was
centered on three parameters: efficiency, usability/satisfaction and
motivation. Results conclude that tabletops represent a promising technology
that can be applied successfully in educational contexts.}
}
@inproceedings{education:17-24:2012,
crossref = {education-proc},
author = {Veronica Sundstedt and Martin Lanner},
title = {{Evaluation of a Curriculum for Technical Artists}},
pages = {17-24},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/017-024.pdf},
DOI = {10.2312/conf/EG2012/education/017-024},
abstract = {A Technical Artist requires a unique set of skills to act as a
bridge between artists and programmers in digital entertainment development.
Our newly developed Technical Artist in Games (TAG) program is regulated
under the national Higher Education Regulation (HER) in Sweden. This paper
analyses the fit between the program and requirements from both the HER and
the computer games industry. The analysis is done by evaluating the course
content of the TAG program in relation to the HER and thirty job
advertisements. The aim of this evaluation is to investigate how well the
program prepares students for their future roles in industry.}
}
@inproceedings{education:25-32:2012,
crossref = {education-proc},
author = {Matteo Dellepiane and Roberto Scopigno},
title = {{Teaching 3D Acquisition for Cultural Heritage: a Theory and
Practice Approach}},
pages = {25-32},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/025-032.pdf},
DOI = {10.2312/conf/EG2012/education/025-032},
abstract = {The paper presents the experience of a course (3D Graphics for
Cultural Heritage) in the context of Humanistic Informatics degree. The goal
of the course was to present an overview of the techniques for the
acquisition of 3D models of real objects. The focus was put on freeware/open
source solutions that could give the students the possibility to experiment
directly on the data, and possibly apply them in their future activities. The
acquisition techniques were divided in three groups: 3D scanning, Dense
Stereo Reconstruction and Re- Lightable Images. Moreover, general concepts
about 3D Graphics, remote visualization, and planning of projects were part
of the subjects. The final project for each student consisted in a practical
acquisition of a real objects, using one of the proposed techniques. The
results of the projects showed that high quality 3D acquisition is now
possible even with low-cost devices and freeware tools, and that it can be a
strongpoint for the career of future young CH professionals.}
}
@inproceedings{education:33-40:2012,
crossref = {education-proc},
author = {Nicoletta Adamo-Villani and Marcus Oania and David Whittinghill and
Jacob Brown and Stephen Cooper},
title = {{Building a Serious Game to Teach Secure Coding in Introductory
Programming Courses}},
pages = {33-40},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/033-040.pdf},
DOI = {10.2312/conf/EG2012/education/033-040},
abstract = {We report the development and initial evaluation of a serious
game that, in conjunction with appropriately designed matching laboratory
exercises, can be used to teach secure coding and Information Assurance (IA)
concepts across a range of introductory computing courses. The IA Game is a
role-playing serious game (RPG) in which the student travels through seven
computer techno-inspired environments (IA concept rooms); in each environment
he/she learns a different IA concept. After playing each level, the student
completes a related CS educational module comprised of a theory lesson and a
lab assignment. The game is being created with a user-centered iterative
approach that includes two forms of evaluation: formative and summative. In
this paper we report the findings of an initial formative evaluation of the
first 2 game levels with a group of undergraduate students.}
}
@inproceedings{education:41-48:2012,
crossref = {education-proc},
author = {Irene Cheng and Olenka Bilash and Walter F. Bischof and Anup
Basu},
title = {{Next Generation Handheld Graphics Edutainment for Learning in
Adaptive Student Centric Environments: Constraints and Benefits}},
pages = {41-48},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/041-048.pdf},
DOI = {10.2312/conf/EG2012/education/041-048},
abstract = {Graphics is being used as an effective tool in visual
communication, e.g. Second Life, Google city scene and Microsoft scene
reconstruction. It is already changing social, cultural, commercial and
educational environments. 3D representations complement text and 2D images
because they provide a depth perspective, enhancing user experience for
understanding abstract and complex concepts, as well as inducing the feeling
of immersion. These benefits have led to the adoption of 3D content in a
game-like environment for educational and other applications. While main
stream multimedia technology has started to revolutionize the way content is
captured and delivered to households (e.g., multimedia Television, 3DTV, for
entertainment), mobile multimedia content is anticipated to emerge in
parallel and be more and more pervasive in day-to-day life. Streamlined and
cutting edge graphical content with increasingly rich semantics will soon be
widely available on mobile devices. Keeping these emerging and fast growing
technologies in mind, this paper focuses on investigating the constraints and
benefits of handheld graphics in education, in particular on supporting
curriculum designers and teachers to deliver high quality learning
environment to users. We have implemented a handheld edutainment prototype
system, which has been used as a test-bed by a group of teachers. From our
evaluation we observe that while the education community can benefit from
mobile graphics on handheld in a number of aspects, there are obvious
constraints that prevent extension and immediate adoption of the technology
in adaptive edutainment. We anticipate that developers will be able to design
more effective student centric graphics edutainment learning systems on
handheld devices by utilizing our findings.}
}
@inproceedings{education:49-56:2012,
crossref = {education-proc},
author = {Andrew T. Duchowski},
title = {{TECHNI Photons: Evolution of a Course in Data Structures}},
pages = {49-56},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/049-056.pdf},
DOI = {10.2312/conf/EG2012/education/049-056},
abstract = {This paper presents the evolution of a data structures and
algorithms course based on a specific computer graphics problem, namely
photon mapping, as the teaching medium. The paper reports development of the
course through several iterations and evaluations, dating back five years.
The course originated as a problem-based graphics course requiring sophomore
students to implement Hoppe et al.'s algorithm for surface
reconstruction from unorganized points found in their SIGGRAPH
'92 paper of the same title. Although the solution to this
problem lends itself well to an exploration of data structures and code
modularization, both of which are traditionally taught in early computer
science courses, the algorithm's complexity was reflected in
students' overwhelmingly negative evaluations. Subsequently,
because implementation of the kd-tree was seen as the linchpin data
structure, it was again featured in the problem of ray tracing trees
consisting of more than 250,000,000 triangles. Eventually, because the tree
rendering was thought too specific a problem, the photon mapper was chosen as
the semester-long problem considered to be a suitable replacement. This paper
details the resultant course description and outline, from its now two
semesters of teaching.}
}
@inproceedings{education:57-64:2012,
crossref = {education-proc},
author = {Tim McLaughlin and Stephanie Keske},
title = {{Evaluation of Students' Skills in Remote Collaboration for Creative
Problem Solving in Computer Graphics}},
pages = {57-64},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/057-064.pdf},
DOI = {10.2312/conf/EG2012/education/057-064},
abstract = {Use of distributed teams of artists and engineers is becoming
more prevalent in computer graphics oriented industries. Developing the
skills required to work as a team through the complex sequential development
and production process of animated films, visual effects, and commercial
productions is a part of many academic programs that focus on computer
graphics. However, the development of the skills required to communicate and
coordinate this kind of work across a distributed team is currently a rare
curriculum feature, and may not even be recognized as a separate set of
issues from localized collaboration. This paper reports on an effort to
assess this problem through pilot projects that focus on discovering how
adept students are at working as members of distributed teams. We tightly
controlled the tools of communication -email, chat, and video-conferencing-
to determine the impact of each modality on creative problem solving while
teams of students from four locations attempted to coordinate their work to
produce short 30-second computer animations. Assessment by industry
professionals of the originality found in the aesthetic and technical results
of the student projects suggests that the students, overall, are deficient in
two areas that are essential to successful creative collaboration:
communication that contributes to awareness among distant partners, and
communicating in ways that build consensus and solves problems. Though these
issues also exist for co-located teams, their significance is likely
heightened in distance collaboration projects. These issues might also impact
the manner in which companies that use distributed teams incorporate various
modalities of communication technology into their production pipelines.}
}
@inproceedings{education:65-72:2012,
crossref = {education-proc},
author = {Antoni Chica, Marta Fairén, and
Nuria Pelechano},
title = {{Distance Learning in Computer Graphics}},
pages = {65-72},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/065-072.pdf},
DOI = {10.2312/conf/EG2012/education/065-072},
abstract = {Computer graphic courses are pretty established in most computer
graphics degrees worldwide. Distance learning has been gaining popularity as
fast internet access from home has been reaching wider areas around the
world. If we combine this with the fact that the popularity of video games
all over the world has made the technology required for rendering real time
graphics widely available and affordable, we have the perfect environment for
teaching computer graphics through distance learning universities. In this
paper, we explain our experience in teaching Computer Graphics basics for the
last 10 years at the distance teaching university Universitat Oberta de
Catalunya (UOC). By using materials that include interactive applets which
allow the student to play with basic Computer Graphics concepts, we observe
that students can understand the course despite the teacher not being present
in the learning process.}
}
@inproceedings{education:73-80:2012,
crossref = {education-proc},
author = {Heinrich Fink and Thomas Weber and Michael Wimmer},
title = {{Teaching a Modern Graphics Pipeline Using a Shader-based Software
Renderer}},
pages = {73-80},
URL = {http://diglib.eg.org/EG/DL/conf/EG2012/education/073-080.pdf},
DOI = {10.2312/conf/EG2012/education/073-080},
abstract = {Shaders are a fundamental pattern of the modern graphics
pipeline. This paper presents a syllabus for an introductory computer
graphics course that emphasizes the use of programmable shaders while
teaching raster-level algorithms at the same time. We describe a Java-based
framework that is used for programming assignments in this course. This
framework implements a shader-enabled software renderer and an interactive 3D
editor. We also show how to create attractive course materials by using
COLLADA, an open standard for 3D content exchange.}
}
@proceedings{education-proc,
editor = {Giovanni Gallo and Beatriz Sousa Santos},
title = {EG 2012 - Education Papers},
year = {2012},
isbn = {-},
issn = {1017-4656},
address = {Cagliari, Sardinia, Italy},
publisher = {Eurographics Association}
}