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SIGGRAPH '24: ACM SIGGRAPH 2024 Educator's Forum
ACM2024 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SIGGRAPH '24: Special Interest Group on Computer Graphics and Interactive Techniques Conference Denver CO USA 27 July 2024- 1 August 2024
ISBN:
979-8-4007-0517-5
Published:
13 July 2024
Sponsors:
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abstract
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Student / Futures: Creative Careers in Animation, Computer Graphics, and Interactive Techniques
Article No.: 1, Pages 1–2https://doi.org/10.1145/3641235.3664452

Industry panelists share perspectives and insights for students, educators, and creative professionals who are considering careers in animation, computer graphics, creative technologies, and interactive techniques. Within rapid and ever-expanding fields ...

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Inclusive Community: Accessibility and Neurodiversity in Classroom, Industry and Academia
Article No.: 2, Pages 1–2https://doi.org/10.1145/3641235.3664445

Universal design/accessibility, inclusive classrooms and workplaces are essential components for the success of individuals affected by various challenges. Neurodivergent and disabled individuals have a variety of needs that are often unmet by schools ...

SESSION: Looking Towards the Future
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There Can Be (at least) Two Introductory Graphics Courses: Teaching Introduction to Non-Interactive Computer Graphics
Article No.: 4, Pages 1–3https://doi.org/10.1145/3641235.3664429

For decades many colleges and universities offering an introductory to computer graphics course have been teaching computer graphics through a single course focusing on real-time computer graphics. Many of these real-time or interactive computer ...

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Emerging Approaches in CG Education Aimed at Enhancing Visual Communication Skills through Reverse Engineering
Article No.: 5, Pages 1–2https://doi.org/10.1145/3641235.3664430

The proposed research applies reverse engineering techniques in the field of computer graphics (CG) production education at Japanese vocational schools. It involves the development of a "Philosophical Observation Decomposition Table" and a "Concept ...

SESSION: Collaboration & Diversity
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Adjacencies
Article No.: 7, Pages 1–2https://doi.org/10.1145/3641235.3664441

“Adjacencies” (2022 — ongoing) is an exercise in distance collaboration and creative exchange between artists and animation classes at Carnegie Mellon University and Yale School of Art. The exchange is modeled upon the principles of cadavre exquis, ...

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Project Grand Path: An Inclusive, Interdisciplinary, Collaborative, Project Based Learning Model
Article No.: 8, Pages 1–2https://doi.org/10.1145/3641235.3664440

Project Grand Path (PGP) is leading the way to re-envision higher education in the 21st century by ‘mobilizing learners to be the architects of their education’. Located in the University's FuturEDlab, a resource for the campus at large, this ...

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Bridging the Gap between Education and Practice in Japan's CG Industry: A Focus on Diversity and Evolving Perceptions
Article No.: 9, Pages 1–2https://doi.org/10.1145/3641235.3664435

This study focuses on the competency gap between computer graphics (CG) educational institutions and CG companies in Japan, with an emphasis on the competencies required in the entertainment industry. The goal is to seek and examine viable solutions for ...

SESSION: Game Programming
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Integrating Independent Contributions in a Game Programming Assignment
Article No.: 10, Pages 1–2https://doi.org/10.1145/3641235.3664431

In game development curriculum, mastering programming skills is important. Traditional methods to teach programming in computer science curriculum often face challenges in relevance for game development students, leaning towards individual mastery of the ...

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Level-Up Logics: Leveraging Three Game Design Platforms to Teach Coding
Article No.: 11, Pages 1–2https://doi.org/10.1145/3641235.3664434

Coding has become an integral tool for designers, but the logical structures of programming can be intimidating for many students in the arts. To make learning the fundamentals of coding less stressful and more appealing, I revamped a Creative Coding ...

SESSION: AI in Education Talks
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Empowering Creativity with Generative AI in Digital Art Education
Article No.: 13, Pages 1–2https://doi.org/10.1145/3641235.3664438

Artificial intelligence is dramatically changing the creative process for many practices. We see this as an opportunity to enrich student projects within our classroom. We created educational materials and conducted an initial study in the Fall of 2023. ...

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Teaching Design with Consumer-ready Artificial Intelligence and Virtual Reality: A Case Study
Article No.: 14, Pages 1–2https://doi.org/10.1145/3641235.3664437

Design disciplines that require intensive ideation and demand spatial perception (e.g., architecture, interior, and industrial design) benefit from advanced computer graphics, interactive techniques, and human computer interactions. However, design ...

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The "How-To" as a Post-AI Assessment Tool
Article No.: 15, Pages 1–2https://doi.org/10.1145/3641235.3664442

This paper introduces a simple but innovative assignment technique, the "How-To" as a way to simplify the relationship with AI in assessment events. As an assignment, the "How-To" guide merges reflective practice with technical skill development in ...

SESSION: Reaching Out to the Arts
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Metahuman Theatre: Teaching Photogrammetry and Mocap as a Performing Arts Process
Article No.: 16, Pages 1–2https://doi.org/10.1145/3641235.3664436

I have been designing a real-time Metahuman animation pipeline in our Media Arts, Design and Technology (MADTech) program at NCSU that emphasizes motion capture as a performing arts process to create dramatic scenes with digital doubles. Students ...

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Making STEAM: Build Your Custom Electric Guitar
Article No.: 17, Pages 1–2https://doi.org/10.1145/3641235.3664444

By teaching the Science, Technology, Engineering, Art, and Math embedded in the objects they create, STEAM-based digital fabrication projects equip the next generation of leaders and problem solvers with the tools to make change and build the future. The ...

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Exploring the Dichotomy of Nature and Tech Through an Interactive Media Assignment
Article No.: 18, Pages 1–2https://doi.org/10.1145/3641235.3664443

In this submission I present a mixed media assignment that asks students to challenge the dichotomy of nature and technology. For this assignment, students use animation, 3D modeling, and physical making to create an interactive piece that embodies the ...

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360° Animation Projects by Students with a Background in Traditional Stop-Motion Techniques
Article No.: 19, Pages 1–2https://doi.org/10.1145/3641235.3664439

Innovations in media technology, exemplified by extended reality, have begun. Hence, the seamless presentation of media, such as animation, film, and games, is progressing at an impressive rate. Integrating these advanced media and experiences into ...

Contributors
  • University of the Andes, Colombia
  • Western Connecticut State University

Recommendations

Acceptance Rates

Overall Acceptance Rate 1,822 of 8,601 submissions, 21%
YearSubmittedAcceptedRate
SIGGRAPH '114328219%
SIGGRAPH '1039010326%
SIGGRAPH '094397818%
SIGGRAPH '085189017%
SIGGRAPH '0745510824%
SIGGRAPH '064748618%
SIGGRAPH '054619821%
SIGGRAPH '044788317%
SIGGRAPH '034248119%
SIGGRAPH '023586719%
SIGGRAPH '013006522%
SIGGRAPH '003045919%
SIGGRAPH '993205216%
SIGGRAPH '983034515%
SIGGRAPH '972654818%
SIGGRAPH '962475221%
SIGGRAPH '952575622%
SIGGRAPH '942425724%
SIGGRAPH '932254620%
SIGGRAPH '922134521%
SIGGRAPH '902104320%
SIGGRAPH '891903820%
SIGGRAPH '881613421%
SIGGRAPH '871403324%
SIGGRAPH '851753520%
SIGGRAPH '841184135%
SIGGRAPH '811323829%
SIGGRAPH '801405237%
SIGGRAPH '791104339%
SIGGRAPH '781206453%
Overall8,6011,82221%