EG 2016 - Education Papers
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Browsing EG 2016 - Education Papers by Subject "Curriculum"
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Item A Trip to Arts for Computer Graphics Students(The Eurographics Association, 2016) Svobodova, Lucie; Slavik, Pavel; Zara, Jiri; Beatriz Sousa Santos and Jean-Michel DischlerComplex and sophisticated projects, on which information technologists and artists meet and cooperate, often require an understanding of possible problems and solutions seen from both sides. While artists (creators) are usually somewhat familiar with current technologies, e.g. the Computer Graphics (CG) field, programmers are not well educated in the arts and their understanding of artistic needs is thus insufficient. In order to improve the education of CG students towards fine arts, we have created a BSc course on Art and Graphics design and have been running it for seven years. We consider this approach to education at a technologically oriented university as unusual and rare, but highly valuable for CG students. This paper describes the content of the course, summarizes the experience gained, and evaluates its usefulness for CG students in the subsequent MSc study program.Item A Visualisation Course in a Game Development Curriculum(The Eurographics Association, 2016) Sundstedt, Veronica; Beatriz Sousa Santos and Jean-Michel DischlerVisualisation courses can often be found as part of a computer science curriculum. These basic or advanced level courses are often taught in terms of information visualisation, scientific visualisation or a combination of both. Other visualisation courses focus more on visual aesthetics. This paper presents and discusses a visualisation course curriculum which is aimed at students specifically studying computer science programmes with a focus on digital game development. Since computer games of today keep generating an increasing amount of data it is more important than ever to educate our game development students with the theory behind visualisation and key data visualisation techniques. In the design and evaluation of the visualisation in games curriculum, it was found that concepts within the area of visualisation are relevant to many areas of digital games. This paper describes the curriculum for a university course which might not be commonly found in traditional game development programmes. It particularly presents the course structure and the lessons learned which together with existing literature demonstrate important concepts to consider in the area of visualisation in games.