Skip to main content
Log in

Computer games technology and higher education

  • Published:
Virtual Reality Aims and scope Submit manuscript

Abstract

The motivation of this paper is to debate the issue of how we should treat computer games technology in higher education. Certainly it is the case that computer games technology is a new and demanding profession. It is also the case that there has been a slow realisation within the academic community of both the depth and the importance of the topic. The issues are obvious. What exactly comprises computer games technology and should it be considered as a separate academic topic for a degree course or be a set of options within an established undergraduate degree structure? And who is responsible for pushing forward research in the subject? Within the framework of this debate we will present our work at the University of Sheffield.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  1. www.culture.gov.uk/creative/mapp-interactive.html

  2. European Leisure Software Publishers Association: www.elspa.com

  3. www.idsa.com/pressroom.html. 2000–2001 economic impact study, April 2001 and 2000–2001 state of the industry report, April 2001

  4. Human Capital. Report for the DTI ‘The UK games industry and higher education’, April 2001 (see section ‘Press & Publications’ at ww.humancapital.co.uk)

  5. Develop Magazine. Issue 7, June 2001: 20–23, 44–45 (www.developmag.com)

  6. Watt A. 3D computer graphics (3rd edition). Addison-Wesley, 2000

  7. Watt A, Policarpo F. 3D games, real-time rendering and software technology: Volume 1. Addison-Wesley, 2001

  8. Funge J.D. Al for computer games and animation: A cognitive modeling approach. AK Peters Ltd, 1999

  9. Catmull E, Clark J. Recursively generated B-spline surfaces on arbitrary topological meshes. Computer-Aided Design 1978; 10: 83–102

    Article  Google Scholar 

  10. De Rose T, Kass M, Troung T. Subdivision surfaces in character animation. Proceedings of Siggraph '98 (July 19–24, 1998. Orlando, FL, USA). In Computer Graphics proceedings, Annual Conference Series, 1998. ACM SIGGRAPH; 85–94

  11. Edge JD, Maddock S. Expressive visual speech using geometric muscle functions. Proc. 19th Eurographics UK Chapter Annual Conference (UCL, 3–5 April 2001): 11–18

  12. Gottschalk S, Lin MC, Manocha D. OBB trees: a hierarchical structure for rapid interference detection. Proc. SIGGRAPH '96; 1996: 171–180

    Google Scholar 

  13. Lin MC. Efficient collision detection for animation and robotics. PhD thesis, University of California, Berkeley, 1993 (See www.cs.edu/∼/in/papers.html)

    Google Scholar 

  14. Waters K. A muscle model for animating three-dimensional facial expression. Computer Graphics 1987; 21: 17–24

    Google Scholar 

  15. Badcoe I. The computer game industry: current state of play. This edition of Virtual Reality

  16. research.microsoft.com/∼hoppe

  17. www.cs.unc.edu/∼geom/I-COLLIDE/index.html

  18. University of Leeds Advanced Driving Simulator, mistral.leeds.ac.uk

  19. Cavazza M. Al in computer games: survey and perspectives. This edition of Virtual Reality

  20. Abrash M. Michael Abrash's graphics programming black book. Albany, NT, Coriolis, 1997

  21. www.gdconf.com

Download references

Author information

Authors and Affiliations

Authors

Corresponding authors

Correspondence to A. Watt or S. Maddock.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Watt, A., Maddock, S. Computer games technology and higher education. Virtual Reality 5, 185–194 (2000). https://doi.org/10.1007/BF01408517

Download citation

  • Issue Date:

  • DOI: https://doi.org/10.1007/BF01408517

Keywords

Navigation