The SIGGRAPH Asia Symposium on Education program will be inviting experts from both academia and the industry to present innovative research, methods and positions about the teaching and integration of computer graphics and interactive techniques in all areas of learning.
This year's main conference theme is "Key to the Future." Education is the key to our future, and we view education as a natural part of the lifelong learning process. We wish to support the evolving integration of art and technology embraced by educators.
As an international gathering of industry professionals and academics, the Symposium on Education will present perspectives that appeal to a wide spectrum of interests. We will share educational strategies adopted in both industry and academia to make the learning process more satisfying, productive, and meaningful.
Ati the Etruscan: a transmedia CG character for educational storytelling
- Antonella Guidazzoli,
- Maria Chiara Liguori,
- Silvano Imboden,
- Daniele De Luca,
- Giovanni Bellavia,
- Luigi Verri
Ati the Etruscan is a 3D character developed in Blender at VisitLab Cineca. It can be considered as a versatile mascot of the Etruscan civilization, part of the recent efforts sustained in Italy by different cultural institutions to promote knowledge ...
Holistic game development curriculum
This article discusses the design and implementation of a holistic game development curriculum. We focus on a technical degree centred around game engineering/technologies with transferable skills, problem solving, mathematics, software engineering, ...
Collaborative computer graphics product development between academia and government: a dynamic model
Collaborations and partnerships between academia and government agencies are common, especially when it comes to research and development in the fields of science, engineering and technology. However, collaboration between a government agency and an art ...
Developing new pedagogical models for curricula targeting industry and government collaborations
Educational spaces within a university campus have traditionally been seen as a lecture theatre with an area set aside for tutorials. In the case of a computer-based teaching programme, this has been a computer lab, with projector, screen and lecturer ...
Digital learning activities delivered by eloquent instructor avatars: scaling with problem instance
- Saikiran Anasingaraju,
- Meng-Lin Wu,
- Nicoletta Adamo-Villani,
- Voicu Popescu,
- Susan Wagner Cook,
- Mitchell Nathan,
- Martha Alibali
We present an approach for achieving scalable authoring of digital learning activities, without sacrificing delivery eloquence. A computer animation character serves as an instructor avatar that not only speaks but also makes deictic, iconic and ...
Human periodic activity recognition based on functional features
In order to recognize the human daily activity more easily and accurately, an activity recognition method based on functional features is proposed in this article. Firstly, we transform the data series which collected by the wearable motion capture ...
Barrier-free affective communication in MOOC study by analyzing pupil diameter variation
A MOOC (Massive Open Online Course) study shortens the distance between students and educators, and surpasses time and space, but it also creates barriers of true emotion interaction in the study process. This research demonstrated the feasibility of ...
Skunkworks: an educational framework for the mediation of reactions
In the context of today's ubiquitous digital revolution, the mundane product, ranging from toys to watches to entire architectures, is slowly ceasing to exist. They are being replaced by networked and environmentally-reactive objects that, though trying ...
Structured design thinking strategy in a collaborative context
Design thinking is a catalyst that uncovers innovations. From realistic products, services, and business models, it seeks a creative approach to defining challenges and problem solving. This paper follows the documentation process behind an ...
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Acceptance Rates
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH ASIA '10 | 274 | 49 | 18% |
SIGGRAPH Asia '09 | 275 | 70 | 25% |
SIGGRAPH Asia '08 | 320 | 59 | 18% |
Overall | 869 | 178 | 20% |