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ACM SIGGRAPH 2021 Educators Forum最新文献

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Multiplayer Retro Web-Based Game Development 多人复古网络游戏开发
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464407
Benjamin Kenwright
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引用次数: 1
LED Paper: Physical Computing with Handmade Paper LED纸:手工纸的物理计算
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464418
E. Brunvand
Physical computing involves using embedded computing to interact with the physical world. It’s a core technology for interactive computing. This assignment introduces physical computing through the incorporation of LEDs into handmade paper to make an interactive, visual, and physical artifact.
物理计算包括使用嵌入式计算与物理世界进行交互。它是交互式计算的核心技术。这个作业介绍了物理计算,通过结合led到手工纸,使一个互动的,视觉的,和物理的工件。
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引用次数: 1
Virtual Production for Remote Teaching Modalities: Adapting Sustainable Remote Teaching and Learning Environments by Leveraging Real-time Computer Graphics 远程教学模式的虚拟生产:利用实时计算机图形适应可持续的远程教学环境
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464412
Nick Jushchyshyn, S. Parks
Approaches for leveraging real-time graphics, virtual production technologies to bring the visual richness, diversity and fidelity of bespoke teaching venues into the realm of teleconference-based, distanced learning. A variety of readily accessible tools and implementations are presented that dramatically enhance the experience of teaching and learning through common teleconferencing platforms.
利用实时图形、虚拟制作技术的方法,将定制教学场所的视觉丰富性、多样性和保真度带入基于电话会议的远程学习领域。提出了各种易于访问的工具和实现,通过通用的远程会议平台显着增强了教学和学习的体验。
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引用次数: 0
An Introduction to Python Scripting in Autodesk Maya 在Autodesk Maya中介绍Python脚本
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464409
Ann McNamara
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引用次数: 0
A Whirlwind Introduction to Computer Graphics 计算机图形学简介
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464408
M. Bailey
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引用次数: 0
Virtual Reality Live Theatre on No Budget: A Model for Independent Theatrical Productions using Open-Source Social VR 无预算的虚拟现实现场剧院:使用开源社交VR的独立戏剧制作模型
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464413
Alex Coulombe, David Gochfeld, Brendon Bradley, Kevin Laibson, Robert Long, Roman Miletitch
Jettison, along with the entire OnBoardXR festival, is produced and performed live entirely in virtual reality using the open-source Mozilla Hubs platform. These shows took place in a virtual representation of a theater, leveraging the shared conventions of live theatrical performance to simplify the challenge of onboarding the audience: knowing how to behave in a real world theater translates intuitively to behavior in a virtual theater. At the same time, our production process mimicked that of real world theater, with very close parallels in the application of traditional theatrical skills and practices – with the main difference being that our cast and crew were all fully remote. Finally, the Hubs platform allows audiences to view the show on a range of hardware from VR HMDs to tablets and phones. Put together, our process represents a model by which independent theater companies can create productions using familiar techniques and skills, and present it for distributed audiences who don't have dedicated hardware. Ours was an approach of utilizing the latest virtualization technology to allow access to the widest range of audience possible, all from a bare-bones production budget. Unlike other approaches to virtual or online theater, the work of Jettison and its OnBoardXR is an attempt to, as closely as possible, replicate the experience of attending a show in a real world theater – an experience unavailable over the past year. In this talk we will describe our process and learnings.
Jettison和整个OnBoardXR音乐节都是使用开源Mozilla Hubs平台在虚拟现实中制作和现场表演的。这些表演是在一个虚拟的剧院中进行的,利用现场戏剧表演的共同惯例来简化观众的挑战:知道如何在现实世界的剧院中表现,直观地转化为在虚拟剧院中的行为。与此同时,我们的制作过程模仿了现实世界的戏剧,在传统戏剧技巧和实践的应用上非常相似——主要的区别是我们的演员和工作人员都是完全远程的。最后,Hubs平台允许观众在VR头戴式显示器、平板电脑和手机等一系列硬件上观看节目。总之,我们的流程代表了一种模式,通过这种模式,独立剧院公司可以使用熟悉的技术和技能创作作品,并将其呈现给没有专用硬件的分散观众。我们采用了一种利用最新虚拟化技术的方法,允许从最基本的制作预算中获得尽可能广泛的受众。与其他虚拟或在线剧院不同,Jettison及其OnBoardXR的工作是试图尽可能地复制在现实世界剧院观看演出的体验——这种体验在过去的一年里是无法获得的。在这次演讲中,我们将描述我们的过程和学习。
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引用次数: 2
From Creative Coding to Digital Humans:: Proceduralism as a Catalyst for Storytelling 从创意编码到数字人类:程序主义是讲故事的催化剂
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464410
Raqi Syed, Areito Echevarria, Lucy Jagers, Ripley Shi, Brock Trewavas, Phil Matich, Junqi Zhang, Jared Lee
Visual effects is a multi-disciplinary medium—how can we support the next generation of artists to engage deeply with animation, compositing, effects, and lighting in order to produce emotionally and visually compelling narrative work? How do we bridge the gulf between specialties that require an entire career to master? These are the key challenges we face in teaching the Master of Design Technology (MDT), a one-year graduate level program.
视觉效果是一个多学科的媒介,我们如何支持下一代艺术家深入参与动画,合成,效果和照明,以产生情感和视觉上引人注目的叙事作品?我们如何弥合需要整个职业生涯才能掌握的专业之间的鸿沟?这些都是我们在教授一年制研究生水平的设计技术硕士课程(MDT)时所面临的主要挑战。
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引用次数: 0
Interactive Illustrations on HTML5 Canvas: A Creative Introduction to Computer Programming HTML5画布上的交互式插图:计算机编程的创造性介绍
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464414
Santiago Echeverry
In the first assignment of a class entitled “Creative Coding”, students are asked to convert a pre-existing 2D illustration into an interactive digital interpretation, as an introduction to the general elements of coding and computer graphics in 2D environments. The majority of students taking this class have never coded in their lives, turning this assignment into an ideal introduction to principles of computer programming. Javascript, a very accessible and forgiving scripting language, is used to study the visual properties of real time graphic development on the HTML5 Canvas Object on any capable browser. Using a basic coding shell and any text editor, students learn about variables, coordinates, elemental shapes, quadratic and Bézier curves, RGB color definitions, linear and radial gradients, random elements, etc., in a new approach to drawing through code, that questions and challenges traditional analog illustration paradigms.
在题为“创意编码”的课程的第一个作业中,学生被要求将已有的2D插图转换为交互式数字解释,作为对二维环境中编码和计算机图形学的一般元素的介绍。上这门课的大多数学生在他们的生活中从来没有编码过,这使得这个作业成为一个理想的介绍计算机编程原理的作业。Javascript是一种非常容易使用和宽容的脚本语言,用于在任何功能强大的浏览器上研究HTML5 Canvas Object上的实时图形开发的视觉属性。使用基本的编码外壳和任何文本编辑器,学生了解变量,坐标,元素形状,二次和bsamzier曲线,RGB颜色定义,线性和径向梯度,随机元素等,在一个新的方法来绘制通过代码,问题和挑战传统的模拟说明范例。
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引用次数: 0
Taking the Leap: Student Futures in Creative Careers 飞跃:学生在创造性职业生涯中的未来
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3470533
Johannes Deyoung, Brooke Keesling, Rubaiat Habib, Brittany Biggs
Industry panelists discuss measures that students can take to prepare for entering creative careers in computer graphics and interactive techniques. In the wake of global pandemic, creative industries have transformed. While certain aspects of hiring and recruitment processes remain unfazed, others have fundamentally changed. Transformed workplace cultures and new technologies present opportunities for alternative and de-habituated career paradigms. Simultaneously, new pathways present unforeseen challenges. Creative industry representatives discuss the general and specific state of affairs within their respective fields and provide insight into changing employment models. Discussion includes advice for educators to help prepare students for a variety of transforming career scenarios, as well as the preparation, training, and attributes students need to enter related fields. Panelists will consider the qualities underlying desirable entry-level applicants in their respective fields and elaborate upon changes in the transition from school to work resulting from the global pandemic. Represented industry segments include animation, interactive/experience design, computer graphics research, and virtual production. Questions considered include how schools and educators can help prepare students for successful transitions into creative careers; what entry-level applicants should have (and should not have) on resumes, portfolios, and demo reels; and what can students do on their own to proactively acquire requisite credentials. Discussion will expose fresh outlooks on the futures of creative fields in computer graphics and interactive techniques.
行业小组成员讨论了学生可以采取的措施,为进入计算机图形和交互技术的创造性职业做准备。在全球大流行之后,创意产业发生了变化。虽然招聘流程的某些方面没有受到影响,但其他方面已经发生了根本性的变化。职场文化的转变和新技术为另类和去习惯的职业模式提供了机会。同时,新的道路也带来了不可预见的挑战。创意产业代表讨论了各自领域内的一般和具体情况,并提供了对不断变化的就业模式的见解。讨论内容包括教育工作者的建议,以帮助学生为各种转型的职业场景做好准备,以及学生进入相关领域所需的准备、培训和属性。小组成员将考虑各自领域理想入门级申请人的基本素质,并详细说明全球大流行病导致的从学校到工作过渡的变化。代表的行业领域包括动画、交互/体验设计、计算机图形研究和虚拟制作。考虑的问题包括学校和教育工作者如何帮助学生成功过渡到创造性职业;初级求职者在简历、作品集和演示影片中应该(和不应该)具备哪些内容;学生自己能做些什么来主动获得必要的证书?讨论将揭示计算机图形学和交互技术创意领域未来的新前景。
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引用次数: 0
VR Animation Assignment for Students with a Background in Traditional Hand-Drawing Techniques 具有传统手绘技术背景的学生的VR动画作业
Pub Date : 2021-08-09 DOI: 10.1145/3450549.3464415
Nahomi Maki
Media technologies, such as virtual reality (VR), have begun to revolutionize. Consequently, the seamless presentation of media, such as animation, film, and games, has developed remarkably. This integration of advanced media and experiences into the educational environment offers great potential[Mones 2017]. In a similar vein, we believe that such integration leads to the revitalization of the entire industry, which allows students who have a background in traditional hand-drawn methods of expression practice using advanced media and develop their skills. In this submission, we present a drawing expression challenge in 360 degrees of space to students with background in traditional painting. To ensure that this assignment is free of technical hurdles, no game engines or VR painting applications will be used. Only paper, art materials, and common painting and video editing software will be used by the students to complete the assignment. Figure 1 shows the examples of VR animation by students.
媒体技术,如虚拟现实(VR),已经开始发生革命性的变化。因此,媒体的无缝呈现,如动画、电影和游戏,有了显著的发展。将先进的媒体和体验整合到教育环境中提供了巨大的潜力[Mones 2017]。同样的,我们相信这样的整合会带来整个行业的振兴,让那些拥有传统手绘表达方式背景的学生能够使用先进的媒体进行实践,并发展他们的技能。在这个作品中,我们向有传统绘画背景的学生提出了一个360度空间的绘画表达挑战。为了确保这项任务没有技术障碍,没有游戏引擎或VR绘画应用程序将被使用。学生完成作业时只能使用纸张、美术材料和常用的绘画和视频编辑软件。图1展示了学生制作的VR动画示例。
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引用次数: 0
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ACM SIGGRAPH 2021 Educators Forum
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