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SIGGRAPH ASIA 2016 Symposium on Education: Talks最新文献

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Girls in STEM: increasing the number of female students entering technical fields STEM领域的女孩:增加进入技术领域的女学生人数
Pub Date : 2016-11-28 DOI: 10.1145/2993363.3006042
Aruquia B. M. Peixoto
STEM is the acronyms for Science, Technology, Engineering and Mathematic, and refers to academic disciplines of technical fields. In most places of the word the number of female students that choose to go to an undergraduate course in technical fields is considerably smaller than the total number of women in society, that is near 50%. In this panel we discuss how to improve the number of female students and the possible causes of this phenomenon. The STEM is one of the fields that contributes significantly with the number of professionals for Computer Graphics, increase the number of female students in this field can have a good impact to increase the numbers of women working in Computer Graphics.
STEM是科学、技术、工程和数学的缩写,是指技术领域的学科。在世界上大多数地方,选择攻读技术领域本科课程的女学生数量远远少于社会上女性的总数,接近50%。在这个小组中,我们讨论了如何提高女学生的数量以及造成这种现象的可能原因。STEM是对计算机图形学专业人员数量贡献显著的领域之一,增加该领域的女学生数量可以对增加计算机图形学女性工作人数产生良好影响。
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引用次数: 3
Visualizing the asynchronous discussion forum data with topic detection 通过主题检测可视化异步论坛数据
Pub Date : 2016-11-28 DOI: 10.1145/2993363.2993367
Simon Y. K. Li, G. Wong
Visualization is a crucial part in learning analytics, where ordinary teachers could comprehend the depth of textual learning (e.g. discussion forum) through the easy-to-interpret figures (e.g. keygraph). However, the open source tools are often not fully developed with plug-in to common learning management system such as Moodle. In this paper, we are going to present the preliminary results of an ongoing project learning analytics extended based on Li & Wong (2016) and Wong & Li (2016), which sets the direction for the next stage of our experiment to aim for a better educational technology application in helping teacher evaluate the learning process of students through analytics. In this project, contents of discussion forums of students were extracted into text files, which were imported to a software tool called Polaris developed by Oshawa Lab (http://www.panda.sys.t.utokyo.ac.jp/KeyGraph/) to generate keygraphs to visualize the scenarios for mining patterns. However, as keygraphs are difficult to comprehend by humans and therefore, more effective tools are needed. In our latest experiments, we deployed novel text mining algorithms and data visualization tools to improve educational analytics intuitively.
可视化是学习分析的重要组成部分,普通教师可以通过易于理解的图形(如keygraph)理解文本学习的深度(如论坛)。然而,开放源码工具通常没有完全开发,并附带插件到常见的学习管理系统(如Moodle)。在本文中,我们将介绍基于Li & Wong(2016)和Wong & Li(2016)扩展的正在进行的项目学习分析的初步结果,这为我们实验的下一阶段设定了方向,旨在更好地应用教育技术,帮助教师通过分析来评估学生的学习过程。在这个项目中,将学生论坛的内容提取成文本文件,导入到Oshawa Lab (http://www.panda.sys.t.utokyo.ac.jp/KeyGraph/)开发的一个名为Polaris的软件工具中,生成关键字图,将挖掘模式的场景可视化。然而,由于关键字难以被人类理解,因此需要更有效的工具。在我们最新的实验中,我们部署了新的文本挖掘算法和数据可视化工具来直观地改进教育分析。
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引用次数: 4
Shading Dory's new friends 给多莉的新朋友画阴影
Pub Date : 2016-11-28 DOI: 10.1145/2993363.3006044
T. Crow, Jonathan Hoffman, Maria Lee, Kiki Poh
In order to fill the ocean and other settings in Pixar's Finding Dory with new life and meet the visual requirements for its new characters, we were faced with many challenges in shading these characters that lead to creative and interesting techniques. Here we have chosen to highlight several of those challenges that best represent the variety of both artistic and technical solutions we employed to make these characters successful.
为了给皮克斯的《海底总动员2》中的海洋和其他场景赋予新的生命,满足新角色的视觉要求,我们在给这些角色着色方面面临着许多挑战,这些挑战导致了创造性和有趣的技术。在这里,我们选择突出一些挑战,这些挑战最能代表我们为使这些角色成功而采用的各种艺术和技术解决方案。
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引用次数: 1
Virtual reality and augmented reality for education: panel 虚拟现实和增强现实教育:小组讨论
Pub Date : 2016-11-28 DOI: 10.1145/2993363.3006041
Kening Zhu
Since the last few decades, virtual reality (VR) and augmented-reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both [Yannier et al. 2015]. Educators from different countries have been experimenting this technology in their education systems. In 2007, Hougang Elementary school in Singapore applied an AR prototype in a typical primary (11 years-old) class to facilitate the learning of seed germination and plant growth, and indicated significant engagement and motivation encouraged by the use of the technology [Pang et al. 2007]. More recently, the advanced development of the VR devices has make VR an affordable and suitable interface for educations in different levels, including primary schools, secondary schools, colleges, and universities. In particular, virtual sandbox environment [min 2015], as defined as the VR environments that allow users to freely move through a virtual world, choose how/when to approach objectives, and create domain-specific mods, serve as a good candidate for teachers to design VR-based teaching and learning environment, and for students to explore the new knowledge freely. Motivated by the rapid development of AR and VR, this panel invites representatives from Hong Kong, Australia, and UK. The discussion will focus on the application of AR and VR technologies in different levels of education.
在过去的几十年里,虚拟现实(VR)和增强现实(AR)界面通过结合物理世界和虚拟世界并利用两者的优势,显示出增强教学和学习的潜力[Yannier et al. 2015]。来自不同国家的教育工作者一直在他们的教育系统中试验这项技术。2007年,新加坡后港小学(Hougang Elementary school)在一个典型的小学(11岁)班级中应用了AR原型,以促进种子发芽和植物生长的学习,并通过使用该技术显示出显著的参与度和积极性[Pang et al. 2007]。最近,VR设备的先进发展使VR成为不同层次教育(包括小学,中学,学院和大学)负担得起的合适界面。特别是虚拟沙盒环境[min 2015],定义为允许用户在虚拟世界中自由移动,选择如何/何时接近目标,并创建特定领域模型的VR环境,是教师设计基于VR的教学环境的良好选择,也是学生自由探索新知识的良好选择。由于AR和VR的快速发展,本小组邀请了来自香港、澳大利亚和英国的代表。讨论将集中在AR和VR技术在不同层次教育中的应用。
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引用次数: 9
Square Enix AI academy: AI workshop for blackboard architecture Square Enix AI学院:黑板建筑的AI工作坊
Pub Date : 2016-11-28 DOI: 10.1145/2993363.3006043
Youichiro Miyake
The purpose of education of game AI is not only to make people understand its knowledge but also to make them effectively use its techniques in game development. But it is difficult to use AI techniques only by hearing a lecture about game AI. SQUARE ENIX AI Academy is a 5 session seminar series with lectures and workshops held by the SQUARE ENIX Advanced Technology Division in the summer and autumn of 2014. The workshops were held after a lecture of a lecture to make attendees have experience to use techniques explained in the lecture. For the first and third seminars, a board game workshop was held, for the second seminar, AI tool application workshop was held, and for the forth seminar, blackboard workshop was held to use blackboard in an agent's inside architecture and agents' communication. In the workshop, the blackboard workshop demonstration is held to a few group with a lecture of the blackboard techniques in digital game character's AI.
游戏AI教育的目的不仅是让人们了解它的知识,而且是让他们在游戏开发中有效地使用它的技术。但是,仅仅听一场关于游戏AI的讲座是很难使用AI技术的。SQUARE ENIX AI学院是由SQUARE ENIX高级技术部门于2014年夏季和秋季举办的5期讲座和研讨会系列。讲习班是在讲座结束后举行的,目的是让与会者有使用讲座中介绍的技术的经验。第一届和第三届研讨会分别举办了桌面游戏研讨会,第二届研讨会举办了人工智能工具应用研讨会,第四届研讨会举办了黑板研讨会,将黑板应用于agent的内部架构和agent之间的通信。在工作坊中,以数位游戏角色AI中的黑板技术为主题,对几个小组进行黑板工作坊演示。
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引用次数: 0
Projects lead to principles: applying project-based learning to animation 项目带来原则:将基于项目的学习应用于动画
Pub Date : 2016-11-28 DOI: 10.1145/2993363.2993368
Seth Holladay
If you want a child to understand fractions, teach them how to cook. It will provide them with an engaging learning experience whose context naturally serves to interest them in fractions.
如果你想让孩子理解分数,教他们如何做饭。它将为他们提供一种引人入胜的学习体验,其背景自然会使他们对分数产生兴趣。
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引用次数: 1
Combining virtual (Oculus Rift & Gear VR) and augmented reality with interactive applications to enhance tertiary medical and biomedical curricula 结合虚拟(Oculus Rift & Gear VR)和增强现实与交互式应用程序,以提高三级医学和生物医学课程
Pub Date : 2016-11-28 DOI: 10.1145/2993363.2993364
Christian Moro, Zane Stromberga, A. Raikos, A. Stirling
In order to experience the inner-workings and anatomy of the human body, Bond University has developed a number of teaching resources where students rotate between a variety of modes: including Virtual Reality, using the Gear VR and Oculus Rift devices; Augmented Reality, using Samsung S7 Edge mobile devices and Galaxy Tab S2; and interactive applications running on laptops. These modules now form part of the Medical Program's Anatomy, and Biomedical Sciences Physiology curriculum. This Education Talk will detail our current research into the effectiveness of this program and its benefits to students, negative effects experienced from utilizing these devices, and provide best-practice information as to how other institutions could go about incorporating this technology into their STEM curricula. In addition, the presentation will describe the "10 tips regarding the integration of VR, AR and interactive software applications in University curricula", based on our research and experiences.
为了体验人体的内部工作原理和解剖结构,邦德大学开发了许多教学资源,学生可以在各种模式之间轮换:包括虚拟现实,使用Gear VR和Oculus Rift设备;增强现实,使用三星S7 Edge移动设备和Galaxy Tab S2;以及在笔记本电脑上运行的交互式应用程序。这些模块现在是医学专业解剖学和生物医学科学生理学课程的一部分。本次教育讲座将详细介绍我们目前对该计划的有效性及其对学生的好处,使用这些设备所经历的负面影响的研究,并提供最佳实践信息,以便其他机构如何将这项技术纳入他们的STEM课程。此外,演讲将根据我们的研究和经验,介绍“在大学课程中整合VR、AR和交互式软件应用的10个技巧”。
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引用次数: 10
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SIGGRAPH ASIA 2016 Symposium on Education: Talks
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