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The role of computer science in digital production arts
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Source Annual Joint Conference Integrating Technology into Computer Science Education archive
Proceedings of the 11th annual SIGCSE conference on Innovation and technology in computer science education table of contents
Bologna, Italy
SESSION: Curricular issues table of contents
Pages: 73 - 77  
Year of Publication: 2006
ISBN:1-59593-055-8
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Authors
Timothy A. Davis  Clemson University, Clemson, SC
John Kundert-Gibbs  Clemson University, Clemson, SC
Sponsors
SIGCSE: ACM Special Interest Group on Computer Science Education
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

Special effects production is a rapidly expanding field in the film, television, and gaming industries. The educational goals and requirements for digital artists in these fields vary widely, and tend to change dramatically over short spans of time. Several years ago, we began a new graduate program at Clemson University to train students in this field. Though the impetus to develop the program originated in the computer science department, the department was not suited to cover all of the topics necessary, even with the addition of several new courses. Accordingly, the program was established as interdisciplinary, with major components in computer science and art. The computer science portion of the curriculum emphasizes basic computing concepts, especially programming. The program has evolved from a somewhat disparate collection of courses into a tighter, more integrated, educational experience, with a high graduate placement in the industry each year.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Cunningham, D., and Duffy, T. "Constructivism: implications for the design and delivery of instruction," in D. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology, Simon & Schuster/Macmillan, 1996, 170--198.
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Duch, B., Gron, S., and Allen, D. The Power of Problem-Based Learning, Stylus Publishing, LLC, Sterling, VA, 2001.
 
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Kundert-Gibbs, J. Maya Savvy 5.0. Sybex Inc, Alameda, CA, 2003.
 
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Staples, J., and Davis, T. "Motion capture for the masses," INFOCOMP Journal of Computer Science, 2006, {to appear}.
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Collaborative Colleagues:
Timothy A. Davis: colleagues
John Kundert-Gibbs: colleagues