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Two in the middle: digital character production and machinima courses
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Technical Symposium on Computer Science Education archive
Proceedings of the 40th ACM technical symposium on Computer science education table of contents
Chattanooga, TN, USA
SESSION: Interdisciplinary multimedia table of contents
Pages 463-467  
Year of Publication: 2009
ISBN:978-1-60558-183-5
Also published in ...
Authors
Mark Christensen van Langeveld  University of Utah, Salt Lake City, UT, USA
Robert Kessler  University of Utah, Salt Lake City, UT, USA
Sponsors
SIGCSE: ACM Special Interest Group on Computer Science Education
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 19,   Downloads (12 Months): 61,   Citation Count: 2
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ABSTRACT

Many Universities and Colleges are building interdisciplinary programs between engineering and fine arts that focus on games, special effects, animation and other areas that require interdisciplinary efforts. This is in response to the needs of the entertainment industries. The video game and 3D animation businesses fundamentally involve computer scientists and artists working closely together. The Entertainment Arts and Engineering (EAE) program (founded in 2007) is an undergraduate interdisciplinary program at the University of Utah (UofU). Students pursuing an animation or computer science degree may enroll in the program as a means of focusing their education on digital arts and entertainment. Two courses taught at the UofU with curriculum in the middle of the continuum between the two departments are the courses: Digital Character Production and Machinima. These courses provide an extraordinary applied learning experience for students to combine learning concepts that are not commonly taught together. The curriculums are designed to teach students to breakdown extremely complex problems, requiring understanding from both disciplines, into manageable segments that allow easy understanding of diverse concepts from computer graphics principles to sculptural ideology and from graphic algorithms to film/storytelling. It is a process that provides a direct view of the correlations of the critical concepts from each of the disciplines. This paper presents our insights from teaching and reviewing these two classes.


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.

 
1
Barcsay, J.1999. Anatomy for the Artist. Barnes and Noble Books, New York, NY,
 
2
de St Germain, H. J. and Langeveld, M, 2008 "Merging the Arts and Sciences: An Interdisciplinary CS I," submitted to GDCSE '08.
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Hancock, H. and Ingram, J. 2007. Machinima for Dummies, Wiley.
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Lowood, H. 2006. High-performance play: The making of machinima. In Journal of Media Practice, 7:1, July 2006, pp. 25--42.
 
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www.cambridgefilmfestival.org.uk, 2008
 
12
"Venison Curry" uumachinima, www.youtube.com, 2008


Collaborative Colleagues:
Mark Christensen van Langeveld: colleagues
Robert Kessler: colleagues