ACM Home Page
Please provide us with feedback. Feedback
Blender as an educational tool
Full text PdfPdf (38 KB)
Source International Conference on Computer Graphics and Interactive Techniques archive
ACM SIGGRAPH 2003 Educators Program table of contents
San Diego, California
SESSION: QuickTakes (pedagogical sketches) table of contents
Pages: 1 - 1  
Year of Publication: 2003
Author
Jason van Gumster  Virginia Commonwealth University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 4,   Downloads (12 Months): 34,   Citation Count: 0
Additional Information:

abstract  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/965106.965135
What is a DOI?

ABSTRACT

With the ubiquity of technology increasing, teaching artists has become more multifaceted. Art students are typically taught to think very openly and conceptually. While extremely beneficial, a problem arises when graduating artists have no developed means of analytical problem solving, putting them at a disadvantage when dealing with the technology they use to create their art. It is critical that computing courses that include programming be introduced early in an art student's career, exposing them to the knowledge of how their tools work. A solution to this is to use the open source 3D modeling and animation suite, Blender, and its integration with the Python scripting language as a means of teaching this valueable way of thinking to artists.