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Two In The Middle: Digital Character Production And Machinima Courses

机译:中间的两个:数字角色制作和机械课程

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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.
机译:许多大学和学院都在工程与美术之间建立跨学科计划,重点放在游戏,特技效果,动画和其他需要跨学科努力的领域。这是针对娱乐业的需求。电子游戏和3D动画业务从根本上让计算机科学家和艺术家紧密合作。娱乐艺术与工程(EAE)计划(成立于2007年)是犹他大学(UofU)的一个本科跨学科计划。攻读动画或计算机科学学位的学生可以参加该计划,以将其教育重点放在数字艺术和娱乐上。 UofU教授的两门课程分别是两个部门之间的连续课程:数字角色制作和Machinima。这些课程为学生提供了非凡的应用学习体验,使他们可以将通常不一起教的学习概念结合在一起。这些课程旨在教会学生分解极其复杂的问题,需要将这两个学科都理解为可管理的部分,以便轻松理解从计算机图形原理到雕塑意识形态以及从图形算法到电影/讲故事的各种概念。这个过程可以直接查看各个学科中关键概念的相关性。本文通过对这两个课程的教学和复习介绍了我们的见解。

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