PLEASE NOTE: The program submission deadline has been extended to 19 June 2015, 23:59 UTC/GMT

SUBMISSION DEADLINE: 12 June 2015, 23:59 UTC/GMT

 

Theme: Innovative Education - At the Crossroads of Art, Technology and Entertainment

We are excited to announce that the education program is back at SIGGRAPH Asia 2015. The Symposium on Education invites people from both academia and the industry to present innovative research, methods and positions about the teaching and integration of computer graphics and interactive techniques in all areas of learning. We view education as a natural part of the lifelong learning process, and we wish to support the evolving integration of art and technology embraced by educators.

As an international gathering of industry professionals and academics, the Symposium on Education will present perspectives that appeal to a wide spectrum of interests. We will share educational strategies adopted in both industry and academia to make the learning process more satisfying, productive, and meaningful.

Exciting additions to the symposium this year are the Student Focus sessions. These sessions are intended for students currently enrolled in animation, game design, computer graphics, interactive technology and related programs, or are considering careers in the field.

The symposium is seeking submissions for:

  • Education Papers: Peer-reviewed academic papers that presenting research and case studies relevant to the symposium.
    • Expanded versions of selected papers might be considered for publication at a journal, Computers and Graphics.
  • Education Panels: Multi-speaker presentations and discussions on on a topic relevant to the symposium attendees.
  • Education Talks: Presentations covering newly developed works, ideas and projects still in development stage.
  • Education Workshops: Short hands-on courses with an emphasis on interaction and exchange of information among participants on a topic relevant to the symposium attendees.
  • Student Focus Panels and Talks: Presentations designed for the student audience.

Please contact the SIGGRAPH Asia 2015 Symposium on Education Chair if you would like to consider other formats.

We encourage submissions in areas including, but not limited to:

  • 3D Printing
  • Animation
  • AR
  • Collaborative Projects
  • Computer Graphics
  • Game Development
  • Humanity Education
  • Interactive Design
  • Interdisciplinary
  • Math
  • Medical Imaging, Visualization
  • Mobile Graphics
  • Online Learning
  • Production Pipeline
  • Real time Graphics
  • Science Education
  • Simulation
  • Storytelling
  • VFX
  • VR

 

Language

The official language of SIGGRAPH Asia 2015 is English. Verbal presentations, slide presentations, and course notes are expected to be in English. In addition, we plan to also provide special Japanese sessions. So please contact us if you consider presenting in Japanese.

 

Presentation Formats

The Symposium on Education provides several opportunities for you to present your work:

  • Education Papers on all aspects, both theoretical and proven, of educating with computer graphics and/or interactive techniques. Presentation Length: 30 minutes including questions and answers.
  • Education Panels are up to four people (including a moderator), who present ideas and give individual perspectives. Presentation Length: 1 to 1.5 hours including time for questions from the audience.
  • Education Talks are presentations on latest works, ideas and projects in development stage. Presentation Length: 30 minutes including questions and answers.
  • Education Workshops provide brief intensive courses or seminars emphasizing interaction and exchange of information among participants. Presentation Length: 1.5 to 3 hours with time for questions from the audience.

In order to create the most worthwhile experience for our presenters and attendees, the jury may ask a presenter to convert a submission to a different presentation format. For example, multiple submissions on the same or similar topics, or submissions with opposing points of view may be combined together into a Panel format. This type of change is not a reflection on the quality of the submission. It is motivated only by our desire to present the best possible program.

The SIGGRAPH Asia 2015 Symposium on Education committee also reserves the right to alter the length of each time slot based on content and in order to better balance the schedule.

 

Who Should Submit?

  • Educators at all academic levels and disciplines, including faculty, department chairs, administrators, instructional designers, technology integration specialists, and media professionals.
  • K-12 educators, including those from specialized schools that are utilizing computer graphics for learning topics such as science, mathematics, and physics.
  • Educators working in non-academic environment, such as animation studios and game industry.
  • Educational researchers and developers who are focused on utilizing computer graphics within learning technologies.
  • Training consultants, media specialists, and anyone intrigued by the ways computer graphics and interactive techniques are changing the way we conceptualize information.
  • Instructional designers working outside traditional educational environments, such as museums, galleries, historical centers, and performing arts programs.

 

Sample Topics

  • 3D computer game tools for teaching programming to computer art students.
  • Building a stronger cultural framework for global teams.
  • Collaborative teams, roles of art directors, animators, writers, programmers, etc.
  • Computer graphics and interactive techniques education in primary and secondary education.
  • Crossing invisible boundaries: multi-disciplinary use of interactive technologies to integrate learning.
  • Curricula design for animation, VFX, game design and interactive design.
  • Development of games as a way to teach animation students.
  • Encouraging professional learning communities by streamlining workflow using visual and technology techniques and tools.
  • Enhancing teaching and learning with computer graphics and interactive techniques.
  • Furnishing virtual classrooms and communicating a sense of place in the virtual world.
  • Incorporating production pipeline systems to academic environment.
  • Isolation vs. collaboration.
  • Legal issues in computer graphics education.
  • Medical imaging (for example, teaching surgery via the internet).
  • New input and output technologies for learning.
  • Teaching computer graphics in a computer science curriculum.
  • Teaching computer graphics in an art curriculum.
  • Teaching English using classroom graphics and technology tools.
  • Teaching scientific visualization, data analysis, and fusion from expanded data resources.
  • Teaching strategies and assessment measures for rapidly changing technology.
  • Teaching techniques that encourage the special-needs population.
  • Teaching the mathematical foundations of computer graphics and related disciplines.
  • Teaching visualization of scientific and medical content.
  • Use of computer graphics in development of learning materials for all disciplines.
  • Using computer graphics or emerging interactive technologies to collaborate with colleagues separated by time, space, distance, or training.
  • Visual expression of identity in web design collaborations.

 

Examples of published Educators Program documents:

Education Paper: Construction trial of a practical education curriculum for game development by industry/university collaboration

Education Talk: WiiRemote programming: development experiences of interactive techniques that can be applied to education for young engineers

Education Workshop: Digital character making

 

Symposium on Education Chair

Miho Aoki
University of Alaska Fairbanks
USA

 

 

How To Submit

Evaluation

Notice To Contributors

Upon Acceptance

FAQs

Timeline

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