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Essential Concepts in Building Interactive Graphics
Applications |
·
Design/Develop
Concept
Demonstration Applications (CDAs) to support learning of essential
concepts in building moderately complex graphics applications.
o CDAs will be based on multiple
programming languages in multiple GUI and Graphics APIs
o Reference to all CDAs:
1.
CSS450:
course
website.
2.
CSS451:
course
website.
·
Develop
a textbook to accompany the CDAs in explaining the concepts involved.
o K. Sung, P. Shirley, and S.
Baer, "Essential of Interactive Computer Graphics: concepts and
implementation,"
Textbook to appear in April 2008.
o
D.
Wolff (Organizer/Moderator), K. Sung, G. Orr, and B. Wilson, "The Content
and Role of the Computer Graphics Course in Small, Liberal Arts Colleges,"
Panel to appear in CCSC-NW Conference, October, 2008.
o
P. Shirley, K.
Sung, E. Brunvand, A. Davis, S. Parker, S. Boulos, "Fast Ray Tracing and
The Potential Effects on Graphics and Gaming Courses," Computer & Graphics, Vol. 32, Issue
2, PP. 260-267, April 2008 (invited full-length paper based on ACM SIGGRAPH 2007 Educator’s Program
conference paper).
o
K. Sung, M.
Panitz, R. Rosenberg, R. Anderson, "Assessing Game-Themed Programming
Assignments for CS1/2 Courses," Proceedings
of the Third International Conference on Game Development in Computer Science
Education (GDCSE’08), Feb 2008 [Acceptance
rate: 15 of 60 (25%)].
o
K. Sung, M.
Panitz, S. Wallace, R. Anderson, J. Nordlinger, "Game-Themed Programming
Assignments: The Faculty Perspective," Proceedings of the 39th SIGCSE
Technical Symposium on Computer Science Education (
o K. Sung, M. Panitz, and R. Anderson, "Program Development with Graphical User Interface," Peer reviewed conference tutorial at The Journal of Computing Sciences in College, Workshop at the Ninth Annual CCSC-NW Conference, October, 2007.
o K. Sung, and M. Panitz, "Developing Applications on the XBOX 360 Console," Peer reviewed conference tutorial at The Journal of Computing Sciences in College, Workshop at the Ninth Annual CCSC-NW Conference, October, 2007.
o
P.
Shirley, K. Sung, E. Brunvand, A. Davis, S. Parker, S. Boulos, "Rethinking
Graphics and Gaming Courses Because of Fast Ray Tracing," in SIGGRAPH 2007 Educator’s Program Conference
CD/DVD-ROM, August 2007.
o
K.
Sung, P. Shirley, R. Reed-Rosenberg, "Experiencing Aspects of Games Programming
in an Introductory Computer Graphics Course," SICCSE Bulletin, Vol. 39, Issue 1, March, 2007, PP. 249-253, (Proceedings of the 38th SIGCSE
Technical Symposium on Computer Science Education, SIGCSE 07).
o
K.
Sung, P. Shirley, and R. Reed-Rosenberg, "Learning Computer Graphics
Programming Through Examples," NSF CCLI Showcase, SIGCSE 2007, March 2007.
o
E.
Angel, S. Cunningham, P. Shirley, and K. Sung (Organizer/Moderator),
"Teaching Computer Graphics without Raster-Level Algorithm," SICCSE Bulletin, Vol. 38, Issue 1, March,
2006, PP. 266-267 (Panel Presentation, Proceedings
of the 37th SIGCSE Technical Symposium on Computer Science Education,
SIGCSE 06).
o
K.
Sung, "Building Interactive Graphics Applications," (PP. 401-449), in
P. Shirley "Fundamentals of Computer
Graphics," 2nd edition, A. K. Peters, August 2005.
o
K.
Sung, and P. Shirley, "Teaching Computer Graphics Programming To
Non-Traditional Returning Adult Students," Extended Abstract, Eurographics/ACM SIGGRAPH Workshop on
Computer Graphics Education 2004, June 2004.
o
K.
Sung, and P. Shirley, "A Top-Down Approach to Teaching Introductory
Computer Graphics," Computer &
Graphics, Vol. 28, Issue 3, PP. 383-391, June 2004 (full-length paper
based on ACM SIGGRAPH 2003 Educator’s
Program Conference Paper).
o
K.
Sung, and P. Shirley, "A Top-Down Approach to Teaching Introductory
Computer Graphics," ACM SIGGRAPH
2003:Educators Program from the 30th annual conference on Computer
graphics and interactive techniques, PP. 1-4,
Rationale:
Many Computer
Science (CS) and engineering students seek an education with a direct
applicability. This is especially true
in a high-profile field like Computer Graphics (CG), where students are
familiar with many popular applications (e.g. graphical editors, games, and
special effects). Many students are
motivated and enthusiastic about the CG field because they want to understand
how to build such fascinating applications. As educators, we would like to
concentrate on fundamental principles and competencies where there is potential
applicability throughout students’ careers.
Many educators align these needs by relating fundamental principles to
real-world applications. It has been demonstrated
that in many CS domains that this pedagogical approach is effective and
welcomed by students. For example,
relating knowledge in introductory programming courses to real-world case
studies; or relating programming projects to real-world experiences in Software
Engineering and Databases; or relating algorithms to internet applications.
In alignment with these
observations, we have developed CG courses based on analyzing the design and
implementation requirements of familiar interactive CG applications. In these
courses, functional modules of moderately complex CG applications are studied,
and students synthesize the concepts learned by building their own applications
based on these modules. The learning
outcomes of these courses are for students to understand the essential CG concepts,
to gain practical hands-on implementation experience, and to be able to relate
concepts learned to real-world applications.
For more details: here is the original
project proposal.
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This
material is based upon work supported by the National Science Foundation
under Grant No. 0442420. Any opinions, findings, and conclusions or
recommendations expressed in this material are those of the author(s) and do
not necessarily reflect the views of the Nation Science Foundation. |
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Last updated: May 2007 KS |