FOR IMMEDIATE RELEASE
March 22, 2001
For further information:
Sheila Hoffmeyer/Ann Kilhoffer-Reichert
Announcing the SIGGRAPH 2001 Educators Program....Focus
on Physical and Virtual Computer-Supportive Collaborative-Learning
(Chicago, IL) - ACM SIGGRAPH today announced the content of
the Educators Program for SIGGRAPH 2001, the 28th International
Conference on Computer Graphics and Interactive Techniques,
being held 12-17 August, 2001 at the Los Angeles Convention
Center in California. This year's content emphasizes innovative
and creative uses of Computer Graphics and Interactive Techniques
for learning that focus on physical and virtual computer-supportive
"The traditional Native American saying, 'Tell me and I may
forget. Show me and I may not remember. Involve me and I will
understand and learn.' applies to this year's Educators Program.
Our presentations emphasize collaboration, cooperation, and
engaging the learner," said Colleen Case, of Schoolcraft College,
SIGGRAPH 2001 Educators Program Chair. "In addition, this
year's program responds to the need to engineer new physical
and virtual learning spaces that use computer graphics for
enhancing and expanding visual communications."
For the first time, the SIGGRAPH 2001 Educators Program offers
Open Forums where attendees can meet with presenters, exchange
ideas, and discuss in depth the topics introduced during presentations.
Forum topics include: The Promise of the Web for Learning,
The Emerging Computer Graphics Discipline, Games and Education,
Explorations in Visual Communications and Meaning, Studio
Views on Demo Tapes, and The Teaching of Computer Graphics
in a Computer Science Curriculum. In addition to Open Forums,
the SIGGRAPH 2001 Educators Program includes 22 panels, papers,
workshops, and demonstrations.
Program highlights include:
Adventures in Modeling: Building Systems With StarLogo
Vanessa Colella , Eric Klopfer, Mitchel Resnick, Massachusetts
Institute of Technology
In the Adventures in Modeling project, learners use StarLogo
to design, create, and analyze their own models of complex,
dynamic systems. Off-screen activities provide another way
to connect abstract scientific systems to personal experience.
Internet Studios: Teaching Architectural Design Online in
the United States and Latin America
Alfredo Andia, Florida International University
A summary of the pedagogical use of high-end computer graphics
and low- and high-bandwidth Internet technology for international
architectural education collaboration among seven universities
in the Americas.
Speeder Reader: An Experiment in the Future of Reading
Maribeth Back, Jonathan Cohen, Rich Gold, Matt Gorbet, Steve
Harrison, Scott Minneman, Xerox PARC
Speeder Reader is a speed-reading protocol (RSVP) combined
with a speed-racing videogame interface for interactive reading.
Designed as part of XFR: Experiments in the Future of Reading,
Speeder Reader was displayed at the Tech Museum of Innovation.
21st Century Literacy: Media and Meaning
Anthony Chapman, Thirteen/WNET New York, Sarah Feldman, Faith
Rogow, Insighters Educational Consulting Inc. and Oxygen Media,
Elana Rosen, JustThink Inc.
What does literacy in the 21st century look like? What should
it look like? In today's media-pervasive society, both makers
and consumers of media should examine how we make, and make
use of, online and video content.
Internet2 Applications and Infrastructure
Ted Hanss, Internet2
An overview of the effort by more than 180 universities to
establish the next-generation Internet to support advanced
applications in research, teaching, and learning environments.
Life Drawing and 3D Figure Modeling with Maya
Greg Garvey, Yale University
A participatory hands-on workshop based on human-figure-modeling
sessions at the Yale University Digital Media Center for the
Webtanks: Tools for Learning by Design
Zann Gill, NASA Ames Research Center
Webtanks are collaborative Web environments that can be used
as project frameworks and knowledge-management repositories
to support students as designers and inventors.
Hands-On Classical Animation Workshop
Clifford Cohen, AnimAction Inc.
The language of animation is universal. It transcends cultural
barriers and bridges the great divide between art and technology.
This hands-on experiential workshop in classical animation
offers a solid foundation in the art of animation that can
be translated into digital productions.
Teaching Computer Animation for Results!
Craig Caldwell, University of Arizona, Kevin Geiger, California
Institute of the Arts, Jim McCampbell, Ringling School of
Art & Design
Learning (or teaching) computer animation depends on knowing
what to emphasize and what to put on the back burner. This
session shares solid approaches at three levels (foundation,
undergraduate, and graduate) for teaching animation along
with examples of successful student results.
Studio Views on Demo Tapes
Glenn Campbell, Area 51, Art Durinski, Otis College of Art
and Design, Tom Lesser, Rhythm & Hues, Doug Nichols, Disney
Feature Animation and Brad Renecke, Cinesite Visual Effects
Attendees and panelists discuss how to prepare for professional
roles in digital production studios.
If you would like more information on the SIGGRAPH 2001 Educators
Program and abstracts for all sessions, see www.siggraph.org/s2001.
Or contact Ann Kilhoffer-Reichert, SIGGRAPH 2001 Marketing
and Media, phone +1.858.581.3330, email: email@example.com.
2001 will bring over 40,000 computer graphics and interactive
technology professionals from six continents to Los Angeles
for the week-long conference. A comprehensive technical program
and special events focusing on research, art, animation, and
interactive technologies are planned. SIGGRAPH 2001 includes
a three-day exhibition of products and services for the computer
graphics and interactive marketplace from 14-16 August 2001.
ACM SIGGRAPH, the leading professional society for computer
graphics and interactive techniques, sponsors SIGGRAPH 2001.
Information on ACM SIGGRAPH membership and other conferences
and activities can be found at www.siggraph.org.