dc.contributor.author | Santos, Beatriz Sousa | en_US |
dc.contributor.author | Dias, Paulo | en_US |
dc.contributor.editor | Jean-Jacques Bourdin and Amit Shesh | en_US |
dc.date.accessioned | 2017-04-22T16:39:27Z | |
dc.date.available | 2017-04-22T16:39:27Z | |
dc.date.issued | 2017 | |
dc.identifier.issn | 1017-4656 | |
dc.identifier.uri | http://dx.doi.org/10.2312/eged.20171027 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/eged20171027 | |
dc.description.abstract | Never before has Virtual and Augmented Reality hardware been so affordable allowing so many new applications of these technologies; however, developing these applications implies specific skills that are not usually acquired in core courses in Computer Science/Engineering. In this context, specific courses introducing the basics on these technologies seem to be most relevant. With this panel we intend to foster a discussion concerning what should an introductory course on Virtual/Augmented Reality be as of 2017. A review of the courses described in literature is presented as well as guidelines issued by profes- sional/scientific associations concerning a basic Virtual Reality course identifying a set of relevant aspects to be considered when organizing such a course. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | K.3.2 [Computers and Education] | |
dc.subject | Computer and Information Science Education | |
dc.subject | Computer science education | |
dc.subject | Curriculum | |
dc.subject | I.3.7Computer Graphics Three Dimensional Graphics and RealismVirtual and Augmented Reality | |
dc.title | What Should a Virtual/Augmented Reality Course be? | en_US |
dc.description.seriesinformation | EG 2017 - Education Papers | |
dc.description.sectionheaders | VR and CGEMS | |
dc.identifier.doi | 10.2312/eged.20171027 | |
dc.identifier.pages | 59-62 | |