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dc.contributor.authorAnderson, Eike Falken_US
dc.contributor.authorAdzhiev, Valeryen_US
dc.contributor.authorFryazinov, Olegen_US
dc.contributor.editorHulusic, Vedad and Chalmers, Alanen_US
dc.date.accessioned2021-11-02T08:55:34Z
dc.date.available2021-11-02T08:55:34Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-141-0
dc.identifier.issn2312-6124
dc.identifier.urihttps://doi.org/10.2312/gch.20211401
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/gch20211401
dc.description.abstractThe rapid technological advances in computing and computer graphics of the past three decades have in turn fueled the proliferation of the use of these technologies for Cultural Heritage. Formal educational courses for the application of computer graphics to Cultural Heritage are few and far between, and the courses that do exist tend to be targeted at archaeology students, with hardly any courses catering to computing or computer graphics students. To address this gap in education provision, we introduce a final year undergraduate course on ''CG and Animation for Cultural Heritage'', which provides students on technical and art & design computer graphics and animation courses with a broad introduction to the creation of Cultural Heritage applications of CG and animation techniques more commonly found in digital entertainment and visual effects. In this paper we describe this course and its curriculum and discuss its outcomes.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleTowards the Formal Teaching of CG Applications in Cultural Heritage for Computer Graphics and Animation Studentsen_US
dc.description.seriesinformationEurographics Workshop on Graphics and Cultural Heritage
dc.description.sectionheadersEngaging with Cultural Heritage
dc.identifier.doi10.2312/gch.20211401
dc.identifier.pages11-19


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