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dc.contributor.authorEber, Dena Elisabethen_US
dc.contributor.editorJosé Carlos Teixeiraen_US
dc.contributor.editorWerner Hansmannen_US
dc.contributor.editorMichael B. McGrathen_US
dc.date.accessioned2023-03-09T10:02:24Z
dc.date.available2023-03-09T10:02:24Z
dc.date.issued2023
dc.identifier.isbn978-3-03868-207-3
dc.identifier.urihttps://doi.org/10.2312/pt.19991575
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt19991575
dc.description.abstractComputers have recently emerged as commonplace on the scene in a record number of uiversity art departments. This rapid change has created the need for n ew curriculum in the computer art discipline. ln designing these courses I see three ideas that are paramount to any computer graphics curriculum in the visual arts. First, the courses and course work should focus on individual expression and creativity, second, the instruction should include an awareness of the "wow" factor, and third, the courses should include a balance of computer art, traditional art, computer science, and academics such as theory, art history, and criticism.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectcomputer graphics curriculum, visual arts, higher education
dc.subjectcomputer graphics curriculum
dc.subjectvisual arts
dc.subjecthigher education
dc.titleComputer Graphics Curricula in the Visual Artsen_US
dc.description.seriesinformationGVE 1999 - Computer Graphics and Visualization Education 99
dc.description.sectionheadersComputer Graphics Curricula in the Arts
dc.identifier.doi10.2312/pt.19991575
dc.identifier.pages93-98
dc.identifier.pages6 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License