dc.contributor.author | Eber, Dena Elisabeth | en_US |
dc.contributor.editor | José Carlos Teixeira | en_US |
dc.contributor.editor | Werner Hansmann | en_US |
dc.contributor.editor | Michael B. McGrath | en_US |
dc.date.accessioned | 2023-03-09T10:02:24Z | |
dc.date.available | 2023-03-09T10:02:24Z | |
dc.date.issued | 2023 | |
dc.identifier.isbn | 978-3-03868-207-3 | |
dc.identifier.uri | https://doi.org/10.2312/pt.19991575 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/pt19991575 | |
dc.description.abstract | Computers 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.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | computer graphics curriculum, visual arts, higher education | |
dc.subject | computer graphics curriculum | |
dc.subject | visual arts | |
dc.subject | higher education | |
dc.title | Computer Graphics Curricula in the Visual Arts | en_US |
dc.description.seriesinformation | GVE 1999 - Computer Graphics and Visualization Education 99 | |
dc.description.sectionheaders | Computer Graphics Curricula in the Arts | |
dc.identifier.doi | 10.2312/pt.19991575 | |
dc.identifier.pages | 93-98 | |
dc.identifier.pages | 6 pages | |