空 挡 广 告 位 | 空 挡 广 告 位

Extended reality practice in art & design creative education

Note: We don't have the ability to review paper

PubDate: November 2019

Teams: ne Kim, Gregory Bennett, Snow Fu, Jan Kruse

Writers: June Kim, Gregory Bennett, Snow Fu, Jan Kruse

PDF: Extended reality practice in art & design creative education

Abstract

As Jerald (2018) states, though virtual reality (VR) has existed for over 50 years, its use as a creative medium is relatively new. In the last four years, as part of the ‘second wave of VR’, new affordability and accessibility of hardware and software for experiencing and creating VR has incited a surge of interest for the technology from creative industries. Meanwhile, interest and attempts to create VR projects has expanded into other forms of Extended Reality (XR) technologies, like Augmented Reality (AR) and Mixed Reality (MR).

As a group of educators and practitioners from creative disciplines, our focus is to create a fundamentals of XR Education curriculum for undergraduates and/or postgraduates in schools of art and design who have no/less coding and software background.

We believe in guiding students to approach VR as a creative medium is increasingly important. Furthermore, we also introduce the XR-ED Group (sponsored by ACM SIGGRAPH Educators Forum). This group is a collective of educators and practitioners interested in creating an XR curriculum, and to share the work of students. The group was first run as part of a co-located event with VRCAI 2018 / SIGGRAPH Asia 2018 in Tokyo, and this year will be running in Brisbane as a co-located event with VRCAI 2019 / SIGGRAPH Asia 2019.

您可能还喜欢...

Paper