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Computers & Graphics
Volume 29, Issue 2, April 2005, Pages 245-255
 
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doi:10.1016/j.cag.2004.12.011    
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Copyright © 2005 Elsevier Ltd All rights reserved.

Computer Graphics education in different curricula: analysis and proposal for coursesstar, open

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Eric PaquetteCorresponding Author Contact Information, E-mail The Corresponding Author, E-mail The Corresponding Author

LESIA-Software & IT Engineering Dept., École de technologie supérieure, 1110 rue Notre-Dame Ouest, Montréal, Canada H3C 1K3


Available online 16 February 2005.

Abstract

This paper studies how Computer Graphics (CG) is taught and proposes a course on 2D CG and Image Processing (IP) as an alternative to the traditional 3D CG course. This unconventional course is motivated by an analysis of more than 70 Computer Science curricula. This analysis considers many aspects: CG, IP, and Human–Computer Interaction courses; curricula such as Computer Engineering, Computer Science, Information Technology, and Software Engineering; the difference between introductory and advanced courses; and universities known for their leadership in CG as well as mainstream universities. The analysis suggests that, given the different types of universities and curricula, there should be more alternative courses tailored to the needs of particular curricula. Developing such courses can be difficult and time consuming, so a methodology is proposed to describe a course with information useful for others who could be selecting it or who could be putting it in practice. This methodology is put in practice with the description of a course on 2D CG and IP.

Keywords: Education; Computer graphics; Image processing; Human–computer interaction; Computer science curricula

PACS: 01.40.Di; 01.40.Gm

Article Outline

1. Introduction
2. How CG is presented
3. CG and IP course
3.1. Aims
3.2. Prerequisites
3.3. Content
3.4. Relationships
3.4.1. CG and IP shared topics
3.4.2. Relationships between topics
3.4.3. CG topics for a 2D course
3.5. Textbooks
3.6. Assignments
3.7. Possible advanced courses
3.8. Benefits
3.8.1. Benefits for students
3.8.2. Benefits for teachers
3.9. Challenges and drawbacks
4. CG in different curricula
5. Conclusion
5.1. Future work
Acknowledgements
Appendix A. CG courses dataset
References
Vitae







star, openThis research was supported by a PSIRE-Enseignement grant from École de technologie supérieure and a Discovery grant from NSERC.


Corresponding Author Contact InformationTel.: +1 514 396 8587; fax: +1 514 396 8405.

Computers & Graphics
Volume 29, Issue 2, April 2005, Pages 245-255
 
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