Call for Papers/Presentations:
As 3D scanning, modeling, animation, and 3D printing become more accessible, companies and institutions are incorporating these digital technologies into their business models. Makers and hobbyists are using them for recreation, design, and art and it is becoming increasing likely that digital 3D literacy in the coming decades will become necessary knowledge in a wide variety of industries. With this in mind, how do we prepare students entering the workforce for these emerging positions? How can we empower students to innovate and solve problems using 3D technologies? How do we integrate 3D concepts into the different stages of schooling, from kindergarten to college? How do we change the existing, specialized pedagogy of schooling with digital 3D technologies to enable a more wide ranging shift in the way we think about digital technology in schooling as a whole.
We are principally looking for experiential research and presentations illustrating how digital 3D technologies are integrated into the classroom. We welcome presentations from industry experts which outline the role 3D plays in day-to-day operations, and the expectations they have of entry-level employees. We welcome presentations on the more democratized implementation of 3D technologies, such as introductory workshops and demonstrations. We also welcome presentations that integrate 3D technology with other aspects of physical computing in innovative and fun ways. Additionally, we welcome papers examining holistic shifts in curricula and teaching approaches: from more traditional forms to new, digitally enabled, hands-on, modes of education.
Send 200-300 word abstracts in pdf format to [email protected] with "Abstract" in the subject line by the deadline of April 26th, 2013. Final presentations are to be aproxmatley 30 minutes in length, there will be a digital projector for images.
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If you have any questions please email: [email protected]