With the advancement of computer graphics technology, the field of computer animation has grown exponentially since the 1980’s and has become an integral part of our society. Computer generated animation is ubiquitous in cinema, television, interactive games, and online media, and is now being utilized in fields as varied as education, science, law, medicine, and business. Colleges and universities worldwide have responded by offering programs in the production of computer animation. The Department of Film and Media, in the School of Visual and Performing Arts at Kean University, the faculty chose to study historical, technological, theoretical, and cultural developments pertinent to animation education prior to the selection of required courses for a proposed Animation Option. This paper will describe the research used to inform the development of the curriculum.
|Keywords:||Animation, Computer Animation, Curriculum, Education|
Assistant Professor, Department of Media and Film, Kean University, Union, New Jersey, USA
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