Digital Metamorphosis: Higher Education Curriculum Development in Animation Production

By Brian E. Oakes.

Published by The Technology Collection

Format Price
Article: Print $US10.00
Article: Electronic $US5.00

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

The International Journal of Technology, Knowledge and Society, Volume 5, Issue 2, pp.121-128. Article: Print (Spiral Bound). Article: Electronic (PDF File; 1.153MB).

Prof. Brian E. Oakes

Assistant Professor, Department of Media and Film, Kean University, Union, New Jersey, USA

B.E.F. Oakes earned his MFA from the University of Southern California, School of Cinema-Television. His award-winning animated films have been shown in festivals around the world. He has taught animation at a variety of schools including Rhode Island School of Design in the Department of Film, Animation, and Video. He is currently an assistant professor in the Department of Media and Film at Kean University in Union New Jersey.

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