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dc.contributor.authorSantos, Beatriz Sousaen_US
dc.contributor.authorDias, Pauloen_US
dc.contributor.editorJean-Jacques Bourdin and Amit Sheshen_US
dc.date.accessioned2017-04-22T16:39:27Z
dc.date.available2017-04-22T16:39:27Z
dc.date.issued2017
dc.identifier.issn1017-4656
dc.identifier.urihttp://dx.doi.org/10.2312/eged.20171027
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/eged20171027
dc.description.abstractNever before has Virtual and Augmented Reality hardware been so affordable allowing so many new applications of these technologies; however, developing these applications implies specific skills that are not usually acquired in core courses in Computer Science/Engineering. In this context, specific courses introducing the basics on these technologies seem to be most relevant. With this panel we intend to foster a discussion concerning what should an introductory course on Virtual/Augmented Reality be as of 2017. A review of the courses described in literature is presented as well as guidelines issued by profes- sional/scientific associations concerning a basic Virtual Reality course identifying a set of relevant aspects to be considered when organizing such a course.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectK.3.2 [Computers and Education]
dc.subjectComputer and Information Science Education
dc.subjectComputer science education
dc.subjectCurriculum
dc.subjectI.3.7Computer Graphics Three Dimensional Graphics and RealismVirtual and Augmented Reality
dc.titleWhat Should a Virtual/Augmented Reality Course be?en_US
dc.description.seriesinformationEG 2017 - Education Papers
dc.description.sectionheadersVR and CGEMS
dc.identifier.doi10.2312/eged.20171027
dc.identifier.pages59-62


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