Creating Assets as a Part of Tertiary Education of Technical Domains
Konferenční objektpeer-reviewedpostprintSoubory
Datum publikování
2016
Vedoucí práce
Oponent
Název časopisu
Název svazku
Vydavatel
IEEE (Institute of Electrical and Electronics Engineers)
Abstrakt
Game engines are becoming the forefront interest of modern-game developers. Budget savings caused by simplification of work with 3D graphics, physics, and event oriented scripting are benefits that may provide game studios with a competitive advantage. Because university education should reflect technological advances in the IT field, a concept was created on how to include Asset creation into the curriculum of tertiary education. The introductory part of the article is dedicated to Assets; it sums their principle, base benefits and practical use. The article focuses on the specifics of implementation of Asset-based education into the education process of key subjects, and monitors the results of these changes.
Rozsah stran
p. 1078-1083
ISSN
Trvalý odkaz na tento záznam
Projekt
SGS_2016_020/ASOTE: Aplikace softwarových technologií 2
Zdrojový dokument
Mipro 2016 Proceedings
Vydavatelská verze
Přístup k e-verzi
Práce není přístupná
Název akce
39th International Convention on Information and Communication Technology, Electronics and Microelectronics (30.05.2016 - 03.06.2016, Opatija)
ISBN
978-953-233-087-8
Studijní obor
Studijní program
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Klíčová slova
Creating, Assets, Part, Tertiary, Education, Technical, Domains