In-depth interactive courses taught by the best in the industry and leaders in education. The Studio classroom is a computer lab with 25-30 Intel Workstations and additional seating for attendees who bring their own laptops. Arrive early, as seating is available on a first-come, first-served basis.
|F Full Conference
S Select Conference
E+ Exhibits Plus
Arduino Drawing Machines
Sunday, 10 August 12:30 PM - 5:15 PM | Vancouver Convention Centre, West Building, Exhibit Hall A
Arduino Drawing Machines is a course and a contest in the Studio. Participants design, program, and build drawing machines that are showcased in a live crowd-sourced voting event on Wednesday afternoon.
12:30 - 2:30 pm
Arduino Drawing Machine - Part 1 Step-by-Step Instruction
2:45 - 5:15 pm
Arduino Drawing Machine - Part 2 - Laser Cutter Instruction and Open Build Time
University of Utah
University of Utah
Trinity Valley School, Fort Worth Museum Of Science and History
High-Resolution 3D Printing: Design for Stereolithography
Monday, 11 August 9:15 AM - 10:45 AM | Vancouver Convention Centre, West Building, Exhibit Hall A
Personal 3D printing is rapidly becoming a high-impact artistic tool. This short studio course introduces design for 3D printing on the stereolithography-based Form 1+ printer. The first 15 attendees have continued access to printers during the conference to test several iterations of their designs.
Design Tips for Digital T-Shirt Printing
Monday, 11 August 2:00 PM - 3:30 PM | Vancouver Convention Centre, West Building, Exhibit Hall A
This course details the special design elements that need to be taken into account when working with direct-to-garment printers. Participants bring prepared vector artwork to create printable files for t-shirts. T-shirts are provided free of charge.
Epson America, Inc.
Make Cross-Platform Mobile Apps Quickly
Monday, 11 August 3:45 PM - 5:15 PM | Vancouver Convention Centre, West Building, Exhibit Hall A
Creating Next-Gen 3D Interactive Apps With Motion Control and Unity3D
Tuesday, 12 August 9:15 AM - 10:45 AM | Vancouver Convention Centre, West Building, Exhibit Hall A
Modern native and web-based games and applications continue to push the boundaries of production quality and interactive complexity. Tools and techniques traditionally reserved for large teams building state-of-the-art gaming applications are now becoming the tools of choice for small game and application developers. With motion control, developers can immerse users in a natural interface controlled directly by their bodies, which can be mapped with stunning real-time accuracy into the virtual space.
This course combines the powerful and versatile Unity3D engine with the Leap Motion Controller to demonstrate a modern toolkit for developing consumer-accessible next-gen 3D applications. Through a series of live-coded examples, attendees learn the fundamentals of using the Unity3D engine for game and application development, integrating the Leap Motion Controller into an application, and designing and developing a next-generation 3D interactive application with motion control.
Leap Motion, Inc.
Leap Motion, Inc.
Tuesday, 12 August 11:00 AM - 12:30 PM | Vancouver Convention Centre, West Building, Exhibit Hall A
Shader aficionados hack one of their favorite technologies as attendees observe the creative proceedings.
Developing a 3D Model Viewer for iOS Using COLLADA and OpenGL ES
Tuesday, 12 August 2:00 PM - 5:15 PM | Vancouver Convention Centre, West Building, Exhibit Hall A
The first half of this course, a brief introduction to COLLADA and OpenGL ES, notes the data needed from the former to render with the latter. A simple XML parser is reviewed, integrated, and used to extract COLLADA geometry data, is then converted to OpenGL ES arrays. Finally, a quick setup of GLKit and GLKBaseEffect culminates in a simple rendering of a 3D mushroom model.
The second half is a deeper dive into OpenGL ES, incorporating shaders and GLSL. Three mini-programs are integrated into the app: Blinn-Phong, Lines, and Points. Finally, the app springs to life with a series of rich-gesture recognizers (pinch, pan, rotation) used to control the 3D scene (scale, translate, rotate).
The main takeaway from this course is a self-assembled 3D model viewer app that attendees can use to showcase their own models. Attendees are also encouraged to customize their apps by adding their own UI elements, shaders, backend integration, or other exciting features!
Each attendee must be equipped with an Apple MacBook running Xcode (iPhone/iPad optional). A .zip starter pack is provided, with all necessary code templates, pre-built libraries, and digital assets. A full, native iOS app is developed during the course in an incremental, hands-on session with several “build-and-run” steps along the way.
This course requires attendee to provide their own Apple Macbook Pros, with Xcode 5 pre-installed. Sample projects will run on the iOS Simulator, included with Xcode 5. Or attendees may deploy to their iPhones or iPads, if they are enrolled in Apple's iOS Developer Program.
Ricardo Rendon Cepeda
3D Scanning for Personal 3D Printing
Wednesday, 13 August 9:15 AM - 12:30 PM | Vancouver Convention Centre, West Building, Exhibit Hall A
3D printing has entered the mainstream. Many low-cost desktop 3D printers are currently available from various vendors, and open-source projects allow hobbyists to build their own. This course provides attendees with the mathematics, software, and practical details they need to build their own desktop 3D scanners. An example-driven approach is used throughout. A practical scanner implemented with off-the-shelf parts demonstrates each new concept.
The course begins with the mathematics of triangulation: the intersection of parametric and implicit representations of lines and planes in 3D. The particular case of ray-plane triangulation is illustrated using a scanner built with a single camera and a modified laser pointer, and the course explains how camera calibration converts image measurements to geometric quantities. Next, the details of projector calibration are explained through development of a classic, structured light-scanning system using a single camera and projector pair. A minimal post-processing pipeline is described to convert the point-based representations produced by these scanners to watertight meshes. Key topics covered in this section include: surface representations, file formats, data structures, polygonal meshes, and basic smoothing and gap-filling operations. The course concludes with a summary of some commercially available, low-cost desktop 3D scanners.
alphaBot Workshop: Constructing Robots, Translating Language
Wednesday, 13 August 2:00 PM - 5:15 PM | Vancouver Convention Centre, West Building, Exhibit Hall A
In this hands-on workshop, attendees build and program simple robotic drawing machines. All supplies and materials are provided, and no prior programming experience is required.
Many artists, designers, and programmers spend most of their time in front of a screen. In this workshop, attendees actually make things, which converts them from tool makers to tool users.
For attendees who want to use their personal laptops for this course, here are the software requirements:
University of Delaware
Data Visualization: A Starting Point
Thursday, 14 August 9:15 AM - 12:30 PM | Vancouver Convention Centre, West Building, Exhibit Hall A
This course provides both a theoretical and practical introduction to data visualization. Due to the wide nature of data sources, a two-fold approach introduces both information visualization for abstract data and scientific visualization for inherently spatial data.
Robert S. Laramee