Computer Science in the Conceptual Age.
The article discusses the integration of computer game development into traditional college-level computer science (CS) curricula. The transition from the industrial age to the information age in the U.S. during the last quarter of the 20th century is discussed, mentioning that in the first decade o...
| Publicado en: | Communications of the ACM Vol. 52; no. 12; pp. 66 - 73 |
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| Formato: | Artículo |
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Association for Computing Machinery
Dec2009
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=45580312&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 45580312 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 00010782 ACM jtl: Communications of the ACM issn: 00010782 maglogo: N pubinfo: dt: Dec2009 vid: 52 iid: 12 pid: 68 pub: Association for Computing Machinery artinfo: ui: 45580312 10.1145/1610252.1610272 ppf: 66 ppct: 7 formats: tig: atl: Computer Science in the Conceptual Age. aug: au: ZYDA, MICHAEL affil: Director of USC GamePipe Laboratory. Professor of engineering practice, Department of Computer Science, University of Southern California, Los Angeles, CA. su: Computer science education Higher education College curriculum Computer game programming Video game development Systems design United States economy, 1981-2001 United States economy, 2001-2009 United States sug: subj: United States Computer science education Higher education College curriculum Computer game programming Video game development Systems design United States economy, 1981-2001 United States economy, 2001-2009 ab: The article discusses the integration of computer game development into traditional college-level computer science (CS) curricula. The transition from the industrial age to the information age in the U.S. during the last quarter of the 20th century is discussed, mentioning that in the first decade of the 21st century the economy has transitioned from the information age to the conceptual age. The emphasis on good design and good engineering as the two complementary and equally-necessary qualities of conceptual-age technologies is noted, mentioning that the gaming industry is at the forefront of the transition to the conceptual age. pubtype: Periodical doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y dt: @attributes: year: 2009 holdings: @attributes: islocal: N |
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