Adjunct Faculty - Simulation Science, Gaming and Animation Program
Embry-Riddle Aeronautical University | |
United States, Arizona, Prescott | |
3700 Willow Creek Rd (Show on map) | |
Oct 23, 2024 | |
Job Description
About Embry-Riddle Aeronautical University: Embry-Riddle Aeronautical University is an independent, culturally diverse institution providing quality education and research in aviation, aerospace, engineering, and other related fields with residential campuses located in Daytona Beach, Florida, and Prescott, Arizona. The University's Worldwide campus provides educational opportunities online and at approximately 130 locations throughout the United States, Asia, Europe, and Central/South America. As the largest and most comprehensive aviation and aerospace-focused university in the world, Embry-Riddle is a unique institution. Over the past 90 years, the University has evolved with industry to break new ground and produce top-level graduates who serve the ever-changing needs of aviation and aerospace, and other STEM-related disciplines. Embry-Riddle offers programs in seven primary fields of study including: Applied Science; Aviation; Business; Computers and Technology; Engineering; Safety, Security, and Intelligence; and Space. For Academic Year 2020-21, there were over 10,700 undergraduate, graduate, and doctoral students that attended the University's residential campuses and approximately 32,700 students in total enrolled with the University around the world. The Opportunity: Embry-Riddle Aeronautical University in Prescott, AZ, invites applicants for multiple adjunct faculty positions in our Simulation Science, Gaming and Animation Program. The Simulation Science, Games, and Animation (SSGA) degree aims to transform students into multidisciplinary designer developers equipped to anticipate, create, and construct interactive, immersive experiences. These experiences can address complex needs from many domains, leveraging emerging technology and connecting this and information back to the human experience. The SSGA degree requires diligence in; game design, digital media, computer science, simulation, statistical modeling, software engineering, and general education that merge into a coordinated, coherent major. The breadth and depth designated for areas of study provide a functional and whole degree experience. The program aims to equip students with diverse demographics, technically and creatively, in mathematics, programming, content creation, software development, and critical thinking. As technical artists, students will derive the ability to design real-time interactive systems from the ground up - from graphical algorithms to interactive-story scenarios to game levels to simulation engines. They build game systems to employ artificial intelligence, code, and content designed to generate compelling interactive models of complex variables or 3d virtual environments. We are currently hiring adjunct faculty to meet the following needs: Simulation Scientist to teach the following course: Introduction to the basic aspects of modeling and simulation. Topics include statistical models, queuing theory, random variate generation, simulation languages, object-oriented programming, graphic output with animation, design and analysis of experiments, and verification and validation of simulation models. A term project involving the simulation of an element of aviation or aerospace may be assigned. Junior standing. Digital Illustration instructor to teach the following course: SIM 115: Digital Illustration This course provides an overview of illustration, its transition into the digital age and hands-on application of foundational concepts and techniques. Students will be introduced to traditional art principles and learn how to apply those aesthetic principles using digital applications and tools. The course will survey specialty areas of illustration and various software and techniques as applied to information and entertainment media. Prerequisite: None GOALS: Students demonstrate an understanding of the basic underlying technology of two-dimensional digital graphics, the foundational concepts of image aesthetics, and the illustration principles and techniques to necessary to create original illustrations using industry standard, state-of-the-art software. PERFORMANCE OBJECTIVES:
3D Artist / Modeler to teach the following course(s): SIM 201: World Building, 3D Modeling This is the introductory course focusing on content creation technologies for the production of 3D assets for world building. The focus will be on the principles and methods of modeling of organic and hard surface assets for animation. Students will achieve fundamental understanding of using 3D softwares to designing and construct 3D models.Topics will include polygon modeling, surface modeling, deformers, , animation tools for modeling, UV applications, sculpting, and procedural modeling. Software: Maya, Zbrush, UVlayout, Adobe Photoshop Prerequisite: None GOALS: Students will demonstrate the understanding and skill necessary to create 3D assets for use in virtual environments. Students will demonstrate the ability to implement various types of modeling methods and approaches to create novel virtual assets. Students will demonstrate in-depth understanding of how models can be constructed, sculpted, topologized, and UVed,for integration into a production pipeline. LEARNING OUTCOMES: Upon completion of the course, students will be able do the following: SIM 203: World Building, Mechanics The third in a series of courses focusing on content creation technologies for the production of 3D assets for world building. The focus will be on the principles and methods of mechanical rigging for the animation of biological and mechanical systems. Students will achieve fundamental understanding of then mechanical rigging concepts for multiple animation control types. Topics will include joint placement, connection methods, skinning, procedural deformers, set-driven key, forward kinematics, inverse kinematics, invisible control systems, and auto-rigging. Prerequisite: SGA 201: Modeling / World Building I GOALS: Students will demonstrate the understanding and skill necessary to create rigs for common animation control types and demonstrate the ability to implement various types of rigging methods for novel virtual assets. LEARNING OUTCOMES: Create and edit node base-hierarchies. Identify and edit pivot point locations of nodes. Apply procedural deformers to geometry for animation. Design skeleton for several types of 3d models Apply and modify a skin weights to bind joints to geometry.Create rigging controls for a joint chain skeleton. Qualifications
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