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The quest for learning.(editor's note)(Editorial)

Computer Graphics World

| September 01, 2007 | Moltenbrey, Karen | COPYRIGHT 2007 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

September is here, and with it comes the start of a new school year. Turning back the clock (for some, myself included, this requires a few extra revolutions), most of us can recall getting ready for our elementary years, shopping for school supplies and our new lunch box--the metal sort, with images of our favorite television show or superhero. During our pre-teen and teen years, we knew that summer was winding down when our parents bought us back-to-school clothes that we weren't allowed to wear until that early September morning (perhaps this was a bigger event for girls than it was for boys). In high school, summer seemed to end in July, as August was reserved for all-day practices--band, cheerleading, football, soccer, and so forth--as teams readied themselves for fall sports.

Today, Sketchers have replaced penny loafers, backpacks have replaced book bags, and stretchable book socks have replaced paper book covers. Yet, the quest and need for learning has remained the same. We are taught early on that education is important. In elementary school, we must learn to read and write. In junior high, we expand our knowledge of the basics and venture into other, more unique subjects. In high school, we prepare for college or a trade. In college, we prepare for "the real world," which means a professional career. But, what happens then? Does the pursuit of knowledge stop when we obtain our diploma? For some, the answer may be "yes." But in the digital content creation realm, such a decision could lead to career suicide, particularly in today's ever-changing electronic age.

In the early days of computer graphics, digital artists were 90 percent computer programmer/10 percent artist. While there are ...

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