Effective use of computer graphics for technical and artistic exploration often requires the participation of multiple teams representing specific knowledge domains though these teams may be separated by both geography and time zones. This paper reports on the introduction of a project organized by four academic institutions oriented around collaborative technical and visual problem solving among non-co-located students. The project was developed to match the curricular requirements of existing courses. Participants included undergraduates at two U.S. universities and U.S. students studying in Western Europe, as well as a group of U.S. high school students. This paper specifically details the organizational issues, curricular alignments, and employment of affordable information technology for both workflow coordination and communication among team members. The results indicate that the project economically utilized course time, contributed to learning objectives aligned with work force trends in the animation industry, and levied commonalities of existing computing infrastructure along with commodity computing services for positive effect.
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