Abstract:This paper presents an expanded account of the Holistic Cognitive Development (HCD) framework for reflective and creative learning in computing education. The HCD framework integrates design thinking, experiential learning, and reflective practice into a unified constructivist pedagogy emphasizing autonomy, ownership, and scaffolding. It is applied across courses in game design (CS3247, CS4350), virtual reality (CS4240), and extended reality systems, where students engage in iterative cycles of thinking, creating, criticizing, and reflecting. The paper also examines how AI-augmented systems such as iReflect, ReflexAI, and Knowledge Graph-enhanced LLM feedback tools operationalize the HCD framework through scalable, personalized feedback. Empirical findings demonstrate improved reflective depth, feedback quality, and learner autonomy. The work advocates a balance of supportive autonomy in supervision, where students practice self-directed inquiry while guided through structured reflection and feedback.
Abstract:3D modeling holds significant importance in the realms of AR/VR and gaming, allowing for both artistic creativity and practical applications. However, the process is often time-consuming and demands a high level of skill. In this paper, we present a novel approach to create volumetric representations of 3D characters from consistent turnaround concept art, which serves as the standard input in the 3D modeling industry. While Neural Radiance Field (NeRF) has been a game-changer in image-based 3D reconstruction, to the best of our knowledge, there is no known research that optimizes the pipeline for concept art. To harness the potential of concept art, with its defined body poses and specific view angles, we propose encoding it as priors for our model. We train the network to make use of these priors for various 3D points through a learnable view-direction-attended multi-head self-attention layer. Additionally, we demonstrate that a combination of ray sampling and surface sampling enhances the inference capabilities of our network. Our model is able to generate high-quality 360-degree views of characters. Subsequently, we provide a simple guideline to better leverage our model to extract the 3D mesh. It is important to note that our model's inferencing capabilities are influenced by the training data's characteristics, primarily focusing on characters with a single head, two arms, and two legs. Nevertheless, our methodology remains versatile and adaptable to concept art from diverse subject matters, without imposing any specific assumptions on the data.