February 9th, 2018
Last year, CGTrader invited students from around the world to take a look at how games could be used for social good and playful learning. Our staff had a wonderful time reading their essays and voting for the best ones. We want to thank everyone for participating and congratulate Allison Smith, a student from Medical Lake High School, on winning first place and the $2,000 scholarship with her essay.
June 19th, 2017
An essay by Catherine Vigil, CGTrader Annual Scholarship 2017 winner
When thinking about the future of technology in education, my first instinct is to imagine a Holodeck-like scenario in which students embark on a tour of a historian’s reconstruction of the Library of Alexandria, guided by their exuberant history teacher, picking up ancient scrolls or speaking with a long-dead philosopher. Perhaps in French class, instead of simply googling pictures of Bordeaux, they might experience the sights and sounds of a famous port city, getting chance to practice their French with native speakers – all while remaining in high school classrooms.
June 19th, 2017
Catherine Vigil, a 19 year old girl from the biggest city in the state of New Mexico in the US, at this time, probably is ±2220 miles away from her home. And the reason for this is simple – Catherine is studying Biology and Systems Theory at Harvard University. Despite intense studies, she found time to write an essay worth the 1st place in CGTrader’s Annual Essay Competition.
Catherine Vigil, 1st place winner
March 20th, 2017
An essay by Elizabeth Henning, CGTrader Scholarship winner
Virtual reality is defined by Merriam-Webster as “an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment”. While it is considered a recent phenomenon, the concept has been around for much longer than most people would think, dating back to the 1950s. “Virtual reality” was applied in different ways: flight simulators for the military, special effects in Hollywood blockbusters, and additional products for video game consoles such as Nintendo’s PowerGlove.