BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Australia/Melbourne X-LIC-LOCATION:Australia/Melbourne BEGIN:DAYLIGHT TZOFFSETFROM:+1000 TZOFFSETTO:+1100 TZNAME:AEDT DTSTART:19721003T020000 RRULE:FREQ=YEARLY;BYMONTH=4;BYDAY=1SU END:DAYLIGHT BEGIN:STANDARD DTSTART:19721003T020000 TZOFFSETFROM:+1100 TZOFFSETTO:+1000 TZNAME:AEST RRULE:FREQ=YEARLY;BYMONTH=10;BYDAY=1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20260114T163641Z LOCATION:Meeting Room C4.4\, Level 4 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231215T093900 DTEND;TZID=Australia/Melbourne:20231215T095600 UID:siggraphasia_SIGGRAPH Asia 2023_sess305_edu_124@linklings.com SUMMARY:Pedagogical strategies for teaching Virtual Production pipelines DESCRIPTION:Gregory Bennett, Hossein Najafi, and Lee Jackson (Auckland Uni versity of Technology)\n\nThe incorporation of LED walls and virtual produ ction tools in the film industry is a recent development that has signific ant pedagogical implications (Blistein, 2020; Farid & Torralba, 2021). The use of LED walls combines physical and digital realities, potentially red ucing post-production time and resource usage (Ong, 2020). Virtual product ion can facilitate immediate on-set decision-making and mitigate the need for certain post-production adjustments (Epic Games, 2020). MIT researcher s posit that such practices may also reduce the carbon footprint associate d with location filming (Farid & Torralba, 2021). Nonetheless, further res earch and innovation are needed to overcome any limitations and fully harn ess the potential of this technology.\nThe utilization of Unreal Engine so ftware and other real-time tools in visual effects education aligns with i ndustry trends and enhances student preparedness for professional practice (Fleischer, 2020). It has been suggested that engaging students with thes e tools can foster an understanding of the virtual production pipeline, th us aligning the educational curriculum with evolving industry standards (B alsamo et al., 2021).\nAs educators at Auckland University of Technology, we recognized the necessity of early integration of these paradigm-shiftin g tools into our curriculum to prepare students for impending and ongoing industry changes. In anticipation of procuring LED walls, we explored the potential of leveraging existing resources to initiate a pedagogical foray into the virtual production sphere. The available resources encompassed a large green screen studio, a motion capture studio, and virtual reality ( VR) headsets and trackers.\n\nRegistration Category: Full Access, Enhanced Access, Trade Exhibitor, Experience Hall Exhibitor\n\n URL:https://asia.siggraph.org/2023/full-program?id=edu_124&sess=sess305 END:VEVENT END:VCALENDAR