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:20260114T163642Z LOCATION:Meeting Room C4.4\, Level 4 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231215T110000 DTEND;TZID=Australia/Melbourne:20231215T111500 UID:siggraphasia_SIGGRAPH Asia 2023_sess306_edu_106@linklings.com SUMMARY:Bridging the Gap: Sustainable Collaboration between CG Production and Educational Institutions DESCRIPTION:Harutaka Matsunaga, Yukari Nagai, and Kazunori Miyata (Japan A dvanced Institute of Science and Technology (JAIST))\n\nThis study explore s the importance of industry–academia collaboration in Japan's Computer Gr aphics (CG) entertainment industry (animation, games, visual effects, etc. ) and the employment issues of new graduates, proposing sustainable soluti ons. Building cooperative relationships between the industry and academia is a perennial challenge. As the skills and needs required in industry div ersify, especially in the CG entertainment industry, there is a gap betwee n the skill sets possessed by new graduates and those demanded by employer s. In other words, there is a gap between education and practice. However, to date, these issues have not been sufficiently discussed or resolved. I n this paper, we analyze the problem from multiple perspectives: the pract ical experience of educators, the need for educators to maintain proficien cy in the latest technology, information asymmetry between education and i ndustry, the establishment of evaluation criteria for soft skills, and the lack of teachers capable of providing specialized education. We then prop ose specific solutions: collaboration between educational institutions and CG production companies in creating sustainable educational programs that provide students with practical skills while simultaneously addressing th e shortage of educators. This study aims to provide new perspectives for e ducators, students, and the CG production industry, which may lead to iden tifying new ways in CG entertainment education and facilitating contributi ons from the respective perspectives of these stakeholders. We hope this p aper will serve as a reference when exploring new frameworks for industry– academia collaboration.\n\nRegistration Category: Full Access, Enhanced Ac cess, Trade Exhibitor, Experience Hall Exhibitor\n\n URL:https://asia.siggraph.org/2023/full-program?id=edu_106&sess=sess306 END:VEVENT END:VCALENDAR