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:20240214T070249Z 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:Educator's Forum\n\nHarutaka Matsunaga, Yukari Nagai, and Kazu nori Miyata (Japan Advanced Institute of Science and Technology (JAIST))\n \nThis study explores the importance of industry–academia collaboration in Japan's Computer Graphics (CG) entertainment industry (animation, games, visual effects, etc.) and the employment issues of new graduates, proposin g sustainable solutions. Building cooperative relationships between the in dustry and academia is a perennial challenge. As the skills and needs requ ired in industry diversify, especially in the CG entertainment industry, t here is a gap between the skill sets possessed by new graduates and those demanded by employers. In other words, there is a gap between education an d practice. However, to date, these issues have not been sufficiently disc ussed or resolved. In this paper, we analyze the problem from multiple per spectives: the practical experience of educators, the need for educators t o maintain proficiency in the latest technology, information asymmetry bet ween education and industry, the establishment of evaluation criteria for soft skills, and the lack of teachers capable of providing specialized edu cation. We then propose specific solutions: collaboration between educatio nal institutions and CG production companies in creating sustainable educa tional programs that provide students with practical skills while simultan eously addressing the shortage of educators. This study aims to provide ne w perspectives for educators, students, and the CG production industry, wh ich may lead to identifying new ways in CG entertainment education and fac ilitating contributions from the respective perspectives of these stakehol ders. We hope this paper will serve as a reference when exploring new fram eworks for industry–academia collaboration.\n\nRegistration Category: Full Access, Enhanced Access, Trade Exhibitor, Experience Hall Exhibitor URL:https://asia.siggraph.org/2023/full-program?id=edu_106&sess=sess306 END:VEVENT END:VCALENDAR