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VERSION:2.0
PRODID:Linklings LLC
BEGIN:VTIMEZONE
TZID:Asia/Tokyo
X-LIC-LOCATION:Asia/Tokyo
BEGIN:STANDARD
TZOFFSETFROM:+0900
TZOFFSETTO:+0900
TZNAME:JST
DTSTART:18871231T000000
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BEGIN:VEVENT
DTSTAMP:20250110T023302Z
LOCATION:G502\, G Block\, Level 5
DTSTART;TZID=Asia/Tokyo:20241206T132000
DTEND;TZID=Asia/Tokyo:20241206T134000
UID:siggraphasia_SIGGRAPH Asia 2024_sess298_edu_103@linklings.com
SUMMARY:An Emerging Approach to Look Development Using Reverse Engineering
  and Mind Mapping in Animation Education Centered on Entertainment-Related
  3D Computer Graphics in Japan
DESCRIPTION:Educator's Forum\n\nHarutaka Matsunaga and kazunori Miyata (Ja
 pan Advanced Institute of Science and Technology (JAIST))\n\nIn the Japane
 se entertainment industry, the field of 3D computer graphics (CG) animatio
 n is characterized by a diverse range of stylistic approaches, encompassin
 g both traditional 2D aesthetics and Western photorealistic 3D representat
 ions. Conventional 3D CG education has focused on the acquisition of techn
 ical skills, with less emphasis on the development of creativity and proje
 ct-realization skills, which are essential for addressing the diverse rang
 e of visual styles observed in the industry. This study proposes a new edu
 cational approach that combines reverse engineering, mind mapping, and pro
 ject-management techniques to compensate for deficiencies in traditional 3
 D CG education. With this approach, students engage in an analytical obser
 vation of existing works across a broad spectrum of visual styles, identif
 ying both their technical and artistic elements. This is achieved through 
 the use of mind mapping, which facilitates the generation of original idea
 s. This process enables the integration of established styles with individ
 ual creativity, thereby encouraging divergent thinking. Subsequently, the 
 concept art is translated into a practical production using digital conten
 t creation (DCC) tools. At this juncture, project-management techniques ar
 e introduced to validate the feasibility of the ideas and learn efficient 
 production processes. Through critical thinking, students enhance their cr
 eativity, technical proficiency, and practical management skills. This stu
 dy aims to establish a comprehensive educational methodology that combines
  creativity that is responsive to diverse styles, advanced technical skill
 s, and practical project-management abilities. This approach is expected t
 o foster innovative and feasible visual art projects, contributing to the 
 overall advancement of the entertainment industry.\n\nRegistration Categor
 y: Enhanced Access, Full Access, Full Access Supporter\n\nLanguage Format:
  English Language\n\nSession Chair: Miho Aoki (University of Alaska Fairba
 nks, ACM SIGGRAPH)
URL:https://asia.siggraph.org/2024/program/?id=edu_103&sess=sess298
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