BEGIN:VCALENDAR
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
END:STANDARD
END:VTIMEZONE
BEGIN:VEVENT
DTSTAMP:20260817T171532Z
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:Harutaka Matsunaga and kazunori Miyata (Japan Advanced Institu
 te of Science and Technology (JAIST))\n\nIn the Japanese entertainment ind
 ustry, the field of 3D computer graphics (CG) animation is characterized b
 y a diverse range of stylistic approaches, encompassing both traditional 2
 D aesthetics and Western photorealistic 3D representations. Conventional 3
 D CG education has focused on the acquisition of technical skills, with le
 ss emphasis on the development of creativity and project-realization skill
 s, which are essential for addressing the diverse range of visual styles o
 bserved in the industry. This study proposes a new educational approach th
 at combines reverse engineering, mind mapping, and project-management tech
 niques to compensate for deficiencies in traditional 3D CG education. With
  this approach, students engage in an analytical observation of existing w
 orks across a broad spectrum of visual styles, identifying both their tech
 nical and artistic elements. This is achieved through the use of mind mapp
 ing, which facilitates the generation of original ideas. This process enab
 les the integration of established styles with individual creativity, ther
 eby encouraging divergent thinking. Subsequently, the concept art is trans
 lated into a practical production using digital content creation (DCC) too
 ls. At this juncture, project-management techniques are introduced to vali
 date the feasibility of the ideas and learn efficient production processes
 . Through critical thinking, students enhance their creativity, technical 
 proficiency, and practical management skills. This study aims to establish
  a comprehensive educational methodology that combines creativity that is 
 responsive to diverse styles, advanced technical skills, and practical pro
 ject-management abilities. This approach is expected to foster innovative 
 and feasible visual art projects, contributing to the overall advancement 
 of the entertainment industry.\n\nRegistration Category: Enhanced Access, 
 Full Access, Full Access Supporter\n\nLanguage Format: English Language\n\
 nSession Chair: Miho Aoki (University of Alaska Fairbanks, ACM SIGGRAPH)\n
 \n
URL:https://asia.siggraph.org/2024/program/?id=edu_103&sess=sess298
END:VEVENT
END:VCALENDAR
