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: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 END:VEVENT END:VCALENDAR