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SA '15: SIGGRAPH Asia 2015 Symposium on Education
ACM2015 Proceeding
Publisher:
  • Association for Computing Machinery
  • New York
  • NY
  • United States
Conference:
SA'15: SIGGRAPH Asia 2015 Kobe Japan November 2 - 6, 2015
ISBN:
978-1-4503-3927-8
Published:
02 November 2015
In-Cooperation:
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Abstract

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SESSION: Education talk
other
Educational escargore: visual effects education practices at media design school
Article No.: 1, Pages 1–2https://doi.org/10.1145/2818498.2823471

The goal of Media Design School's Bachelor of Art and Design degree is to educate students about the art and craft of the modern visual effects industry and to equip them with the necessary knowledge and skills to become a part of it. These learning ...

SESSION: Education papers
other
Development and evaluation of education materials for stereoscopic 3D computer graphics animation
Article No.: 2, Pages 1–8https://doi.org/10.1145/2818498.2818510

The use of stereoscopic 3D (S3D) is increasing in movies and game contents, and it has spread also into animation. However, in the Japanese animation industry, human resources with applicable knowledge and competence in S3D production skills are ...

other
A dynamic, flexible & interactive display method of paintings for communicative art appreciation among students
Article No.: 3, Pages 1–8https://doi.org/10.1145/2818498.2818508

We propose D-FLIP Paintings, a dynamic, flexible, and interactive display method of paintings aimed at education of art appreciation. This system dynamically makes a flexible layout of hundreds of paintings in real time according to the variety of ...

other
Teaching visual storytelling for virtual production pipelines incorporating motion capture and visual effects
Article No.: 4, Pages 1–8https://doi.org/10.1145/2818498.2818516

Film, television and media production are subject to consistent change due to ever-evolving technological and economic environments. Accordingly, tertiary teaching of subject areas such as cinema, animation and visual effects require frequent ...

SESSION: Education talks
other
Taking animation project learning into the virtual environment
Article No.: 5, Pages 1–2https://doi.org/10.1145/2818498.2818506

This paper demonstrates how a team of honours-level students explored a new area of game interaction, supported by an academic structure that provided flexibility, opportunity and encouraged independent exploration. This project combines the cinematic ...

other
Learning Hawaiian hula dance by using tablet computer
Article No.: 6, Pages 1–2https://doi.org/10.1145/2818498.2818507

Dance has been a required subject in Physical Education in Japan since 2012 [MEXT 2010]. However, there are many Physical Education teachers at elementary and junior high schools who had never taught dance before it became a required subject in 2012. ...

other
Courses on 3D image display for students who aim to become information media engineers and creators
Article No.: 7, Pages 1–3https://doi.org/10.1145/2818498.2818513

3D displays have been used extensively in movies and games. They are also essential in mixed reality where virtual space and real space overlap. Therefore, engineers and creators should be trained to master 3D display technologies. For this reason, the ...

WORKSHOP SESSION: Education workshop
other
Innovation in the age of virtual reality through organizing international student competition
Article No.: 8, Pages 1–3https://doi.org/10.1145/2818498.2818505

IVRC, International collegiate Virtual Reality Contest is competition of student virtual reality pieces which is evaluated by originality, technical challenge and impact on innovation, and it has given honors to young talents since 1993. This workshop ...

other
Square Enix AI academy: AI workshop for blackboard architecure
Article No.: 9, Pages 1–4https://doi.org/10.1145/2818498.2823472

The purpose of game AI education is not only to help people understand the theory but also to help them to effectively use the techniques in game development. However, it is difficult to comprehend AI techniques by simply hearing a lecture about game ...

SESSION: Education talk
other
An abstract journey: production focus on the 'abstract thought' sequence in Pixar's 'inside out'

In the Abstract Thought sequence of Pixar's Inside Out the characters find themselves in a specific part of Riley's brain that processes abstract notions. They go through various stages of transformation towards abstraction as they try to find their way ...

SESSION: Education papers
other
Game jam based iterative curriculum for game production in Japan
Article No.: 11, Pages 1–6https://doi.org/10.1145/2818498.2818511

In this paper, we introduce a game production curriculum to iterate multiple game development cycles in a limited period of time. In one semester, we executed a game development process three times, changing members every time. Students had the ...

other
Future delta 2.0 an experiential learning context for a serious game about local climate change
Article No.: 12, Pages 1–10https://doi.org/10.1145/2818498.2818512

In this paper we discuss the theoretical, design and evaluative underpinnings of the experiential learning context central to the design processes of the Future Delta 2.0 serious game. The game is aimed at facilitating understanding and action on local ...

other
Square enix AI academy: a seminar series for the introduction of digital game AI
Article No.: 13, Pages 1–6https://doi.org/10.1145/2818498.2818514

In the game industry, the technologies of Game AI development have advanced in the last 15 years independently from academic AI research. Much knowledge had been enclosed within the game industry until 2000, but in game development conferences and books,...

PANEL SESSION: Education panel
research-article
Tomorrow's digital content leaders in Asia
Article No.: 14, Pages 1–2https://doi.org/10.1145/2818498.2825268

In this panel, we will discuss the current status and the future challenges of human resource development efforts in the digital content field in Asian countries. The panel invites representatives from three Asian regions, Hong Kong, Singapore and Japan,...

WORKSHOP SESSION: Education workshop
other
"Kotoba Shintai": a workshop to explore the interconnectivity between words and body movements
Article No.: 15, Pages 1–3https://doi.org/10.1145/2818498.2818509

"KOTOBA SHINTAI" is a workshop to discover unexplored relationships between words and body movements through unique exercises and discussions. Based on the idea of sharing differences in interpretation with others, the Yamaguchi Center for the Arts and ...

PANEL SESSION: Education panel
other
PreVisualization: how to develop previs in Asia?
Article No.: 16, Pages 1–3https://doi.org/10.1145/2818498.2818515

During the past decade, Film industry in Asia grew rapidly in many technical domains. The accomplishments helped filmmakers to expend their creativities and to improve the quality of their works. However, there is one major struggle that stops ...

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Acceptance Rates

Overall Acceptance Rate 178 of 869 submissions, 20%
YearSubmittedAcceptedRate
SIGGRAPH ASIA '102744918%
SIGGRAPH Asia '092757025%
SIGGRAPH Asia '083205918%
Overall86917820%