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Educational escargore: visual effects education practices at media design school
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 ...
Development and evaluation of education materials for stereoscopic 3D computer graphics animation
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 ...
A dynamic, flexible & interactive display method of paintings for communicative art appreciation among students
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 ...
Teaching visual storytelling for virtual production pipelines incorporating motion capture and visual effects
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 ...
Taking animation project learning into the virtual environment
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 ...
Learning Hawaiian hula dance by using tablet computer
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. ...
Courses on 3D image display for students who aim to become information media engineers and creators
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 ...
Innovation in the age of virtual reality through organizing international student competition
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 ...
Square Enix AI academy: AI workshop for blackboard architecure
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 ...
An abstract journey: production focus on the 'abstract thought' sequence in Pixar's 'inside out'
- Evan Bonifacio,
- Sarah Fowler Deluna,
- Masha Ellsworth,
- Bernhard Haux,
- Jonas Jarvers,
- Vladimir Kooperman,
- Ken Lao,
- Colin Levy,
- Albert Lozano,
- Sajan Skaria,
- Ron Zorman
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 ...
Game jam based iterative curriculum for game production in Japan
- Koji Mikami,
- Yosuke Nakamura,
- Akinori Ito,
- Motonobu Kawashima,
- Taichi Watanabe,
- Yoshihiro Kishimoto,
- Kunio Kondo
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 ...
Future delta 2.0 an experiential learning context for a serious game about local climate change
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 ...
Square enix AI academy: a seminar series for the introduction of digital game AI
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,...
Tomorrow's digital content leaders in Asia
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,...
"Kotoba Shintai": a workshop to explore the interconnectivity between words and body movements
- Kiyoshi Suganuma,
- Daiya Aida,
- Rie Okada,
- Satoshi Hama,
- Zan Yamashita,
- Takayuki Ito,
- Yosuke Sakai,
- Kazuhiro Jo
"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 ...
PreVisualization: how to develop previs in Asia?
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
Year | Submitted | Accepted | Rate |
---|---|---|---|
SIGGRAPH ASIA '10 | 274 | 49 | 18% |
SIGGRAPH Asia '09 | 275 | 70 | 25% |
SIGGRAPH Asia '08 | 320 | 59 | 18% |
Overall | 869 | 178 | 20% |