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PreVisualization: how to develop previs in Asia? PreVisualization:如何在亚洲发展PreVisualization ?
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818515
S. Yamaguchi, Christopher Chen, Danyo Yoon, Danielle Gregoire
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 filmmakers going beyond their imaginations. It's the lack of PreVisualization [Pre Vis]. PreVis is known as an indispensable and critical process for film-making in Europe and the United States, but its significance has not been fully perceived throughout Asia yet. Asian people working for film industry have many traditional stories and particular ideas. With such stories and ideas, film-making in Asia will be possibly shaped even better by PreVis. Among many difficulties for making high-quality movies in each Asian country, the most serious problem seems time and money. Film-makers in Asia have no choice but to try to use their limited resources in an even more effective way than Hollywood, and PreVis can surely support doing this. Meanwhile, film-making is requiring both techniques of digital and analog today. Although filmmakers and students have to learn both of them, unfortunately digital and analog are separated from each other in education. PreVis can help them to learn both of them as it can bridge the differences between digital and analog. However, there are not enough institutions to teach PreVis in Asia. Accordingly, the education for PreVis is becoming highly important for next generation of film-making in Asia. The talents and the environments for PreVis have to be developed for making higher quality movies in Asia. Kenji, Christopher, Danyo and I, who stand on a platform, have established "PREVIS SOCIETY ASIA" for growth of PreVis in Asia this year. This panel is one of our efforts. The target for this panel is to discuss how to develop education of PreVis in Asia with experienced panelists and audience. It will discuss what the problems are, what is needed and what is different from Hollywood system to do this. We will make the first step for next generation film-making in Asia at SIGGRAPH ASIA 2015.
在过去的十年中,亚洲的电影工业在许多技术领域发展迅速。这些成就帮助电影人拓展了他们的创造力,提高了他们的作品质量。然而,有一个主要的困难阻碍了电影人超越他们的想象。这是缺乏预可视化。在欧洲和美国,预演被认为是电影制作不可或缺的关键过程,但它的重要性尚未在亚洲得到充分认识。在电影行业工作的亚洲人有很多传统的故事和独特的想法。有了这样的故事和想法,亚洲的电影制作可能会被preis塑造得更好。在每个亚洲国家制作高质量电影的诸多困难中,最严重的问题似乎是时间和资金。亚洲的电影制作人别无选择,只能尝试以比好莱坞更有效的方式利用他们有限的资源,而PreVis当然可以支持这样做。与此同时,今天的电影制作对数字和模拟技术都有要求。虽然电影制作人和学生都要学习这两种技术,但不幸的是,数字技术和模拟技术在教育中是分开的。PreVis可以帮助他们学习这两种方法,因为它可以弥合数字和模拟之间的差异。然而,亚洲没有足够的机构来教授PreVis。因此,对于亚洲的下一代电影制作来说,preis的教育变得非常重要。为了在亚洲制作高质量的电影,必须开发PreVis的人才和环境。Kenji, Christopher, Danyo和我站在一个平台上,为了今年PREVIS在亚洲的发展,成立了“PREVIS SOCIETY ASIA”。这个小组是我们的努力之一。本次小组讨论的目标是与经验丰富的小组成员和观众一起讨论如何在亚洲发展PreVis教育。它将讨论问题是什么,需要什么,以及与好莱坞系统有什么不同。我们将在SIGGRAPH Asia 2015上迈出亚洲新一代电影制作的第一步。
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引用次数: 1
A dynamic, flexible & interactive display method of paintings for communicative art appreciation among students 一种动态、灵活、互动的绘画展示方式,供学生交流欣赏
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818508
Shoko Usui, Chen He, Katsumi Sato, Y. Kitamura
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 interactions among the users. It is expected to provide proactive learning and new insights through dialogues among students for communicative art appreciation. To clarify the performance of a system using this method, we conduct a comparative experiment on practical teaching in the field by using our system and existing inflexible digital media. The results show that D-FLIP Paintings is useful for communicative art appreciation. In using D-FLIP Paintings. students proactively choose paintings of interest from a large body of paintings, and the dialogue among students during their group appreciation sessions is more active.
我们提出D-FLIP绘画,一种动态、灵活、互动的绘画展示方式,旨在艺术欣赏教育。该系统根据用户之间的各种交互,实时动态地对数百幅画进行灵活的布局。期望通过学生之间的对话提供积极主动的学习和新的见解,以进行交流艺术欣赏。为了明确使用该方法的系统的性能,我们使用我们的系统和现有的不灵活的数字媒体进行了现场实践教学的比较实验。结果表明,D-FLIP绘画是有用的交流艺术欣赏。在使用D-FLIP绘画。学生从大量的画作中主动选择感兴趣的画作,在小组欣赏环节中,学生之间的对话更加活跃。
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引用次数: 6
Square Enix AI academy: AI workshop for blackboard architecure Square Enix AI学院:黑板建筑的AI工作坊
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2823472
Youichiro Miyake
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 AI. SQUARE ENIX AI Academy is a five session seminar series with lectures and workshops that was held by the SQUARE ENIX Advanced Technology Division in the summer and autumn of 2014. The workshops were held after a lecture to give attendees the opportunity to experience the use of the techniques as introduced in the lecture segment. For the first and third seminars a board game workshop was held. For the second seminar, a hands-on session with an AI software tool was held. Finally, for the fourth seminar, a workshop using blackboards in an agent's internal achitecture and agents' communication was held. In this workshop, several groups of participants engage in a practical example application of the blackboard techniques used in digital game chracter's AI that are introduced in the lecture.
游戏AI教育的目的不仅是帮助人们理解理论,还要帮助他们在游戏开发中有效地使用这些技术。然而,仅仅听一场关于游戏AI的讲座是很难理解AI技术的。SQUARE ENIX AI学院是一个由SQUARE ENIX高级技术部门于2014年夏季和秋季举办的讲座和研讨会系列。研讨会在讲座结束后举行,让与会者有机会体验讲座部分介绍的技术的使用。在第一次和第三次研讨会上,举办了桌游工作坊。在第二次研讨会上,举办了人工智能软件工具的实践环节。最后,在第四次研讨会上,我们举办了一个关于代理内部架构和代理通信的黑板的研讨会。在这个研讨会中,几组参与者参与了黑板技术在讲座中介绍的数字游戏角色人工智能中的实际应用。
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引用次数: 1
Taking animation project learning into the virtual environment 将动画项目学习带入虚拟环境
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818506
G. Hodgkinson
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 aesthetic of film, the interactivity of video gaming and the immersion of virtual reality (VR) to create a compelling and unique visual experience, at a production quality level equal to an industry prototype. The academic structure similarly was required to show great flexibility and respond to the students needs with agility. Along this journey the students gained skills with advanced 3D modelling techniques, motion-capture, the 3D goggles Oculus Rift, the game engine Unreal Engine 4, as well as other supporting skills such as script writing and concept art.
这篇论文展示了一个荣誉级别的学生团队如何在提供灵活性、机会和鼓励独立探索的学术结构的支持下探索游戏互动的新领域。这个项目结合了电影的电影美学,视频游戏的互动性和虚拟现实(VR)的沉浸感,以创造一个引人注目和独特的视觉体验,在生产质量水平等于一个行业的原型。同样,学术结构也需要表现出极大的灵活性,并灵活地响应学生的需求。在这段旅程中,学生们获得了先进的3D建模技术、动作捕捉、3D护目镜Oculus Rift、游戏引擎虚幻引擎4以及其他支持技能,如剧本写作和概念艺术。
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引用次数: 1
Development and evaluation of education materials for stereoscopic 3D computer graphics animation 立体三维计算机图形动画教材的开发与评价
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818510
Ayumi Miyai, Yasushi Yamaguchi
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 insufficient. In order to improve this situation, we have set out to develop new education materials that provide basic knowledge and training in production skills. The aims of these education materials are to make S3D computer graphics (CG) animation that can be used in universities, vocational schools and companies. The education materials consist of curriculum and corresponding syllabus, digital textbooks, digital workbooks, animation, production work materials, production assignments and tests (Figure 1). In this paper, we will describe the education materials we developed, the experimental classes using these materials, and the practical tests done by subjects who participated in the experimental classes. Further, we will point out the possibilities of skills measurement using practical tests and the effectiveness of the materials, in addition to the tendencies of the subjects whose performance improves.
立体3D (S3D)在电影和游戏内容中的应用越来越多,它也蔓延到动画中。然而,在日本动漫产业中,具备S3D制作技能的相关知识和能力的人力资源却十分匮乏。为了改善这种情况,我们已经着手开发新的教育材料,提供基本知识和生产技能培训。这些教材的目的是使S3D计算机图形(CG)动画,可以在大学,职业学校和公司使用。教材包括课程和相应的教学大纲、数字教材、数字练习册、动画、制作作业资料、制作作业和测试(图1)。在本文中,我们将描述我们开发的教材,使用这些教材的实验课,以及参加实验课的受试者所做的实际测试。此外,我们将指出使用实际测试和材料的有效性来衡量技能的可能性,以及成绩提高的受试者的趋势。
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引用次数: 3
Square enix AI academy: a seminar series for the introduction of digital game AI Square enix AI academy:介绍数字游戏AI的系列研讨会
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818514
Youichiro Miyake
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, some techniques have been made public to developers over the world. But even this was still limited to within the game industry. SQUARE ENIX AI Academy is a 5 session seminar series with lectures and workshops held by the SQUARE ENIX Advanced Technology Division in the summer and autumn of 2014. The purpose is to provide this industry knowledge to students, game developers, and teachers who want to learn game AI technologies used in the game industry. The seminar series registration is limited to 60 students. Many techniques and knowledge developed in the game industry have been independent of each other as collections of simple techniques, but recently they have been integrated to be a whole unified theory as digital Game AI theory. In the SQUARE ENIX Academy, the Game AI theory is introduced to attendees in lectures and workshops; they can study the knowledge during the lecture and learn how to apply the knowledge in the workshop. In this paper, a sketch of the theoretical framework for digital game AI and the workshop design are introduced. The goal of the paper is share knowledge about how to teach game AI such that anyone can understand how to use it.
在游戏产业中,游戏AI开发技术在过去15年中独立于学术AI研究而取得了进步。直到2000年,许多知识都被封闭在游戏行业中,但在游戏开发会议和书籍中,一些技术已经向世界各地的开发者公开。但即便如此,这仍然局限于游戏行业。SQUARE ENIX AI学院是由SQUARE ENIX高级技术部门于2014年夏季和秋季举办的5期讲座和研讨会系列。目的是为想要学习游戏行业中使用的游戏AI技术的学生,游戏开发者和教师提供这些行业知识。该系列研讨会的注册人数仅限60人。游戏产业中开发的许多技术和知识作为简单技术的集合彼此独立,但最近它们被整合成一个完整的统一理论,即数字游戏AI理论。在SQUARE ENIX学院,游戏AI理论在讲座和研讨会中被介绍给与会者;他们可以在讲座中学习知识,并在研讨会中学习如何应用知识。本文简要介绍了数字游戏人工智能的理论框架和工作室设计。本文的目标是分享关于如何教授游戏AI的知识,以便任何人都能理解如何使用它。
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引用次数: 1
Teaching visual storytelling for virtual production pipelines incorporating motion capture and visual effects 为结合动作捕捉和视觉效果的虚拟生产管道教授视觉故事
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818516
G. Bennett, J. Kruse
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 adjustments regarding curriculum structure and pedagogy. This paper discusses a multifaceted, cross-disciplinary approach to teaching Visual Narratives as part of a Digital Design program. Specifically, pedagogical challenges in teaching Visual Storytelling through Motion Capture and Visual Effects are addressed, and a new pedagogical framework using three different modes of moving image storytelling is applied and cited as case studies. Further, ongoing changes in film production environments and their impact on curricula for tertiary education providers are detailed, and appropriate suggestions based on tangible teaching experience are made. This paper also discusses the advantages of teaching Motion Capture in the context of immersive environments.
由于不断发展的技术和经济环境,电影、电视和媒体制作受到不断变化的影响。因此,电影、动画和视觉效果等学科领域的高等教育教学需要经常调整课程结构和教学方法。本文讨论了一个多方面的,跨学科的方法来教学视觉叙事作为数字设计计划的一部分。具体地说,通过动作捕捉和视觉效果来教授视觉叙事的教学挑战,并应用了一种新的教学框架,使用三种不同的运动图像叙事模式,并引用了作为案例研究。此外,详细介绍了电影制作环境的持续变化及其对高等教育提供者课程的影响,并根据实际教学经验提出了适当的建议。本文还讨论了在沉浸式环境中进行动作捕捉教学的优势。
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引用次数: 4
An abstract journey: production focus on the 'abstract thought' sequence in Pixar's 'inside out' 一个抽象的旅程:制作专注于皮克斯“由内而外”的“抽象思维”序列
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818504
Evan Bonifacio, S. Deluna, M. Ellsworth, Bernhard Haux, Jonas Jarvers, Vladimir Kooperman, Ken Lao, Colin Levy, Albert Lozano, S. 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 out. A very particular art direction, which was different from the overall look of Inside Out, required a small team of artists to work very closely together in order to to keep communication lines short and workflows flexible. All departments had to react to changes promptly, bringing rough, new ideas from story to screen as quickly as possible in order to be evaluated in context.
在皮克斯的《头脑特工队》的抽象思维序列中,角色们发现自己处于莱利大脑中处理抽象概念的特定部分。他们经历了向抽象转变的不同阶段,试图找到出路。与《头脑特工队》的整体外观不同的是,一个非常特殊的美术方向需要一个小团队的美术人员紧密合作,以保持沟通线的缩短和工作流程的灵活。所有部门都必须迅速对变化做出反应,尽可能快地将故事中粗糙的新想法带到屏幕上,以便在上下文中进行评估。
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引用次数: 0
Learning Hawaiian hula dance by using tablet computer 利用平板电脑学习夏威夷草裙舞
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818507
Yoko Usui, Katsumi Sato, Shinichi Watabe
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. There are even many teachers among them who have never studied dance. It has been reported that there are many instructors who feel anxiety about teaching dance under such conditions [Miyamoto 2012 and Matsumoto 2013]. Accordingly, the authors considered that by using motion capture and using the data of CG animation, new and exciting methods could be found to help people learn dance. Now, there have been some studies on dance using motion capture; however, the studies so far on motion capture and dance, including these previously mentioned, focus on technical system development. Watabe [2005] and Sato [2009] have made attempts to support dance learners in their practice by using motion capture focusing on the educational use it. Sato [2010] reduced the information about expression, muscle, background, etc. by using motion capture so that the points to be viewed were made clear for learners. Thus, in this study, usefulness of CG animation in learning dance through utilizing tablet computer was examined.
自2012年以来,舞蹈已成为日本体育教育的必修科目[MEXT 2010]。然而,在2012年舞蹈成为必修课之前,有许多小学和初中的体育教师从未教过舞蹈。他们当中甚至有很多老师从来没有学过舞蹈。据报道,在这种情况下,有许多教师对舞蹈教学感到焦虑[Miyamoto 2012和Matsumoto 2013]。因此,作者认为通过动作捕捉和CG动画的数据,可以找到新的令人兴奋的方法来帮助人们学习舞蹈。现在,有一些关于舞蹈使用动作捕捉的研究;然而,迄今为止关于动作捕捉和舞蹈的研究,包括前面提到的,主要集中在技术系统的开发上。Watabe[2005]和Sato[2009]已经尝试通过使用专注于教育用途的动作捕捉来支持舞蹈学习者的实践。Sato[2010]通过动作捕捉减少了关于表情、肌肉、背景等的信息,使学习者清楚地看到要看的点。因此,本研究旨在检验电脑动画对平板电脑舞蹈学习的有用性。
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引用次数: 2
Courses on 3D image display for students who aim to become information media engineers and creators 为志在成为信息媒体工程师和创作者的学生开设的3D图像显示课程
Pub Date : 2015-11-02 DOI: 10.1145/2818498.2818513
K. Yanaka, Toshiaki Yamanouchi
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 Department of Information Media of the Kanagawa Institute of Technology has launched two relevant courses. This institute is a four-year private university located in Atsugi, Japan that has approximately 5,000 undergraduate students and 200 graduate students. The university's Department of Information Media is unique because it was established to train both engineers who have the minds of creators and creators who have the knowledge and skills of engineers. The background of the students in this Department is almost similar to that of students in other Departments; many students come from ordinary high schools while others come from technical and other types of high schools. Neither fine arts nor music are an entrance examination subject in this university, and a Bachelor's degree in engineering is presented at the time of graduation. Nevertheless, several students of the Department of Information Media seem to exhibit a strong interest in and aptitude for the arts; thus, the Department offers various courses that range from computer mechanisms and programming to the production of computer music, computer graphics (CG) animation and games.
3D显示器已广泛应用于电影和游戏中。在虚拟空间和真实空间重叠的混合现实中,它们也是必不可少的。因此,工程师和创作者应该接受培训,掌握3D显示技术。为此,神奈川工业大学信息媒体系开设了两门相关课程。这所大学是位于日本大木市的一所四年制私立大学,大约有5000名本科生和200名研究生。该大学的信息媒体系是独一无二的,因为它的建立是为了培养具有创造者头脑的工程师和具有工程师知识和技能的创造者。本系学生的背景与其他系学生基本相同;许多学生来自普通高中,而其他人来自技术和其他类型的高中。美术和音乐都不是这所大学的入学考试科目,毕业时颁发工程学学士学位。然而,信息媒体系的一些学生似乎对艺术表现出强烈的兴趣和天赋;因此,该系提供各种课程,从计算机机制和编程到计算机音乐的制作、计算机图形动画和游戏。
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引用次数: 1
期刊
SIGGRAPH Asia 2015 Symposium on Education
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