Bridging the Gap: Long-Term Collaboration Between Computer Graphics Production and Educational Institutions in Japan.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Harutaka Matsunaga, Kazunori Miyata, Yukari Nagai, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra
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引用次数: 0

Abstract

The Japanese entertainment computer graphics (CG) industry, including games, animation, and visual effects, is facing a gap between industry demands and the programs being offered by educational institutions. As work is being diversified, this gap is becoming more apparent owing to the lack of education in specialized technical and communication skills that companies require. To address this gap between educational institutions and Japan's CG industry, we propose a new educational model developed through industry-academic collaboration. Centered on a "salad bowl" education framework, the model reflects corporate culture and project characteristics, and it incorporates a mentorship system that promotes the transfer of practical skills, meeting the needs of both students and companies. The initial implementation of the model revealed significant improvement in student skills and satisfaction, indicating the formation of the foundation necessary for workplace success. The study focuses on the training of CG creators in the industry and educational institutions, excluding computational knowledge and programming skills. This approach highlights the importance of long-term cooperation between education and industry in meeting diverse demands. Future research should explore the long-term impact and scalability of this model.

弥合差距:日本计算机图形制作和教育机构之间的长期合作。
日本娱乐电脑图形(CG)产业,包括游戏、动画和视觉效果,正面临着行业需求与教育机构提供的课程之间的差距。随着工作的多样化,由于缺乏公司所需的专业技术和沟通技能的教育,这种差距变得更加明显。为了解决教育机构与日本CG产业之间的差距,我们提出了一种通过产学研合作开发的新教育模式。该模式以“沙拉碗”教育框架为中心,体现了企业文化和项目特点,并结合了促进实践技能转移的师徒制度,满足了学生和公司的需求。该模型的初步实施表明,学生的技能和满意度有了显著提高,这表明职场成功所需的基础已经形成。这项研究的重点是在行业和教育机构培训CG创作者,不包括计算知识和编程技能。这种方法强调了教育和工业之间长期合作以满足多样化需求的重要性。未来的研究应该探索这种模式的长期影响和可扩展性。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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