BEGIN:VCALENDAR
VERSION:2.0
PRODID:Linklings LLC
BEGIN:VTIMEZONE
TZID:Australia/Melbourne
X-LIC-LOCATION:Australia/Melbourne
BEGIN:DAYLIGHT
TZOFFSETFROM:+1000
TZOFFSETTO:+1100
TZNAME:AEDT
DTSTART:19721003T020000
RRULE:FREQ=YEARLY;BYMONTH=4;BYDAY=1SU
END:DAYLIGHT
BEGIN:STANDARD
DTSTART:19721003T020000
TZOFFSETFROM:+1100
TZOFFSETTO:+1000
TZNAME:AEST
RRULE:FREQ=YEARLY;BYMONTH=10;BYDAY=1SU
END:STANDARD
END:VTIMEZONE
BEGIN:VEVENT
DTSTAMP:20260114T163641Z
LOCATION:Meeting Room C4.4\, Level 4 (Convention Centre)
DTSTART;TZID=Australia/Melbourne:20231215T093900
DTEND;TZID=Australia/Melbourne:20231215T095600
UID:siggraphasia_SIGGRAPH Asia 2023_sess305_edu_124@linklings.com
SUMMARY:Pedagogical strategies for teaching Virtual Production pipelines
DESCRIPTION:Gregory Bennett, Hossein Najafi, and Lee Jackson (Auckland Uni
 versity of Technology)\n\nThe incorporation of LED walls and virtual produ
 ction tools in the film industry is a recent development that has signific
 ant pedagogical implications (Blistein, 2020; Farid & Torralba, 2021). The
  use of LED walls combines physical and digital realities, potentially red
 ucing post-production time and resource usage (Ong, 2020). Virtual product
 ion can facilitate immediate on-set decision-making and mitigate the need 
 for certain post-production adjustments (Epic Games, 2020). MIT researcher
 s posit that such practices may also reduce the carbon footprint associate
 d with location filming (Farid & Torralba, 2021). Nonetheless, further res
 earch and innovation are needed to overcome any limitations and fully harn
 ess the potential of this technology.\nThe utilization of Unreal Engine so
 ftware and other real-time tools in visual effects education aligns with i
 ndustry trends and enhances student preparedness for professional practice
  (Fleischer, 2020). It has been suggested that engaging students with thes
 e tools can foster an understanding of the virtual production pipeline, th
 us aligning the educational curriculum with evolving industry standards (B
 alsamo et al., 2021).\nAs educators at Auckland University of Technology, 
 we recognized the necessity of early integration of these paradigm-shiftin
 g tools into our curriculum to prepare students for impending and ongoing 
 industry changes. In anticipation of procuring LED walls, we explored the 
 potential of leveraging existing resources to initiate a pedagogical foray
  into the virtual production sphere. The available resources encompassed a
  large green screen studio, a motion capture studio, and virtual reality (
 VR) headsets and trackers.\n\nRegistration Category: Full Access, Enhanced
  Access, Trade Exhibitor, Experience Hall Exhibitor\n\n
URL:https://asia.siggraph.org/2023/full-program?id=edu_124&sess=sess305
END:VEVENT
END:VCALENDAR
