Framework for Development of Schemata in Character Design For

Total Page:16

File Type:pdf, Size:1020Kb

Framework for Development of Schemata in Character Design For Copyright by Iuri Lioi 2009 ABSTRACT The activity of designing characters for computer animation demands a great deal of complex problem-solving and decision-making techniques. It requires combining aspects from the story, subjective ideas and abstract visual elements, such as lines, shapes, colors, in order to generate a character that can be understood and believable. There is a lack of comprehensive documentation and shared knowledge about the process in literature. This presents a setback for new designers seeking in-depth information on character design, since having a thorough understanding of this process is the first step in developing expertise in the field of character design. This practice-led research establishes a cohesive framework as well as a systematic approach to the process of designing characters for computer animation, aiding novice designers in their process of developing expertise. This research organizes the information about the process of character design into a model – referred to as the Character Design Process Model – based on problem-solving and form generation processes. It was tested and refined using a constructivist approach in the creation of the main character, from “The Fox and the Grapes” animated short film. The model was also used as a framework for analysis of three applied studies of projects developed at the Advanced Computing Center for the Arts and Design. ii The organization of information about character design within a systematic approach presents the interrelationships to new designers in a way that furthers their understanding of concepts and procedures related to the character design process. The analysis of practical applications of this body of knowledge consolidates that understanding and represents a set of references that will inform and enrich future experiences of novice designers. iii Dedicated to my family. iv ACKNOWLEDGMENTS I would like to thank my advisor, Professor Maria Palazzi, for her guidance and support throughout my graduate career at the ACCAD and the completion of this thesis. Her insightful questions, and constant dedication and encouragement have been extremely important to help me overcome the challenges I set to myself and expand my understanding about the design practice related to computer animation. I would also like to thank committee member Professor Alan Price, for sharing his passion and knowledge about animation and cinematography, and all the unvalued help for the development of my film and research. I am also grateful to committee member Dr. Karen Hutzel, for helping me see different ways to approach research and for expanding the meaning and implications of my thesis. Thanks to all ACCAD as well as Design instructors, staff, and fellow graduate students for the amazing combination of brilliant work within such rich supportive environment. Their help and encouragement were very inspiring and very important to me. Finally, I am extremely grateful to my family and friends for believing unconditionally in my dreams and for giving me all the emotional support and encouragement I needed to succeed in this journey. v VITA 1981 ........................................................................ Born – Rio de Janeiro, RJ, Brazil 2003 ........................................................................ Art Director Assistant, “Acquaria” feature Film – SpectraMedia Productions. Campinas, Brazil. 2003 – 2004 ........................................................... Designer Junior, Oswaldo Cruz Foundation - Museum of Life. Rio de Janeiro, Brazil. 2005 ........................................................................ B.Sc. Visual Communication and Product Design, Escola Superior de Desenho Industrial (ESDI – UERJ), Brazil 2005 ........................................................................ Art Director Assistant, Final Boss Studio. Rio de Janeiro, Brazil 2006 – 2009 ........................................................... Graduate Teaching and Research Associate, The Ohio State University 2008 ........................................................................ Intern Visual Development Artist, DreamWorks Animation. Glendale, California. FIELDS OF STUDY Major Field: Industrial, Interior, and Visual Communication Design vi TABLE OF CONTENTS Page Abstract .................................................................................................................................................. ii Dedication ............................................................................................................................................ iv Acknowledgments ................................................................................................................................ v Vita ........................................................................................................................................................ vi List of Figures ...................................................................................................................................... x Chapters: CHAPTER 1 ......................................................................................................................................... 1 1.1 Expertise in character design for computer animation ....................................... 1 1.2 Lack of comprehensive information about character design process .............. 2 1.3 Research Focus and Method ................................................................................... 5 CHAPTER 2 ......................................................................................................................................... 8 2.1 Character Design ....................................................................................................... 8 2.1.1 Parameters ..................................................................................................... 9 2.1.2 Developing Solutions ................................................................................. 11 2.2 The Problem-Solving Process ............................................................................... 13 2.3 Form Generation .................................................................................................... 14 2.3.1 Creation of shapes and forms .................................................................. 15 2.3.2 Visual representation of form attributes ................................................ 18 2.3.3 Color ............................................................................................................. 21 2.3.4 Perceiving Shapes and forms .................................................................... 22 2.3.5 Perceptual principles of Organization .................................................... 25 CHAPTER 3 ....................................................................................................................................... 28 3.1 Character Design Process Model .......................................................................... 28 3.1.1 Problem Definition/Project Set Up ........................................................ 30 3.1.2 Research ....................................................................................................... 33 3.1.3 Ideation ........................................................................................................ 34 3.1.3.1 Shape ................................................................................................. 36 3.1.3.2 Proportion ........................................................................................ 37 vii 3.1.3.3 Physical Attributes ........................................................................... 38 3.1.3.4 Color ................................................................................................. 39 3.1.4 Refinement .................................................................................................. 41 3.1.4.1 Facial Expressions ........................................................................... 42 3.1.4.2 Body Posture .................................................................................... 43 3.1.4.3 Implementation: 2-D to 3-D ......................................................... 44 CHAPTER 4 ....................................................................................................................................... 51 4.1 DripDry ..................................................................................................................... 51 4.2 The Bakery Shop - Econ Game ............................................................................... 70 4.3 The Fox and the Grapes .............................................................................................. 92 4.4 Analysis .................................................................................................................. 123 4.4.1 Preparative Phase ..................................................................................... 123 4.4.1.1 DripDry ........................................................................................... 125 4.4.1.2 The Bakery Shop - Economics Game .......................................... 126 4.4.1.3 The Fox and the Grapes ................................................................... 126 4.4.2 Generative Phase – Ideation and Refinement ..................................... 127 4.4.2.1 DripDry ..........................................................................................
Recommended publications
  • Comic-Con Issue 15 Rewe St., Brooklyn, NY 11211 3210 Vanowen St., Burbank, CA 91505 [email protected] [email protected]
    PERSPECTIVE THE JOURNAL OF THE ART DIRECTORS GUILD JULY – AUGUST 2015 US $8.00 Comic-Con Issue 15 Rewe St., Brooklyn, NY 11211 3210 Vanowen St., Burbank, CA 91505 [email protected] [email protected] BRIDGEPROPS.COM ® contents The Anatomy of an Anti-Hero 12 Constantine’s darkness doesn’t feel so bad by David Blass, Production Designer Tomorrowland 20 Logos and pins by Clint Schultz, Graphic Designer Comic Con, Pot Fields 28 Designing the world of Ted 2 & a Giant Cake by Stephen Lineweaver, Production Designer Welcome to Nowhere 36 Manhattan in New Mexico by Ruth Ammon, Production Designer Comic Book Art 46 Created by Art Directors Guild members Collected by Patrick Rodriguez, Illustrator 5 EDITORIAL 6 CONTRIBUTORS 8 NEWS ON THE COVER: 58 PRODUCTION DESIGN Director Brad Bird called on Graphic Designer Clint Schultz three different times to develop 60 MEMBERSHIP key logos for Tomorrowland (Scott Chambliss, Production Designer). His last assignment 61 CALENDAR resulted in this fully rendered 3D model of 62 MILESTONES the T pin that is an important prop and story element in the film. It went on to become 64 RESHOOTS central to the studio’s marketing efforts. PERSPECTIVE | JULY/AUGUST 2015 1 PERSPECTIVE THE JOURNAL OF THE ART DIRECTORS GUILD July/August 2015 PERSPECTIVE ISSN: 1935-4371, No. 60, © 2015. Published bimonthly by the Art Directors Guild, Local 800, IATSE, 11969 Ventura Blvd., Second Floor, Studio City, CA 91604-2619. Telephone 818 762 9995. Fax 818 762 9997. Periodicals postage paid at North Hollywood, CA, and at other cities.
    [Show full text]
  • Animating Race the Production and Ascription of Asian-Ness in the Animation of Avatar: the Last Airbender and the Legend of Korra
    Animating Race The Production and Ascription of Asian-ness in the Animation of Avatar: The Last Airbender and The Legend of Korra Francis M. Agnoli Submitted for the degree of Doctor of Philosophy (PhD) University of East Anglia School of Art, Media and American Studies April 2020 This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognise that its copyright rests with the author and that use of any information derived there from must be in accordance with current UK Copyright Law. In addition, any quotation or extract must include full attribution. 2 Abstract How and by what means is race ascribed to an animated body? My thesis addresses this question by reconstructing the production narratives around the Nickelodeon television series Avatar: The Last Airbender (2005-08) and its sequel The Legend of Korra (2012-14). Through original and preexisting interviews, I determine how the ascription of race occurs at every stage of production. To do so, I triangulate theories related to race as a social construct, using a definition composed by sociologists Matthew Desmond and Mustafa Emirbayer; re-presentations of the body in animation, drawing upon art historian Nicholas Mirzoeff’s concept of the bodyscape; and the cinematic voice as described by film scholars Rick Altman, Mary Ann Doane, Michel Chion, and Gianluca Sergi. Even production processes not directly related to character design, animation, or performance contribute to the ascription of race. Therefore, this thesis also references writings on culture, such as those on cultural appropriation, cultural flow/traffic, and transculturation; fantasy, an impulse to break away from mimesis; and realist animation conventions, which relates to Paul Wells’ concept of hyper-realism.
    [Show full text]
  • DRAWING COSTUMES, PORTRAYING CHARACTERS Costume Sketches and Costume Concept Art in the Filmmaking Process
    Laura Malinen 2017 DRAWING COSTUMES, PORTRAYING CHARACTERS Costume sketches and costume concept art in the filmmaking process MA thesis Aalto University School of Arts, Design and Architecture Department of Film, Television and Scenography Master’s Degree Programme in Design for Theatre, Film and Television Major in Costume Design 30 credits Acknowledgements I would like to thank my supervisors Sofia Pantouvaki and Satu Kyösola for the invaluable help I got for this thesis. I would also like to thank Nick Keller, Anna Vilppunen and Merja Väisänen, for sharing their professional expertise with me. Author Laura Malinen Title of thesis Drawing Costumes, Portraying Characters – Costume sketches and costume concept art in the filmmaking process Department Department of Film, Television and Scenography Degree programme Master’s Degree Programme in Design for Theatre, Film and Television. Major in Costume Design Year 2017 Number of pages 85 Language English Abstract This thesis investigates the various types of drawing used in the process of costume design for film, focusing on costume sketches and costume concept art. The research question for this thesis is ‘how and why are costume sketches and costume concept art used when designing costumes for film?’ The terms ‘costume concept art’ and ‘costume sketch’ have largely been used interchangeably. My hypothesis is that even though costume sketch and costume concept art have similarities in the ways of usage and meaning, they are, in fact, two separate, albeit interlinked and complementary terms as well as two separate types of professional expertise. The focus of this thesis is on large-scale film productions, since they provide the most valuable information regarding costume sketches and costume concept art.
    [Show full text]
  • Certified Digital Designer Professional Certification Examination Review
    Digital Imaging & Editing and Digital & General Photography Certified Digital Designer Professional Certification Examination Review Within this presentation – We will use specific names and terminologies. These will be related to specific products, software, brands and trade names. ADDA does not endorse any specific software or manufacturer. It is the sole decision of the individual to choose and purchase based on their personal preference and financial capabilities. the Examination Examination Contain at Total 325 Questions 200 Questions in Digital Image Creation and Editing Image Editing is applicable to all Areas related to Digital Graphics 125 Question in Photography Knowledge and History Photography is applicable to General Principles of Photography Does not cover Photography as a General Arts Program Examination is based on entry level intermediate employment knowledge Certain Processes may be omitted that are required to achieve an end result ADDA Professional Certification Series – Digital Imaging & Editing the Examination Knowledge of Graphic and Photography Acronyms Knowledge of Graphic Program Tool Symbols Some Knowledge of Photography Lighting Ability to do some basic Geometric Calculations Basic Knowledge of Graphic History & Theory Basic Knowledge of Digital & Standard Film Cameras Basic Knowledge of Camera Lens and Operation General Knowledge of Computer Operation Some Common Sense ADDA Professional Certification Series – Digital Imaging & Editing This is the Comprehensive Digital Imaging & Editing Certified Digital Designer Professional Certification Examination Review Within this presentation – We will use specific names and terminologies. These will be related to specific products, software, brands and trade names. ADDA does not endorse any specific software or manufacturer. It is the sole decision of the individual to choose and purchase based on their personal preference and financial capabilities.
    [Show full text]
  • Delaware Recommended Curriculum Unit Template
    Delaware Recommended Curriculum Unit Template Preface: This unit has been created as a model for teachers in their designing or redesigning of course curricula. It is by no means intended to be inclusive; rather it is meant to be a springboard for a teacher’s thoughts and creativity. The information we have included represents one possibility for developing a unit based on the Delaware content standards and the Understanding by Design framework and philosophy. Subject/Topic Area: Visual Art Grade Level(s): 4 Searchable Key Words: cartoon, animation, cel, storyboard Designed By: Dave Kelleher District: Red Clay Time Frame: Eight 45 minute classes Date: November 18, 2008 Revised: May 2009 Brief Summary of Unit Creating, performing, responding and making connections are learning concepts that are at the core of the Visual and Performing Arts curriculum. This unit will stress the responding concept and the product for responding will be animation. Students will view animated cartoons (non-computer generated) and analyze how multiple uses of “one image”, or cel (short for celluloid- thin sheets of clear plastic that characters are drawn on and then painted), create a story in motion and convey the point/opinion of the animator. Ultimately, focus will center on one individual cel and how it relates to the given point/opinion and, due to its cartoon nature, may/may not effectively convey the opinion (i.e. some people might find it difficult to relate to a serious topic when the character presented is an adorable pink bunny with a bowtie). Because the art world had previously considered animation beneath it, artistic skill and creativity in the creation of characters, emotions, storyline, and backgrounds were often ignored.
    [Show full text]
  • Scheme and Syllabus of B. Tech. 3D Animation and Graphics Engineering
    IKG PUNJAB TECHNICAL UNIVERSITY Batch 2012 Scheme and Syllabus Of B. Tech. 3D Animation and Graphics Engineering PUNJAB TECHNICAL UNIVERSITY, JALANDHAR Punjab Technical University B.Tech 3D Aninmations & Graphics Third Semester Contact Hours: 32 Hrs. Load Marks Distribution Course Code Course Name Allocation Total Marks Credits L T P Internal External BTCS301 Computer Architecture 3 1 - 40 60 100 4 BTAM302 Engg. Mathematics-III 3 1 - 40 60 100 4 BTCS304 Data Structures 3 1 - 40 60 100 4 BTCS305 Object Oriented 3 1 - 40 60 100 4 Programming using C++ BTAG301 Basics of Animation 3 1 - 40 60 100 4 BTCS306 Data Structures Lab - - 4 30 20 50 2 BTCS307 Institutional Practical - - - 60 40 100 1 Training BTCS309 Object Oriented - - 4 30 20 50 2 Programming using C++ Lab BTAG302 Basics of Animation - - 4 30 20 50 2 Lab B.Tech 3D Aninmations & Graphics Fourth Semester Contact Hours: 32 Hrs. Load Marks Distribution Course Code Course Name Allocation Total Credits L T P Internal External Marks BTAG 401 Fundamentals of 3 1 - 40 60 100 4 Preproduction BTAG 402 Multimedia Technologies 3 1 - 40 60 100 4 BTAG 403 Multimedia Networks 3 1 - 40 60 100 4 BTCS 504 Computer Graphics 3 1 - 40 60 100 4 BTAG 404 Multimedia Devices 3 1 - 40 60 100 4 BTAG 405 Preproduction Workshop - - 4 30 20 50 2 BTCS 509 Computer Graphics Lab - - 2 30 20 50 1 BTAG 406 Animation lab-II - - 4 30 20 50 2 BTAG 407 Network Lab - - 2 30 20 50 1 General Fitness - - - 100 - 100 - Total 15 5 12 420 380 800 26 PUNJAB TECHNICAL UNIVERSITY, JALANDHAR B.Tech 3D Aninmations & Graphics Fifth Semester Contact Hours: 30 Hrs.
    [Show full text]
  • Syllabus for the Bachelor in Animation
    UNIVERSITYU OF MUMBAI’S GARWARE INSTITUTE OF CAREER EDUCATION & DEVELOPMENT Syllabus for the Bachelor in Animation Credit Based Semester and Grading System with effect from the Academic Year (2017-2018) AC 11-05-2017 Item No. UNIVERSITYU OF MUMBAI’S SyllabusU for Approval Sr. No. Heading Particulars 1 Title of the Course Bachelor in Animation 10+2 pass – with minimum 45% 2 Eligibility for Admission marks Admissions on the basis of Written Test & Interview. 3 Passing Marks 50% passing marks Ordinances / 4 Regulations ( if any) 5 No. of Years / Semesters Three years full time/ 6 semester 6 Level Bachelor 7 Pattern Yearly / semester New 8 Status To be implemented from 9 From academic year 2017-18 Academic Year Date: 11/05/2017 Signature : Dr. Anil Karnik, I/C. Director, Garware Institute of Career Education & Development INTRODUCTIONU A sequence of images creates an illusion of a moving object is termed as Animation. India is one of the most preferred outsourcing countries. We not only do outsourcing services, we are also a creator of original animation. Some of the popular original contents are Chota bheem, Little Krishna, Delhi Safari, Arjun, Road side Romeo etc. Animation is a combination of entertainment and technology. It is composed of design, drawing, layout and production of graphically rich multimedia clips. Time and space are important in animation. Those who excel in drawing and creativity can choose animation as their career. An animator’s job is to analyze the script thoroughly and get into the skin of the character. Creating idea, storyboard, Character design, backgrounds, etc and using technical methodology to create stunning visuals short movies is the ideal steps in making a successful animation feature.
    [Show full text]
  • Concept Art Creation Methodologies 45 Pages of Appendices Visual Development of “Rock Boy” Commissioned By
    Julia Rässa CONCEPT ART CREATION METHODOLOGIES Visual Development of “Rock Boy” Bachelor’s thesis Degree programme in Game Design 2018 Author Degree Time Julia Rässa Bachelor of Culture April 2018 and Arts Title 37 pages Concept Art creation methodologies 45 pages of appendices Visual Development of “Rock Boy” Commissioned by South-Eastern Finland University of Applied Sciences Supervisor Sarah-Jane Leavey, Lecturer Abstract Concept art is often mistakenly referred to as art that is created using the same principles as when creating 2D art assets or illustrations, despite concept art at its core being based in design. The objective of this thesis was to define what common design methods are used by modern game industry professionals to create concept art. Throughout the thesis, common methods of concept development were established, and then supported through their practical implementation in the production of concept art for the case project “Rock Boy”. The thesis content was based on the insight of interviewed concept artists. The answers were subject to parallel analysis and as a result the author identified the major concept art creation methods. The main issues discussed were the role of storytelling in the process, reference use, research, and photo bashing. The Thesis also discusses how a game project’s subject matter and art style reflects on the type of methods used when creating concept art. The final product was a concept art portfolio consisting of six distinct environment pieces, five character designs, as well sketches made during the development. Secondarily, this thesis provides two concept art creation tools; the Median Approach and the Outlying Approach.
    [Show full text]
  • 2D Animation Introduction My Report Will Be Based on 2D Animation And
    Unit 34: 2D Animation Introduction My report will be based on 2D animation and illustrative methods and what they represent and why they are created and designed the way they are. Research is a vital part of production as you understand different artistic styles and discover new ways to design things whether it is concept art, animation or just drawings. It also gives you better knowledge and experience of the subject you are researching. Research is required as I don’t really know much about animation and the animation industry itself as it is so vast. It will help me build knowledge on 2D animation and how it can be applied to games or even TV/web shows. The research methods I will be using will include watching videos and analysing them and internet research so I find out more about different animation methods including flick book animation, cel animation, rotoscoping animation. I have chosen these different research methods because if I just use one research method, it will not be enough to raise my awareness and knowledge about animation. I will try to do some primary research, however, the videos I watch, the internet research I do and the pictures I decide to annotate are all secondary research. Primary research is better as I can get information straight from the source and it is genuine instead of tampered. 2D Animation Techniques There are many 2D animators around these days and there are also a lot of different ways to create 2D animation including hand drawn animation, full animation, limited animation, rotoscoping and live­action/animation.
    [Show full text]
  • 2020-21 Course Descriptions
    2020-21 Course Descriptions Students should consult their success adviser and faculty adviser each quarter prior to registering for courses to be sure they are meeting graduation requirements for their course of study and taking appropriate electives. ACCESSORY DESIGN UNDERGRADUATE ACCE 101 Accessory Design Immersion Students discover the world of fashion accessory design with an in-depth exploration of the evolution of accessory trends, brands and research methodologies. Students learn to sketch accessory concepts, make patterns and select finishing techniques to bring accessory ideas to fruition. Through operating sewing machines, cutting tables and skiving machines students learn how to craft accessories with skill and precision. Prerequisite(s): DRAW 100, DSGN 102, any major or minor except accessory design. ACCE 110 Sewing Technology for Accessory Design This course introduces students to the industry practices involved in producing accessories. Students also are introduced to decorative ornamentation techniques while applying these techniques to accessory design. Basic patternmaking skills are taught and provide the foundation for future courses in accessory design. Prerequisite(s): None. ACCE 120 Materials and Processes for Accessory Design This course introduces students to core materials used in the implementation of accessory design products. By exploring the qualities and properties of traditional materials, students learn the basics of traditional and nontraditional materials. Students explore a variety of techniques related to accessory design with leather, from tanning to production. This course also explores alternative materials used in accessory products such as rubber, synthetics, woods and metals, as well as cements. This course requires experimentation culminating in a final project which explores individualized processes and material manipulation.
    [Show full text]
  • From Model Sheets to 2D Hand-Drawn Character Animation
    SheetAnim - From Model Sheets to 2D Hand-drawn Character Animation Heena Gupta and Parag Chaudhuri Department of Computer Science and Engineering, IIT Bombay, Mumbai, India Keywords: 2D Character Animation, Sketch-based Animation, Hand Drawn Animation. Abstract: We present an intuitive method to create 2D hand-drawn character animation suitable for novice animators. Given the 2D model sheet of the character that shows how the character looks from the front and side, our method can generate sketched views of the character from any direction, using the sketch stroke style used in the model sheet. Subsequently, our system can generate an animation of the character using motion capture data, and render it using the same sketched strokes. Our method is not only able to reproduce the sketch stroke style, but also the colours and other character details that the animator adds to the model sheet. The method can resolve occlusion correctly, both due to moving body parts and change in orientation of the character with respect to the camera. The animator can interactively change the sketch style, colours or other details, at any frame, as required. The animation generated by our method has the fluid style of hand sketched animation, and provides a very good starting point for novice animators that can be then improved to create the final, desired animation. 1 INTRODUCTION method can generate sketched views of the character for any camera angle. Thereafter, given any motion Hand-drawn character animation is a beautiful art data for the character, we can generate an animation form. It offers the animator unique expressive free- of the character performing the same motion, even if dom in creating characters.
    [Show full text]
  • M.A.- First Year, Animation, Vfx & Web 2019-20
    ACADEMIC (1-BOARD OF STUDIES) SECTION Phone: (02462) 229542 Website: www.srtmun.ac.in E-mail: [email protected] Fax : (02462) 229574 vkarj&fo|k'kk[kh; vH;kl fo|k'kk[ksrhy fofo/k inoh o inO;qÙkj fo"k;kaps lh-ch-lh-,l- iWVuZps vH;klØe 'kS{kf.kd o"kZ 2019&20 iklwu ykxw dj.;kckcr- i f j i = d ;k ifji=dkUo;s loZ laacaf/krkauk dGfo.;kr ;srs dh] fnukad 30 ,fizy 2019 jksth laiUu >kysY;k 43O;k ek- fo|k ifj”kn cSBdhrhy ,suosGpk fo”k; Ø-7@43&2019 P;k Bjkokuqlkj izLrqr fo|kihBkP;k layfXur egkfo|ky;karhy vkarj&fo|k'kk[kh; vH;kl fo|k'kk[ksrhy inoh o inO;qÙkj Lrjkojhy [kkyhy fo"k;kaps C.B.C.S. (Choice Based Credit System) Pattern uqlkjps vH;klØe 'kS{kf.kd o"kZ 2019&20 iklwu ykxw dj.;kr ;sr vkgsr- 1) B.A.-I Year Physical Education 2) M.P.Ed.-I Year 3) B.Ed.-I & II Year 4) M.Ed.- I Year 5) B.A.-I Year-Music) 6) B.A.-I Year-Journalism & Mass Communication) (Optional I, II, III) 7) M.A.-I Year-Journalism & Mass Communication) (MA MCJ, I & II) 8) M.A./M.Sc.-I Year-Electronic Media 9) B.A.- I Year-Computer Animation and Web Designing 10) Master in Computer Animation, Vfx & Web 11) B.A.-I Year-Library and Information Science 12) B.A.-I Year-Home Science 13) B.A.-I Year-Fashion Design 14) M.A.-I Year- Fashion Design 15) B.S.W.-III Year Lknjhy ifji=d o vH;klØe izLrqr fo|kihBkP;k www.srtmun.ac.in ;k ladsrLFkGkoj miYkC/k vkgsr- rjh lnjhy ckc gh loZ lacaf/krkaP;k fun'kZukl vk.kwu |koh- ^KkurhFkZ* ifjlj] fo".kqiqjh] ukansM & 431 606- Lok{kfjr@& tk-Ø-% 'kS{kf.kd&01@ifji=d@inoh o inO;qÙkj&lhchlh,l midqylfpo vH;klØe@2018&19@3861 'kS{kf.kd ¼1&vH;kleaMG foHkkx½ fnukad
    [Show full text]