PG Diploma Programs Experts of the Industry

Total Page:16

File Type:pdf, Size:1020Kb

PG Diploma Programs Experts of the Industry www.icat.ac.in 1 68 STUDENT 04 28 RESOURCES WELCOME ABOUT THE Partial List of Recruitment Partners 68 Eligibility & Admission Procedure 72 TO ICAT UNIVERSITY Fees 73 Course Administration 74 Words from the CEO 04 Annamalai University 28 General Information 76 About Image Group 05 Gallery 77 Management Committee 05 Image Group Milestones 06 Growing Demand for Creative Professionals 08 Welcome to ICAT Design & Media College 10 The ICAT Advantage 11 30 58 Knowledge Brigade 12 Accolades & Achievements 14 Guest Lectures 18 UG & MASTERS PG DIPLOMA Industry Workshops 24 PROGRAMS PROGRAMS B.Sc. Animation 30 P.G. Diploma Programs 58 B.Sc. Visual Effects 32 PG Diploma in Animation 60 B.Sc. Game Art and Design 34 PG Diploma in Visual Effects 61 B.Sc. Game Design & Development 36 PG Diploma in Game Design 62 B.Sc. Game Programming 38 PG Diploma in Game Development 63 B.Sc. Photography 40 PG Diploma in Multimedia Technologies 64 B.Sc. Graphic Design 42 PG Diploma in Interior Design 65 B.Sc. Fashion Design & Communication 44 PG Diploma in UI Design & Development 66 B.Sc. Interior Architecture 46 PG Diploma in Advertising Design 67 B.Sc. Media Technology 48 B.Sc. UI Design & Development 50 B.Sc. Visual Media 52 M.Sc. Multimedia 54 M.Sc. Game Technology 56 2 www.icat.ac.in www.icat.ac.in 3 WORDS FROM ABOUT MANAGEMENT THE CEO IMAGE GROUP COMMITTEE We always relate creativity with artists and artistic medium. ICAT proves this notion to be wrong and helps students to understand that creativity is much more than art. It actually ICAT understands the soul meaning Mr. K. KUMAR makes them feel art as an integral part of one’s of the term, ‘CREATIVITY’. It CEO & Founder life itself. In fact, life is an amazing creation in this universe and everything that we think strives always to inculcate in students and do is creative. Approaches of higher-level about ideas, inspiration, and new learning and practices make any one more creative and dynamic. ways of looking, different approaches, and lateral thinking. Mr. R. MADHAN ICAT is dedicated to serve high standards of industry-relevant education in the Chief Operating Officer area of art & design and visual culture, with internationally recognised educational practices and standard benchmarks. Since 1996, Image Infotainment Ltd. has been at the forefront of uplifting Digital Media in the country. As an ISO 9001:2015 Certified Knowledge Powerhouse, the In this world of constant and upward progression, Digital Media has grabbed the company has constantly re-invented itself with the ever-changing trends of the forefront and is shining through phenomenally. From small baby steps to bigger industry, ensuring that every learning offered is in line with the latest from around exploratory attempts, the medium has turned into one that has captured the the globe.The team comprises of the finest minds in India, working collaboratively imaginations of millions. with leading industry professionals to create all course curricula. At IMAGE GROUP, the passion of every member is shown in the work they produce, in the interest 20 years ago, when the world was talking about the future being digital, we started they spread and the encouragement they offer for success. Image Infotainment Ltd. With expert foresight, we realized the potential for growth in this field and we began our development of Digital Media in India. Mr. V. ANAND Through these years, we have faced several challenges, especially in keeping up Chief Technical Officer with the constant need for knowledge building and infra structural enhancement. Thankfully, we have been adept in staying ahead of the trends, which has resulted in tremendous success. Now, many years later, we stand today not only as one of the most successful companies in the field of Digital Media but also as an organization with more than a decade experience in providing international quality of education in Creative Design. We have also branched out into varied aspects of creative development in ICAT Design & Media College, to address the need of the creative industry in India to make its presence known to the global audience. As you read further, you will discover what ICAT Design & Media College can offer to your career and your future. More importantly, you will be sure to realize the potential that the Creative World has to offer and the possibility of you being part of this ever-growing industry along with us. K. Kumar - CEO & Founder 4 www.icat.ac.in www.icat.ac.in 5 IMAGE GROUP IMAGE Group established ICAT Design & Media MILESTONES College in the year 2004. ICAT has been rated as 2017 India’s No.1 by Nielsen. ICAT is also India’s first Obtained affiliation from 2016 Bangalore University Media College to be ISO 9001:2015 Certified. Celebrating 20 Years of Excellence in Creative Education 2015 2013 2014 Affiliated Training Partners with PMKVY Launched imediajobs.in, India’s (Initiative by the 2012 first Digital Media Job portal Tied up with NSDC to expand its network of Government of India) Launched IALS (Image Advanced Obtained Technical collaboration Image Creative Education Learning System) training modules with Bharathiar University to offer Training Centers across on Apple iPad Received validation for UG and Masters Degree programs INDIA UG Programs from The Birmingham City University - One of the top ranked university for Design & Media Education in the world 2010 2 011 Signed MoU with 2008 VIT University 2006 Launched IMAGEMINDS for content & 2009 Became India’s (Creative education for delivery of B.Sc.. Launched Rated as India’s largest Design & school children) Multimedia India’s first No.1 Institute Media College by and Animation Undergraduate for Animation establishing ICAT programs Degree program Training, by ‘The in Hyderabad and 2004 in Digital Media Week-AC Nielsen’ Bangalore with validation 2007 Launched ICAT, from Unviersity of India’s first Wales, UK. Won NASSCOM 2005 Digital Media Super Pitch College, in award for Original Became an ISO Chennai Animated content 9001:2000 Certified Company 2003 2002 Launched IMUST, the Developed the specialty Animation 2001 Knowledge curriculum that Management incorporates Art with IT skills 1999 Developed system for 2000 digitized Hindustan Released “Ramayana content for Unilever 1998 - The Interactive Launched WAM HMV.RPG Epic”, an interactive - India’s first Music Developed real-time animated story on specialized Web games for sify. CD Rom curriculum on Web com, including a 3D 1997 & Multimedia 1996 Cricket simulation 1995 game Launched the Launched IMAGE Creative world’s first Developed & 2004 : Launched ICAT, India’s Education - India’s first interactive delivered a professional Multimedia encyclopedia cutting-edge, first Digital Media College, in training institute on Carnatic real-time 3D music, titled Visualization Chennai “Nadhanubhava” project for “GEM Granites” Deployed video transmission system for “ETV” network 6 www.icat.ac.in www.icat.ac.in 7 GROWING DEMAND FOR CREATIVE PROFESSIONALS Be it in Fashion Design, Interior Design, Animation, Graphic Design or UI Design, Indian designers are making waves all across. In fact, India has become the hub for design outsourcing and for foreign corporate and MNCs who seek the help of Indian design companies to execute quality design services. 8 www.icat.ac.in www.icat.ac.in 9 ICAT has been WELCOME TO ICAT rated as India’s No.1 College by DESIGN & MEDIA Nielsen. ICAT is also India’s first COLLEGE THE ICAT ADVANTAGE Media College to ICAT Design & Media College is a pioneer in starting full time In the early 2000’s, organizations like NASSCOM began be ISO 9001:2015 programs in India in 2004. Certified. promoting the need for full-time specialization with campus- based education in the field of Digital Media. With its phenomenal FLAGSHIP PG DIPLOMA Globally Recognized Faculty growth recognized across the world, IMAGE Group established PROGRAMS ICAT Design & Media College in the year 2004. At ICAT, students get the best opportunity to ICAT revolutionized digital media education in India by associate and work with top professionals and launching fulltime specialized PG Diploma Programs experts of the industry. Students also get an in 2004. This placement driven program is the first opportunity to interact with academics from Pioneering Full-Time Education Degree programs. The 3 year degree programs that choice of graduates in India. international background. All course content is were instituted in 2006 became the first of its kind created by the experts under the guidance of the The PG Diploma for graduates, which was launched in India. Technical Collaboration with advisory board, ensuring that it is in line with the in the year 2004, became the first full-time program latest trends from around the world. Performance of in Digital Media in India. This 1 year flagship program These programs enable students to pursue their Indian Universities students are scrutinized by International academic body to ensure that quality of students graduating certified by ICAT has produced many successful dream as a viable career option. Students are trained Since the year 2009, IMAGE Group has been offering from ICAT are of the same standard of students alumni in the fields of Animation, Visual FX, Game in varied streams of specializations like Animation, Under Graduate Degree programs and Masters Degree graduating from anywhere else in the world. With this Design, Graphic Design, UI Design & Development, Visual FX, Game Design, Game Programming, UI programs in technical collaboration with reputed association, students are also given a glimpse of the Game Development, Advertising, Multimedia, Web Design & Development, Fashion Design, Interior Indian Universities. Development and E-Learning in the last 14 years. Design, Advertising, Graphic Design, Photography, real world working in the digital space and also get to Multimedia, Visual Media and many more.
Recommended publications
  • Upin & Ipin: Promoting Malaysian Culture Values Through Animation
    Upin & Ipin: Promoting malaysian culture values through animation Dahlan Bin Abdul Ghani Universiti Kuala Lumpur [email protected] Recibido: 20 de enero de 2015 Aceptado: 12 de febrero de 2015 Abstract Malaysian children lately have been exposed or influenced heavily by digital media entertainment. The rise of such entertainment tends to drive them away from understanding and appreciating the values of Malaysian culture. Upin and Ipin animation has successfully promoted Malaysian folklore culture and has significantly portrayed the art of Malaysian values including Islamic values by providing the platform for harmonious relationship among different societies or groups or religious backgrounds. The focus of this research is to look into the usage of Malaysian culture iconic visual styles such as backgrounds, lifestyles, character archetypes and narrative (storytelling). Therefore, we hope that this research will benefit the younger generation by highlighting the meaning and importance of implicit Malaysian culture. Key words: Upin and Ipin; animation; narrative; folklore; culture; character archetypes. Upin e Ipin: promoviendo la cultura malasia a través de los valores de la animación Resumen Recientemente los niños en Malasia están siendo fuertemente expuestos cuando no influenciados por los medios masivos de entretenimiento digital. Esto les lleva una falta de comprensión y apreciación de la importancia de los valores de su propia cultura. La serie de animación propia Upin & Ipin ha promovido con éxito las diferentes culturas de Malasia y obtenido valores culturales significativos que representan a su arte, incluyendo el islámico, y proporcionando así una plataforma de relación armónica entre los diferentes grupos que componen la sociedad en Malasia, ya sea civil o religiosa.
    [Show full text]
  • International Journal of Creative Multimedia
    International Journal of Creative Multimedia Promoting Positive Values While Emphasising on Aesthetical Perspectives in University Students through Adaptation of Knowles Seven Step Process of Andragogical Approach Juhanita Jiman [email protected] University Malaysia of Computer Science and Engineering (UNIMY) Abstract This paper intends to illustrate how Knowles’ seven step process of androgogical approach can help educators to better facilitate animation students with acquired technological knowledge and skills while exposing them to critical aesthetical elements and ethical principles. It is important for educators to understand that they are dealing with young adults who are highly affected by their environments in this borderless world. Therefore, educators are responsible for more than just academics; they also have social roles. To resolve these concerns, an effective androgogical approach can be advantageous for both educators and students. We used to assume that teaching pedagogy was necessary at all levels of education; however, since university students are no longer children, pedagogical methods are not entirely relevant to them. Pedagogy is a teaching method that focuses on children, while andragogy is a teaching approach that focuses on adults and helps them learn more effectively. When people grow older, they become more self- reliant and accountable for their actions. The pedagogical model, in several ways, fails to take care for such developmental shifts, resulting in individual stress, frustration, and resistance. Due to the rapid development in technology, animation students have become highly aggressive in their pursuit of technological expertise, leading them to ignore and overlook the importance of a story's core values. As educators, we must not only help them achieve their goals in terms of technical abilities, and professional experience, but also teach them what is right and wrong, and inspire them to instil moral principles in their work.
    [Show full text]
  • Uncanny Valley of Life : the Existence in 3D Animation in Shadow Puppets Theatre
    Journal of Computing Technologies and Creative Content 1(1), 1-5, August 2016 Uncanny Valley of Life : The Existence in 3D Animation in Shadow Puppets Theatre Dahlan Abdul Ghani Universiti Kuala Lumpur Malaysian Institute of Information Technology Menara Bandar Wawasan, PO 50250 Kuala Lumpur [email protected] original hypothesis states that as the appearance of a robot is made Abstract - Mori (1970) proposed a theoretical graph describing a nonlinear relation between a character’s degree of human likeness and more human, some human observer's emotional response to the the emotional response of the human perceiver. With the current scenario robot will become increasingly positive and empathic, until a point that Wayang Kulit or shadow puppets is slowly being extinct; the pursuit is reached beyond which the response quickly becomes that of a of realism in virtual humans including Wayang Kulit 3D puppets can strong revulsion. This area of repulsive response aroused by a robot cause a phenomenon known as The “Uncanny Valley”. Furthermore, 3D with appearance and motion between a "barely human" and "fully computer animated or virtual puppets are more focused on issues human" entity is called the Uncanny Valley. With computer 3D pertaining to realism compared to the abstract visual such as Wayang animation, it provides a platform for the audience to view visuals or Kulit itself. Therefore, this research will discuss on issues which arises in the Uncanny Valley of Life that exists especially with Wayang Kulit 3D shadow puppets with 3D perspective, depth, weight, size and computer animated puppet characters. emotions, in the realm of absolutely ‘Real’.
    [Show full text]
  • Download Your Free Digital Copy of the June 2018 Special Print Edition of Animationworld Magazine Today
    ANIMATIONWorld GOOGLE SPOTLIGHT STORIES | SPECIAL SECTION: ANNECY 2018 MAGAZINE © JUNE 2018 © PIXAR’S INCREDIBLES 2 BRAD BIRD MAKES A HEROIC RETURN SONY’S NINA PALEY’S HOTEL TRANSYLVANIA 3 BILBY & BIRD KARMA SEDER-MASOCHISM GENNDY TARTAKOVSKY TAKES DREAMWORKS ANIMATION A BIBLICAL EPIC YOU CAN JUNE 2018 THE HELM SHORTS MAKE THEIR DEBUT DANCE TO ANiMATION WORLD © MAGAZINE JUNE 2018 • SPECIAL ANNECY EDITION 5 Publisher’s Letter 65 Warner Bros. SPECIAL SECTION: Animation Ramps Up 6 First-Time Director for the Streaming Age Domee Shi Takes a Bao in New Pixar Short ANNECY 2018 68 CG Global Entertainment Offers a 8 Brad Bird Makes 28 Interview with Annecy Artistic Director Total Animation Solution a Heroic Return Marcel Jean to Animation with 70 Let’s Get Digital: A Incredibles 2 29 Pascal Blanchet Evokes Global Entertainment Another Time in 2018 Media Ecosystem Is on Annecy Festival Poster the Rise 30 Interview with Mifa 71 Golden Eggplant Head Mickaël Marin Media Brings Creators and Investors Together 31 Women in Animation to Produce Quality to Receive Fourth Mifa Animated Products Animation Industry 12 Genndy Tartakovsky Award 72 After 20 Years of Takes the Helm of Excellence, Original Force Hotel Transylvania 3: 33 Special Programs at Annecy Awakens Summer Vacation Celebrate Music in Animation 74 Dragon Monster Brings 36 Drinking Deep from the Spring of Creativity: Traditional Chinese Brazil in the Spotlight at Annecy Culture to Schoolchildren 40 Political, Social and Family Issues Stand Out in a Strong Line-Up of Feature Films 44 Annecy
    [Show full text]
  • THE CASE of DENGUE CAMPAIGN by MBAZZAKI MAYIMUNA a Di
    A COMPARISON OF ANIMATED AND HUMAN CHARACTER PUBLIC SERVICE ANNOUNCEMENTS: THE CASE OF DENGUE CAMPAIGN BY MBAZZAKI MAYIMUNA A dissertation submitted in fulfilment of the requirement for the degree of Master of Human Sciences (Communication) Kulliyyah of Islamic Revealed Knowledge and Human Sciences International Islamic University Malaysia OCTOBER 2011 ABSTRACT This experimental study investigates the effectiveness of using animated characters in a public service announcement (PSA) on preventing dengue. The study seeks to find the difference in recall of animated and human character PSAs. This research also intends to unveil the difference in recall of PSAs between the recency and control groups. Using a post-test - only control group design, the researcher randomly assigned a total of 80 young adults to three experimental groups which are, animated group (who watched animated PSA only), human character group (who watched human character PSA only), recency group (who watched animated PSA in the last order) and one control group (no treatment given). The independent t-test analysis demonstrates that there was a significant difference in recall of the animated and human character PSAs with the results indicating that there was better recall for the animated PSA than the human character PSA. Furthermore, the test generated significant results for the recency effect towards recall of PSA. There was better recall of the PSA for the recency group unlike the control group which performed poorly in recall of PSA content. Generally, the results in this study suggest that animated characters and recency effect may enhance recall of PSA content. The researcher concludes that PSAs designed in persuasive formats with animation may play a pivotal role in raising public awareness on important societal issues that affect them and other people around them, for example awareness on the global burden of dengue and how to prevent it.
    [Show full text]
  • The Efficiency Issues on the Animation Production Stages
    THE EFFICIENCY ISSUES ON THE ANIMATION PRODUCTION STAGES WAN MUHAMMAD BIN WAN ABDUL AZIZ MASTER OF ART 2017 The Efficiency Issues On The Animation Production Stages by WAN MUHAMMAD BIN WAN ABDUL AZIZ A thesis submitted in fulfillment of the requirements for the degree of Master of Art Faculty of Creative Technology and Heritage UNIVERSITI MALAYSIA KELANTAN 2017 THESIS DECLARATION I hereby certify that the work embodied in this thesis is the result of the original research and has not been submitted for a higher degree to any other University or Institution. OPEN ACCESS I agree that my thesis is to be made immediately available as hardcopy or on-line open access (full text). EMBRAGOES I agree that my thesis is to be made available as hardcopy or on-line (full text) for a period approved by the Post Graduate Committee. Dated form___________ until _____________ CONFIDENTIAL (Contains confidential information under Official Secret Act 1972)* RESTRICTED (Contains restricted information as specified by the organization where research was done)* I acknowledge that University Malaysia Kelantan reserves the right as follows. 1. The thesis is the property of University Malaysia Kelantan. 2. The library of University Malaysia Kelantan has the right to make copies for the purpose of research only. 3. The library has the right to make copies of the thesis for academic exchange. ________________________ ___________________________ SIGNATURE SIGNATURE OF SUPERVISOR 850425-03-5219 DR NIK ZULKARNAEN BIN KHIDZIR Date: Date: i ACKNOWLEDGEMENT Author the opportunity to express the gracefully to Allah s.w.t for giving a strength to complete writing thesis.
    [Show full text]
  • Fusion Art Style of Malaysian & Japanese Anime
    International Journal of Innovative Technology and Exploring Engineering (IJITEE) ISSN: 2278-3075, Volume-8, Issue-11S2, September 2019 Fusion Art Style of Malaysian & Japanese Anime Dahlan Abdul Ghani, Nor Masliza Binti Md Azahar Abstract— Japanese development fusion and fashion eaten up via adults thru variety of type or report hobbies commonly depicted by way of excellent delineations, fiery such DragonBall, Naruto, Slam Dunk and generously extra. characters and fantastical subject matters. in any case, the In step with Dr. Susan J. Napier, an educator of the Malaysian movement continues to be new in this industry and japanese software program at Tufts university and acclaimed nevertheless has nonappearance of attempt in conveying quality vivacity from normal to pc empowered. eastern are commonly anime reporter, anime did now not see its whole rebuilding requested via goal measurement, including children's, kids, until later within the 20th century: "eastern anime was from youngsters and a various volume of types targeting an person the start in particular hard to find out in the West like collecting of observers. The cause of the research to discover celebrity Blazers crossed into American tv, however they about the similar characteristics appears at between Malaysian were regularly Americanized to the point of being vague improvement and japanese movement. This paper will examine with infelicitous names, American names, and once in a on more than one views which relates towards the socially various effect of Malaysian and eastern anime, for instance, while, distorted plot lines. By way of one way or the other, individual plan and cultural. anyhow, some the watchers began to peer that they had been seeing some thing awesome from American tv section and Keyword : Japanese Animation, Malaysian Animation, ultimately wound up aware about the japanese roots." character design, cross-cultural (Susan, 2007).
    [Show full text]
  • THE EVOLUTION of MALAYSIAN CARTOON ANIMATION 68 - 82 Faryna Mohd Khalis1, Normah Mustaffa2, Mohd Nor Shahizan Ali3, and Neesa Ameera Mohamed Salim4
    COMMITTEE PAGE VOICE OF ACADEMIA Academic Series of Universiti Teknologi MARA Kedah Chief Editor Dr. Junaida Ismail Faculty of Administrative Science and Policy Studies, Universiti Teknologi MARA Cawangan Kedah, Malaysia Editorial Team Aishah Musa Academy of Language Studies, Universiti Teknologi MARA Cawangan Kedah, Malaysia Syahrini Shawalludin Faculty of Art and Design, Universiti Teknologi MARA Cawangan Kedah, Malaysia Etty Harniza Harun Faculty of Business Management, Universiti Teknologi MARA Cawangan Kedah, Malaysia Khairul Wanis Ahmad Facility Management & ICT Division, Universiti Teknologi MARA Cawangan Kedah, Malaysia Siti Natasha Mohd Yatim Research And Industrial Linkages Division, Universiti Teknologi MARA Cawangan Kedah, Malaysia Azida Hashim Research And Industrial Linkages Division, Universiti Teknologi MARA Cawangan Kedah, Malaysia Editorial Board Professor Dr M. Nauman Farooqi Faculty of Business & Social Sciences, Mount Allison University, New Brunswick, Canada Professor Dr Kiymet Tunca Caliyurt Faculty of Accountancy, Trakya University, Edirne, Turkey Professor Dr Diana Kopeva University of National and World Economy, Sofia, Bulgaria Associate Professor Dr Roshima Said Faculty of Accountancy, Universiti Teknologi MARA Cawangan Kedah, Malaysia Associate Professor Dr Zaherawati Zakaria Faculty of Administrative Science and Policy Studies, Universiti Teknologi MARA Cawangan Kedah, Malaysia Dr Kamarudin Othman Department of Economics, Faculty of Business Management, Universiti Teknologi MARA Cawangan Kedah, Malaysia Dr
    [Show full text]
  • Cultural Inspirations Towards Malaysian Animation Character Design
    Jurnal Komunikasi Malaysian Journal of Communication Jilid 33(1) 2017: 487-501 Cultural Inspirations towards Malaysian Animation Character Design FARYNA MOHD KHALIS NORMAH MUSTAFFA Universiti Kebangsaan Malaysia [email protected] [email protected] ABSTRACT Culture is part of human development which evolves with civilization from ancient times to today’s digital era. Animation contributes to the cultural industry through signs and symbols and is captured from people’s different lifestyle and various grounds including religion, belief systems, politics, tradition, language, tools, costumes, buildings and arts. Wayang Kulit or ‘Shadow Play’ was once a famed traditional culture in the 1960s for entertainment purposes in Malaysia which fundamentally led to the continuation of the 2D and 3D animation studies. Nevertheless, students these days seem lack the sense of local identity as shown in their final animation project, as if the culture sentiment is getting faded. Since culture is also emerging with an identity where both fundamentals are strongly connected, this research aims to identify the influence of culture towards artwork, produced by art and design students who study animation. Content analysis was used to analyze the complete final artwork from selected university in Sarawak which offers this subject as a requirement. Besides a good storyline, animation must have a strong character design with a good personality, appropriate costumes and accessories. Results found that there are cultural influences where the character’s costume design is similar to the Sarawak traditional clothing. Thus, it proves that Malaysian culture is still sturdily inspiring students in creating their artwork. Keywords: Tradition, culture, identity, cartoon, character.
    [Show full text]
  • Vol.6, 2011 14
    Animation Studies – Vol.6, 2011 Hannes Rall Tradigital Mythmaking New Asian Design Ideas for Animation Introduction “Tradigital Mythmaking” might seem to be an unusual venture at first - a German animator and animation scholar working with young Asian artists to create new concepts for animation that are based on Asian mythologies and artistic traditions. An excursion into my own artistic and research background will establish the project in a wider context and explain its motivation. My own past and ongoing work has largely been defined by the search for a very personal and genuinely German style of animation. I came to Singapore in 2005 to teach animation at the new School of Art, Design and Media at Nanyang Technological University. The multi-cultural society of Singapore offers a beautiful kaleidoscope of the rich traditions of the regional arts - of course, prominently Chinese art, but also Indian, Malay, Indonesian and Philippine art-styles. I found that this wonderful diversity was not yet reflected in animation. My local students seemed to look primarily elsewhere for inspiration: they were mainly influenced by manga and anime and also tended to copy the design style of the Hollywood feature animation as established by Pixar, Dreamworks and Blue Sky Studios. My initial impressions and findings were supported by scholarly research in the field. According to Engel (2009), “Very often, there is a reliance on derivative concepts in character design and storytelling. The Japanese anime-style and the American school of caricatured realism are used as templates to ensure commercial success. While the commercial prospects of such an approach are questionable, it obviously prevents full artistic success.
    [Show full text]
  • Digital Puppetry of Wayang Kulit Kelantan: a Study of Its Visual Aesthetics
    DIGITAL PUPPETRY OF WAYANG KULIT KELANTAN: A STUDY OF ITS VISUAL AESTHETICS KHOR KHENG KIA THESIS SUBMITTED IN FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY CULTURAL CENTRE UNIVERSITY OF MALAYA KUALA LUMPUR 2014 ABSTRACT Wayang kulit Kelantan, a form of traditional shadow puppet theatre in Malaysia, is threatened with imminent extinction yet no significant attempts were made to preserve this cultural heritage. It is clear that with the current situation in Malaysia and the level of official support, wayang kulit Kelantan is unlikely to last long. Several researchers have suggested that traditional wayang kulit Kelantan to be digitalised into digital media so that it could be watched on the media screen in order to provide greater accessibility and flexibility. The digital puppetry of traditional wayang kulit Kelantan is very helpful in promoting this art form and also indirectly by preserving it via alternative media. This study aims to examine the possibilities and probe potentials of using Computer Graphics (CG) and modern technology to preserve the visual aesthetics of traditional wayang kulit Kelantan. The coverage of the study consists of three major aspects, namely: (i) the visual aesthetics of traditional wayang kulit Kelantan, (ii) Computer Graphics (CG)/ motion capture and (iii) digital puppetry. This study provides in-depth information and explanations on two major aspects. The first aspect is the identification and description of the facets of the visual aesthetics of traditional wayang kulit Kelantan; emphasizing its principal puppet designs and shadow images. The second aspect is the use of modern technology and CG to capture these facets into digital media.
    [Show full text]
  • From Mousedeer to Mouse: Malaysian Animation at the Crossroads
    From Mousedeer to Mouse: Malaysian Animation at the Crossroads Hassan Abdul Muthalib Since long-form animation began commercially in 1995, there has been an unprecedented production of animation for television and cinema. However, Malaysian animation is at the crossroads. Even though foreign sales have been made, it is not cost-effective for producers to continue making animation. The problem is further compounded with the large number of graduates entering the industry. What needs to be done so that Malaysia will not lose out in the production of animation films and TV series featuring local stories and characters that can effectively reach out to young people, and at the same time, be able to appeal to a global audience? I hope that we never lose sight of one thing: that it all started with a mouse. Walt Disney Introduction Malaysia's first animated television series was screened in 1995. In less than ten years, the industry has produced numerous ongoing animated TV series, feature films and telemovies. This is an unprecedented feat among the ASEAN countries, considering that Malaysia does not have established studios as in the Philippines, Thailand, Vietnam and Indonesia. Though these countries offer animation services to foreign studios, none of them have their own ongoing feature films or TV series. It would seem, then, that the Malaysian long-form animation industry is on the threshold of greater things to come. However, the general consensus among producers and practitioners is that the industry is not headed anywhere. Breaking into the global market is the possible answer, but this is easier said than done.
    [Show full text]