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

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.

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Publication Details

Journal
IEEE Computer Graphics and Applications
Published
2025-03-01
DOI
https://doi.org/10.1109/mcg.2025.3528677
Primary Topic
AI and Multimedia in Education
Type
article
Field-Weighted Citation Impact
0.00
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article

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

Kazunori Miyata, H Matsunaga, Yukari Nagai
IEEE Computer Graphics and Applications
AI and Multimedia in Education
article

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

Kazunori Miyata, H Matsunaga, Yukari Nagai
article en

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.

IEEE Computer Graphics and ApplicationsVol. 45(2)
Japan Advanced Institute of Science and Technology (JP)
Openalex Percentile: Top 94%
AI and Multimedia in Education
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Bridging the Gap: Long-Term Collaboration Between Computer Graphics Production and Educational Institutions in Japan — Kazunori Miyata, H Matsunaga, et al. · IEEE Computer Graphics and Applications (2025) | TGRS Research Map | TGRS