Biljana Jović (Serbian)
Title: Bio – Feel – Geometry (Biophilia – Biodesign)
Abstract: From 2012. Creative platform “Workshop Geometry” is designed for students of Landscape Architecture and Horticulture, all levels of studies. On this creative platform students have opportunity to express their creative inclinations trough the exploration of geometry, compositions and forms, visual communications. They have opportunity to present their work in a group exhibition at the Faculty of Forestry. We participated on international manifestation Belgrade Photo Month BPM 2017. BPM 2018. and BPM 2019. Student Cultural Center exhibition 2017. “Beyond Geometry” with bilingual reviewed Catalog. University Library “Svetozar Marković” workshops and exhibition. Expanded media art triennial – international exhibition in artistic pavilion “Cvjeta Zuzorić” 2016, and in Student Cultural Center 2019 organized by The Association of Fine Artists of Serbia (ULUS). Art and science overlapping and intertwining results will be presented and discussed. Multimedia DVD “Geometrical education using principles and tools of the 3D animation” will be presented, published by Faculty of Architecture, University of Belgrade, 2013. Digital visualization in landscape architecture by 3D modeling process of landscape architectural objects for urban open spaces. Bio inspiration by bio-digital means and methods as well as different approaches will be shown. All with purpose to find a way for sustainable living with nature-based solutions so peace with nature will be in focus. Educational computer graphics software in use, with focus on open-source Blender will be discussed, with advantages and limitations by comparing results on 3D bio-designed models done by talented students. Bio-geometry workshop results in India 2019 lectures, workshops, and exhibition will be presented.
Dr. Biljana Jović, docent was born in Belgrade, Serbia, graduated engineer of forestry – landscape architecture, with postgraduate studies – master of science degree and doctoral dissertation at the Faculty of Architecture, University of Belgrade in the scientific field descriptive geometry and geometry of architectural form which has a dual character: scientific and artistic. PhD thesis entitled: “Geometrical education in domain of visualization and experimental design using virtual technology”, obtained in 2012. Founder of creative platform “Workshop Geometry” at the Faculty of Forestry. Focus of her research interest is geometry, graphics, new technologies and interventions in space. In her work combines the approach of landscape architects as well as engineers and artistic approach to geometric principles finds beauty and expression. A member of the International Society for Geometry and Graphics (ISGG). Finalist on Asian Digital Modeling Contest, Tokyo Japan ADMC 2017. Technical Session Chair on AFGS 2017 and Member of Committee Board of AFGS 2019, Kunming, China. Cumulus + Grantee 2019. Rovaniemi, Finland. International Reviewer Board member on this Cumulus creative linking Conference. Program Committee member BALTGRAF 2013, Riga, Latvia; ISGG 2014 Innsbruck, Austria; ICGG 2016 Beijing, China; ICGG 2018 Milano, Italy and ICGG 2020 Sao Paolo, Brazil. Member of Scientific Board of APLIMAT 2019 and APLIMAT 2020, Bratislava, Slovakia. Invited lecturer at TU Vienna, Austria; TU Dresden, Germany; Arch College for Design and Business, Jaipur, India. Currently on position Head of Master Studies at the Department for Landscape Architecture and Horticulture. Worth project EU ambassador: https://www.worthproject.eu/biljana-jovic-2/.
Małgorzata Łuszczak (Poland)
Title: GAME LAB project
Abstract: The main purpose of GAME LAB project is to develop an innovative and permanent international cooperation based on the exchange of experiences, common research and creative activity of the academic centres in the European Union, Asia and North America. The core of the project is the International Game Lab Challenge, an eight-month workshop connected with game design for students of art, design and IT. Current workshops are conducted by 16 mentors who collaborate with scientists and representatives of creative industry. Each of the centres proposed an authorial program of workshops. Seven teams were created this way and currently 42 students from all over the world work in them. The goal is not just to create an interesting project, but also to acquire competencies valuable on the labour market, such as the ability of communication and working in an international team, being able to use advanced tools of project and team management, meeting specifications and keeping deadlines. We invited artists representing diverse fields of art (new media, video, animation, traditional graphics) to implement the part related to art. Find more information about the project at http://www.gamelab.us.edu.pl/.
Małgorzata Łuszczak was born in 1956 in Żywiec, Poland. She has been connected with the University of Silesia in Katowice for 40 years. She has worked as the director of the Institute of Art, Dean of the Faculty of Art and a member of the Senate. She has been a director of the International Laboratory for Game Studies and Design GAME LAB since 2020. In 2007-2018, she worked at the University in Trnava, Slovakia. In 1995-1999 she worked as an art director in a German company TopWare, which produced video games. She is an author of a few projects in the field of art education, popularising digital media and their use in art education in Poland and other countries, including Festival of Art and Independent Games carried out as part of Creative Europe for Culture programme in 2015-2019. She is an author of several articles and an editor of 23 monographs about contemporary art published in Poland and around the world. Her artistic work includes: drawing, graphics, animation and digital media. The artist connects traditional media with digital print and augmented reality. She uses digital media to create pictures inspired by landscape diversity. Her works have been presented at 30 individual and over 600 collective exhibitions in Poland and abroad, including Belgium, France, Russia, Germany, Spain, Portugal, the USA, Mexico, Canada, India and Vietnam. Małgorzata Łuszczak has received numerous awards and honourable mentions for her artisitic and organisational activity, innovative didactics, international cooperation and popularisation of culture and art in Silesia. For more information visit http://www.malgorzataluszczak.com/.
Hirotaka Suzuki (Japan)
Professor (Associate), Kobe University
Title: Establishment of the Graphics Literacy Education and Research Center in the School of Engineering, Kobe University
Abstract: The Graphics Literacy Education and Research Center was established in April 2020 in the graduate school of Engineering, Kobe University. The center focuses on advanced education and research encompassing multiscale engineering design literacy for urban and architectural planning, industrial design and energy flow design, including a wide variety of disciplines from large to microscopic scale. The center also conducts education and research activities related to basic studies for design such as aesthetics and graphics sciences. We defined that the elemental technologies that students belonging to faculty of engineering should have in common are ‘Drawing,’ ‘Manufacturing,’ and ‘Measuring’. And we thought that the knowledges, software, and hardware are significant to realize advanced education of graphics literacy. Knowledges are corresponding to ‘Projection’ and related skills, Software is including tools of ‘Computer Aided Design’ and ‘Computer Graphics’, and Hardware is including ‘3D Printer’, ‘3D Scanner’, and ‘Quad Copter’. The activities of the center in the year 2020 are classified into 2, practical activities and educational activities. As practical activities, web page of the center was established and information about graphic literacy was disseminated from the page, a series of open seminars of visualization was organized, and the open competition of space design and technical proposal under the environment of COVID-19 pandemic was organized as well. And, as educational activities, reorganization of syllabus of descriptive geometry into that of graphics literacy based on the concept of the center was discussed. The detail of the activities will be explained in the lecture.
Hirotaka SUZUKI was born in 1968 in Tokyo, Japan. He got a bachelor’s degree in Architecture, a master’s degree in Information Engineering, and a doctoral degree in Architecture from School of Engineering, the University of Tokyo. From 1996 to 1999, he worked at Fac. of Environmental Information, Keio University as a research associate. From 1998 to 2000, he worked at Asian Disaster Reduction Center as a senior researcher. From 2000 to 2012, he worked at School of Engineering as a lecturer and an associate professor, and at Global Exchange Office as a staff and a vice director in Osaka City University. And, from 2012 to 2021, he worked at Dept. of Architecture as an associate professor and at Graphics Literacy Education Center as the director in School of Engineering, Kobe University. He stayed Aarhus University in Denmark in 2015 for cooperative research in the field of paper folding lampshade design, and he stayed Vilnius Gediminas Technical University in Lithuania in the year 2016 and 2019 based on Erasmus+ staff exchange program. He is an author of several books in the field of Computer Graphics, Architectural Light Environment, and Descriptive Geometry. He was the chair of the executive committee of International Conference on Geometry and Graphics 2010 held in Kyoto, Japan, the vice chair of the Asia Lighting Conference 2018 held in Kobe, Japan. And he was a board member from 2010 to 2016 and the treasurer from 2017 to 2020 at the International Society for Geometry and Graphics.
Kunio Kondo (Japan)
Emeritus Professor School of Media Science, Tokyo University of Technology
President of Asia Digital Art and Design
Title: Content Production Technology Research and Education for CG animation and Game
Abstract: Contents such as animation and games play a part in Japanese culture and are highly competitive internationally, attracting attention from many countries. By advancing research on content production and reconstructing and systematizing engineering knowledge, we have established content production technologies that have attracted attention from the industry. Scenario writing, character making, and directing techniques are three essential areas in visual content production. In this talk, the speaker will introduce our research in these three areas. (1) We developed the writing support system created based on the scenario production workflow. Concerning scenarios, which are the foundation of video content, we aim to support the entire production of video content by streamlining information among producers. (2) The purpose of this research is to support character design. By analyzing existing characters, we have developed a method to make the “tacit knowledge” of designers into “Explicit knowledge” that can be used in design by anyone. We described our research on analysis and classification of character setting information, design draft production support using character scrapbooks, and character design draft production using three-dimensional models. (3) We have developed a system to support the direction. We developed on lighting simulation system, which are the most critical aspects of production, and a library for camerawork simulation. The content production education is based on production experience using the same environment and getting the development skills to make the production technology even more advanced.
Kunio KONDO was born in 1954 in Aichi, Japan. He is an Emeritus Professor at the Tokyo University of Technology. He got a doctoral degree in the University of Tokyo in 1988 and his Bachelor from Nagoya Institute of Technology in 1978. He was Associate professor of Department of Information and Computer Sciences, Saitama University, Lecturer of Tokyo Polytechnic University and Technical staff of Nagoya University, a part-time lecturer of The University of Tokyo, Aichi Prefectural University of Fine arts and Music, Kyushu Institute of Design, Visiting professor of Toho University. In 2021, he is a visiting professor at Kobe Design University, Kanagawa Institute of Technology, and the University of Silesia in Katowice. His research interests are computer graphics, content production technology for animation, games, and interactive modeling. He received the IPSJ the Anniversary Best Paper Award in 1985, JSGS Research Award in 1985, and JSGS Best Paper Award in 2011, The Yayasan MSU-ADADA Award of the Lifetime Achievement in Digital Art and Design in 2019. He is a Fellow of IPSJ and a Fellow of IIEEJ. He is the president of ADADA International and ADADA Japan. He was former President of The Institute of Image Electronics Engineers of Japan, former President of The Society for Art and Science, former Vice President of Japan Society of Graphic Science, and Chair of SIG on Computer Graphics and CAD of Information Processing Society of Japan, Committee member of ICGG and AFGS. or more information visit https://kondolab.org/.