Back to search

VIRTUAL PRODUCTION STUDIES for the Creative Industries

2020-1-NO01-KA203-0765122020Strategic Partnerships for higher educationfinalized
Countries: NO|HR|DK|UK · Grant: €410,673
Creativity and cultureNew innovative curricula/educational methods/development of training coursesCooperation between educational institutions and business

Project summary

BACKGROUND All VIPROS partners educate students, whose artistic skills and careers are closely connected with the relevance of the tools and work practises they employ. The partners, therefore acknowledge the impact technological changes have on the Creative Industries’ workforce. We understand the importance of responding to new circumstances and absorbing innovation. VISION VIPROS will contribute to more correlations between Arts and STEM fields in the education of graduates headed for the Creative Industries ( CI ). The rationale for increasing such STEAM collaborations, is that collaboration and knowledge exchange with STEM fields better equip the Arts to innovate, manage disruption and work in environmentally sustainable ( ES ) ways. FRAMEWORK VIPROS has identified the inherently STEAM driven field of "Virtual Production” ( VP ) as an optimal framework for cultivating innovative practices. With its convergence of Film, TV, Games, AV-Tech. skills, VP is a crucible for STEAM collaboration and innovations, which will elevate creativity, decrease cost and induce positive attitudes towards more ES production routines. OBJECTIVES: From the project's intended impacts, below objectives are derived: Obj_1: Research VP skill requirements / gaps & STEM + Arts work practices to map innovation potential & anticipate future skill needs Obj_2: Study, define, validate and describe Virtual Studio Sets’ ( VSS ) “state of the arts” Good Practises and innovation potential in collaboration with STEAM researchers, VP experts & CI professionals Obj_3: Develop, trial and quality assure CI facing HEI ( CIHEI ) Courses & Didactic Materials Obj_4: Provide open access to VSS Good Practices, CIHEI Courses, Didactic Materials and Tools Obj_5: Build VIPROS recognition, collaborations and audiences through continuous dissemination Obj_6: Ensure VIPROS sustainability by implementing courses in partner curricula & via long-term HE /CI business partnerships PARTICIPANTS All partners educate CI facing students and understand needs and potential in the “knowledge triangle” between STEM + Arts research, enterprise and education. Between them, they provide the project: Production Design, VFX, Cinematography, CGI, 3D animation and Game Engine programmes, as well as access to professional studios / equipment, VR and Motion Tracking researchers and labs. Current partners are: - Abertay University - Academy of Dramatic Art / University of Zagreb - Norwegian Film School, Inland Norway University of Applied Sciences - Truemax Academy - Epic - Nordisk Film - British Film Institute - NO National Broadcaster, NRK KEY ACTIVITIES & RESULTS A core activity for VIPROS is production of 7 Intellectual Outputs ( IO ), required for attaining the project’s objectives and rendering its intended impacts. Correlating with the production and quality assurance of the IO we arrange 8 Learning, Teaching, Training Activities ( LTTA ) and 6 Multiplier Events ( ME ) to raise attention and harvest feedback from target groups in Film, TV, Games, AV-Tech., -enterprise and -education. METHODOLOGY The project results are developed iteratively. For each iteration the IOs’ evolve and solidify in dialogue with two parallel processes: knowledge exchange and quality assurance. Throughout the project, IO production teams and stakeholders evaluate progress and exchange knowledge via LTTA. To optimise IOs’ alignment with recipients’ needs, project target groups are involved in the IOs’ quality assurance via participation in Labstudies, course trialling or ME. IMPACTS Intended impacts are: Imp_1: Increased VP research and knowledge production in collaborations between CIHEI and VP industry leaders Imp_2: CI Businesses & Professionals are able to observe, explore and test methods for employing the artistic-, practical-, financial- and environmental benefits that VP/VSS offers Imp_3: Fewer skill gaps between STEM + Arts at CIHEI and more graduates who can contribute to CI enterprises’: competitiveness; ability to innovate and; employment of ES work practices Imp_4: Key CI oriented Funding Bodies & Sector Interest- & Knowledge- Organisations absorb VIPROS insights and consider VP’s potential in strategies, R&D- /innovation- initiatives EFFECTS & LONG-TERM BENEFIT In consequence of the impacts, projected effects are: Eff_1: Improved conditions for innovation in the “knowledge triangles” between Film, TV, Games, AV-Tech., -research, -enterprise and -education Eff_2: CI appreciation of artistic-, commercial- and societal value of ES aware innovations The long-term benefit of impacts and effects is assumed to be strengthened EU CI competitiveness. VP pushes the envelope for AV ideas that can be realised, decreases the efforts required to produce them, and benefits from growing consumer and policy support for CO2 reduction

Objectives

VIPROS aimed to strengthen innovation across Film, TV, Games, AV-Tech, research, enterprise, and education in response to the Creative Industries' (CI) growing need for innovation and sustainability. The project's strategic objectives can be summarised as: > Unlocking Creativity: VP provided a platform to realise innovative audiovisual ideas. > Resource Efficiency: VP introduced cost-effective production methods, enhancing financial and environmental sustainability within the CI. The project's intended impacts were expected to be: >> Increased VP research and collaboration between HEI and CI leaders. >> CI businesses and professionals benefiting from VP/VSS's artistic, practical, financial, and environmental advantages. >> Reduced skill gaps between STEM and Arts graduates, enhancing CI competitiveness, innovation, and environmentally sustainable practices. >> VIPROS insights absorbed by CI-focused Funding Bodies and Sector Organisations, contributing to VP's potential in strategies and R&D initiatives If attained, these intentions brings innovation and sustainability to the CI in general and by bridging STEM and Arts in context of film/TV, benefiting research, businesses, and graduates pertaining to the film/TV, game sectors.

Background

The partners recognised the need to address and harness disruptions caused by the rapid technological advancements affecting EU Creative Industries and the film/TV, and Games sectors in particular. In tandem, they understood the need for researchers and educators to find ways to mitigate impacts of the climate crisis. VIPROS was an opportunity employ the triangle of research, education and industry to foster innovation and keep education at pace with the changing landscape of creativity, technology and the needs of society. As vehicle, the partners chose Virtual Production (VP). A concept, which combine digital tools to create realistic sets for film/TV recordings, reducing the need for resources. This innovative approach provides a sustainable alternative to traditional film/TV production that decreases transport, storage and consumption, which fosters eco-friendly practices. In essence, the intention was to embrace VP, to drive innovation and educational excellence by adapting to rapid technological changes and creating valuable collaborations across domains. This, to ensure the success of students and strengthen the sustained relevance of Europe’s educational practices and its world leading position as incubator of talent.

Project partners (4)