VIRTUAL PRODUCTION STUDIES for the Creative Industries Erasmus Project
General information for the VIRTUAL PRODUCTION STUDIES for the Creative Industries Erasmus Project
Project Title
VIRTUAL PRODUCTION STUDIES for the Creative Industries
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : Strategic Partnerships for higher education
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: Creativity and culture; New innovative curricula/educational methods/development of training courses; Cooperation 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
EU Grant (Eur)
Funding of the project from EU: 410673 Eur
Project Coordinator
HOGSKOLEN I INNLANDET & Country: NO
Project Partners
- SVEUCILISTE U ZAGREBU
- Truemax
- THE UNIVERSITY COURT OF ABERTAY UNIVERSITY

