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Monday, May 10, 2021 at 10:00 AM to Friday, May 14, 2021 at 6:00 PM CEST
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Participants should select the theme or exhibition they are interested in, presented by the museums they have visited (online visit is possible). Then students will design the content they want to convey using easy-to-understand means of expression. They shall investigate the museum and its collections and then reconstruct the content in an easy-to-understand manner. In other words, during the workshop, we will develop ideas concerning messages which introduce museum collections. In the final presentation, we will see if the theme and obtained knowledge has been passed on accurately and clearly. It is crucial to choose and research a favourite museum before the workshop starts.
During this visual narrative workshop, you will make a small book whose character should resemble a poem more than prose fiction. In other words, the emphasis will be on form, rhythm, emotion and atmosphere. BEFORE THE WORKSHOP Make a simple model of an architectural space using foam board or cardboard and dressmaker's pins or Patefix to quickly and flexibly reposition flat surfaces that represent walls, ceilings and floors. Illuminate your invented spaces, f.ex. use an anglepoise desk lamps or your phones. You may introduce windows and doors or reflective surfaces such as mirrors or tin foil. Your spaces can be relatively abstract or they can represent real rooms, corridors and staircases. They can be cross-sections of a house, tower or stairwell. They can be cross-sections of a house, tower or stairwell. Work to scale, cut out a human figure and let it be your guide. You can create paradoxes and visual contradictions.
Innovative applications of technologies such as Augmented Reality make it possible to generate a new ecosystem of experiences, reinventing certain aspects of design, breaking down the rules of concrete reality and the wall between online and offline practices towards a new design approach. The city is configured as a new fertile ground for experimentation; where they cause the onset of mental health disorders, augmented reality, integrated with other technologies, can change the perception of specific spaces, generating new relationships with the citizens. Students will be asked to analyse some aspects linked to the world of mental health during the workshop and turn them into concepts to be applied through the design of Instagram filters to be tested at the urban scale.
During the workshop, participants will prepare kirigami cut-outs and use them to stage short shadow plays. Kirigami is traditional Japanese paper cut-outs, usually designed to decorate houses and apartments during the Oshgatsu - New Year's Day celebration. These paper compositions are traditionally dedicated to various kami deities. Still, many contemporary artists produce kirigami regardless of religion and use them in multiple media, including animation. During the workshop, kirigami cut-outs will be used as characters and backgrounds for staging short silhouette shadow plays and, if possible, cut-out animation shorts.
The idea of this workshop is to introduce the student to a real-life situation. We spend 8 to 12 weeks teaching our students how to design a logo and branding during the school year. Once the student graduates, the design studio/ad agency is going to ask the new hired student to design a logo for “yesterday”. The first thought that is going to cross the student’s mind: “I never learned how to design a logo within this timeframe”. Although “yesterday” refers metaphorically to the short period of time that s/he will have to develop assignments it also adds a high level of stress to the students facing these new challenges.
Part One: Analysis Identify a social or health-oriented organization that needs a campaign. This organization could be disease/ health-related or justice-related. Research the organization and identify the key themes that could shape a campaign. What does it inspire you to do? Does it inspire you to take action? Part Two: Develop campaign messaging Write the key messages and develop a concept for your campaign. Consider the balance between language that engages the viewer and language that describes the seriousness of the situation. Know that storytelling may produce a better response than statistics. Part Three: Design the Campaign Design a new visual campaign (poster, social media, advertising, multi-channel, etc.) for your organization. The form factor is for you to determine. The Design should showcase the seriousness of the organization and balance the engagement of the audience.
Attention! The workshop Introduction to virtual film production is rescheduled. It will take place May 5th (Wednesday) - 8th (Saturday), the first day starts at 11.00 am. The registration will end on Tuesday, May 4th., at 11.00 pm. In this workshop, we will introduce Virtual Production and how it is changing the film industry, notoriously with the success of Disney's The Mandalorian. We will show the classic visual effects pipeline (based in postproduction), compared to the new methodology (based in preproduction) and how real-time technologies, like camera tracking and led panels, can help shoot final pixels directly on set. We will also see the advantages and disadvantages of green screen vs led panels and when it's best to use each.
This workshop is designed to achieve knowledge concerning Japanese visual culture, especially manga and other graphic arts. Focusing on the aspects of a chosen manga artwork, we will learn various conventional visual representations. Every manga graphic novel can be broken down into many elements, including characters, shapes, backgrounds, deformations, emotional expressions, etc. Through analyzing these elements, participants will get the necessary knowledge, which will allow them to produce their artworks.
Faculty of New Media Arts is a cooperation between the Polish-Japanese Institute of Information Technology (www.pja.edu.pl/en) and the Academy of Fine Arts in Warsaw. It was set up in 2005 and offered unique studies combining artistic skills with mastery of modern ICT. In 2010 PJIIT was accepted to the CUMULUS organisation - an exclusive club of the best art schools in the world. We were the third Polish arts school who joined it, after Academies of Fine Arts in Warsaw and Cracow. The curriculum combines theory and practise both in the field of information technology and visual arts. IT subjects cover such areas as algorithms, computer use, software engineering, multimedia, computer graphics and animation, 3D modelling. Theoretical knowledge is complemented by practical skills gained during workshops in computer labs. Visual arts education emphasises visual forms. Therefore students learn sketching, composition, painting, classical animation and camerawork. They get acquainted with making short film forms, especially creating special effects using 3D techniques and computer animation.
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