The European games, animation and VFX industries, along with related educational institutions, are shifting towards sustainable practices due to growing awareness of workforce well-being, however, layoffs and increased interest in these fields has intensified competition in an already saturated job market. This has created contradictory expectations for prospective employees: the ideal employee, an adaptable team player, team-fit, with strong interpersonal skills; but also the ideal applicant, characterised as standout, highly skilled, competitive, and self-promoting. Using Study Demands-Resource Theory, this study examined how educational institutions and emerging talents navigate these contradicting demands. Thematic analyses highlighted the extreme nature of the overall industry, job market and academic demands placed on students, as well as how peer support, messages of reassurance, and well-meant advice can be both resources and stressors. Educational experts and students face critical decisions with significant implications for well-being and career prospects.
DOCUMENT
The European games, animation and VFX industries, along with related educational institutions, are shifting towards sustainable practices due to growing awareness of workforce well-being, however, layoffs and increased interest in these fields has intensified competition in an already saturated job market. This has created contradictory expectations for prospective employees: the ideal employee, an adaptable team player, team-fit, with strong interpersonal skills; but also the ideal applicant, characterised as standout, highly skilled, competitive, and self-promoting. Using Study Demands-Resource Theory, this study examined how educational institutions and emerging talents navigate these contradicting demands. Thematic analyses highlighted the extreme nature of the overall industry, job market and academic demands placed on students, as well as how peer support, messages of reassurance, and well-meant advice can be both resources and stressors. Educational experts and students face critical decisions with significant implications for well-being and career prospects.
DOCUMENT
Presentation about entrepreneurial thinking in games, animation and VFX industries.
DOCUMENT
In recent years, a step change has been seen in the rate of adoption of Industry 4.0 technologies by manufacturers and industrial organizations alike. This article discusses the current state of the art in the adoption of Industry 4.0 technologies within the construction industry. Increasing complexity in onsite construction projects coupled with the need for higher productivity is leading to increased interest in the potential use of Industry 4.0 technologies. This article discusses the relevance of the following key Industry 4.0 technologies to construction: data analytics and artificial intelligence, robotics and automation, building information management, sensors and wearables, digital twin, and industrial connectivity. Industrial connectivity is a key aspect as it ensures that all Industry 4.0 technologies are interconnected allowing the full benefits to be realized. This article also presents a research agenda for the adoption of Industry 4.0 technologies within the construction sector, a three-phase use of intelligent assets from the point of manufacture up to after build, and a four-staged R&D process for the implementation of smart wearables in a digital enhanced construction site.
DOCUMENT
PANEURAMA innovation alliance for the creative media sector.
DOCUMENT
DOCUMENT
The aim of this research is to explore the potential of Mixed Reality (MR) technologies for Operator Support in order to progress towards Industry 4.0 (I4.0) particularly for SMEs. Through a series of interventions and interviews conducted with local SMEs, potential use cases and their drawbacks have been identified. From this, insights were derived that serve as a starting point for conducting further experiments with MR technology in the smart manufacturing laboratory at the THUAS in Delft. The intervention consisted of a free form workshop in which the participants get ‘tinkering’ time to explore MR in their own work environment. The various levels of awareness were assessed in three stages: during an introductory interview, and after an instruction meeting and some ‘tinkering’. The study took place in the period from January 2022 to July 2022 with 10 local SMEs in the Netherlands. The results show that for all SMEs the awareness and understanding increased. The use cases identified by operators themselves concerned Quality Control, Diagnostics, Instruction, Specification and Improvement of Operations. Drawbacks foreseen related to Ergonomic Concerns, Resistance from operators, Technical considerations, Unavailability of MR device and an insufficient digital infrastructure to support MR in full extent. The use case most promising to the participants was further developed into a physical prototype for an ‘assisted assembly cell’ by which the aspects of ergonomics and the mentioned technical considerations could be analysed.
MULTIFILE
Entrepreneurship and Innovation As an upcoming artist – what does the animation business look like? What are the challenges for the people and for companies? These are more than just questions; they're the starting point for a crucial conversation about the future of animation in Europe. Despite a wealth of talent and original ideas, Europe’s audiovisual sector still struggles to compete globally. A lack of collaboration, slower adoption of new technologies, and limited support for innovation and entrepreneurship continue to hold us back. So, what will it take to build a stronger, more dynamic animation and games industry in Europe? Are our creative and cultural values at odds with a more market-driven mindset? And who will step up to lead the change? To kick things off, researcher Silke Hassreiter will share insights from a year-long research project on entrepreneurship and innovation in the creative industries highlighting current barriers and pointing to strategies for growth. Following this, we invite an open discussion with students, educators, industry voices, and emerging professionals: What needs to change and how can we, as the next generation of creators, help drive that change? All VAF Sessions are in English and are geared towards talents and students of film, gaming and animation.
DOCUMENT
DOCUMENT