VARNA SWARA - ISCA

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www.iscaglobal.org A part of Creative Education A monthly publication by International School of Creative Arts AWARENESS CLASS WORKSHOP STUDENTS CORNER JANUARY 2020 Edition THE NEWSLETTER Colorful Voice VARNA SWARA 6 3 4

Transcript of VARNA SWARA - ISCA

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www.iscaglobal.orgA part of Creative Education

A monthly publication by International School of Creative Arts

AWARENESS CLASS

WORKSHOP STUDENTS CORNER

JANUARY 2020 Edition

THE NEWSLETTER

Colorful Voice

VARNASWARA

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3

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FromThe Editor

Dr. Ajmera Mohan SinghAcademic Head

With the higher penetration of the In-ternet and increasing digitization, the media and entertainment indus-

try (Games, VFX, Animation, Fashion, Film, Advertising & much more) has seen exponen-tial growth with social media, digital marketing and advertising ruling the roost. Web-based television or online streaming is another nov-el area which has quickly captured the mar-ket and continues to grow and acquire new consumers. Despite traditional media losing viewers/consumers to new media, the media and entertainment industry has shown an in-credible growth trajectory. This impressive

growth path can be ascertained by the fore-casted compound annual growth rate of me-dia and entertainment industry between the period of year 2016 and 2021. CAGR for the aforementioned period has been estimated at 13.9 per cent. This means that by 2021, this industry would be worth US$ 37.55 billion. With an insight to how our industry works, Mr.Naga (Head of Animation) has shared some of the key prospects of the industry through our newsletter. With the growing need for talented artists, the challenge rises as we nurture them. And this gap, where artists are left in vain would be removed with the rise of better emergent technologies. Meanwhile at ISCA, we not only nourish these talented minds with the knowledge of creativity, but also re-linquish their lives by guiding them in the right path. We recently conducted the ILLUMINARE event, where Mr.Ananthalal (Circle Inspector of Kerala Police) spread the awareness of the Negative Influence of Drugs to our students. At ISCA we follow a strong “No Drugs” policy and are always in the look for any suspicious activity. But as proud as our students make us, we have no noted incidents to date and will keep it that way to the far future.The scope of career in this versatile industry is massive and varied with a promise of providing good perks as well as creative satisfaction. Media and en-tertainment industry is an umbrella term and includes many areas and subareas under its fold. Television, Radio, Print, Films, Theatre, Advertising, Journalism, Public Relations, Dig-ital marketing, OOH, Gaming and Animation are the primary areas of this industry.

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AWARENESS CLASS-ANANTHALAL

Campus Activity

On 28th of January 2020 we had Mr. Ananthalal Circle In-

spector of Kerala Police at our Campus to spread an awareness of Negative Influ-ence of Drugs. Through his inspiring speech and activities he helped the students to un-derstand the bad influence of Drugs.

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Club ActivityDESIGN THINKING

WORKSHOP

George Vivian Paul, an Indian stand-up comedian and also the founder of Kochin Comedians.

Vivian, the one who upraised stand-up com-edy to another one extreme at Kerala, began his career at a time when it wasn’t recognised as an art form at Kerala. Student’s hearkened with curiosity to Vivian’s thoughts. And at the same time the entire crowd were laughing to

their fullest at his jokes.He shared the tacks he used in communicating or delivering his thoughts to his crowd. His clear cut percep-tions on understanding the mind of the audi-ence helped the listeners/students to per-ceive the theory behind delivering thoughts, speeches and even performing art forms before a crowd.He also delivered the chal-lenges he had throughout his career and the trials he faced in introducing something to

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are too much relative to design context. Those are his percept’s too.

“The different attitudes of individuals towards a unique issue toughens the job”, all together laughs rarely, and this too varies from venues to venues; he shared! He researched each day on his field of work to bring up new phase for the art form.

Creating a brand for oneself takes a longer pe-riod in some cases. He did it for himself through the dedication towards his passionate art form. He found the artists of his similar wavelength to take stand-up comedy to a mainstream. He organises open mic in Kochi.

the audience at ‘mimicry shows’ and ‘stage plays’ in a comprehensible manner. Our stu-dents catechized Vivian with their doubts to which he answered in a very apprehensible manner. The student’s inquisitiveness regard-ing the stand-up comedy and its relevance was clearly defined. Design solutions happens while a problem is faced, he explained. So the chal-lenges faced by comedians are solved through design thinking. The overlap between comedic development process and design development process was discussed with the students. De-sign process is everywhere.

He enlightened the students on Agile and Lean design principles and the process clearly. How the feedback becomes important to a stand-up comedian? The question raised by our students was answered by him: “The comedians under-stand the rule of laughter and also the humour that might become successful among the au-dience, once delivered. If it works, they stay in the joke and reiterate. Just like how prototypes are made and feedback is taken in design.

In the comedic world, we must unlearn to put together jokes than don’t fail. And then we start learning to make larger or wider audience to laugh or interact. This is so much similar to de-sign. Innovate, Adapt, Improvise and change

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Student Corner

The bright colors of tree makes the dull back-ground beautiful. It is same as our life.

The art itself says about the beauty within you that is lost due to outside affection.

The art itself says about the beauty within you that is lost due to outside affection. In life we

show what people want, not what we are.

The girl with such a beautiful hair try to hide herself using her hair beauty. But she dont

know whats inside her is more beautiful.

Art byGurpreet Singh

1st year MA Student

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Fathom not does an ordinary man, Walking along a strain of hair, Heeding to the words of

none, Not one knows how to fare,

Vigilant were some humans, Their egos would bloat and glare, And amidst the deepest stones,

Lurking eyes would wake and stare,

Wailing winds, would carry no bones, And uni-verses it would tear, And while awe would bring a sudden tone, It’s best that no one is spared,

Little had the little known, For they chose to whine and fear, And when all was lost and un-

known, They had nothing left, but a tear,

We stop to wonder, often, Of the lives we live here, Are we really heading to heaven? Or are

we far enough, that hell is near,

They say you doubt, when your enemy has fall-en, You face a certain regret, fear, Something that takes you to the heathen, Something that

makes him, dear,

Aren’t we all certain, Certain of our lives to en-dure, Endure the life of a human, Who’s heart

ain’t so pure,

And yet here we are, a burden, To the land we lure, With a heart of stone, And we have no

cure.

Faculty Corner

MAN

Gautam Krishna - Faculty, Game Art & Design

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Industry Corner Global consumers are displaying a growing appetite for engaging, high definition visual experiences. Movie-goers are demanding high quality productions with engaging realistic Ani-mation & Visual Effects and studios are includ-ing more Animation and VFX into films. Con-sumers are consuming more immersive content across channels such as ultra-high definition TVs, tablets and smart-phones to head mount-ed devices. Cloud computing is playing a key role in rendering processes as cloud-based rendering of animation films is more effective and efficient.

Animation, VFX and games content are also being consumed on Netflix, Amazon, YouTube, Twitter and Face book. With the growing in-ternet penetration and access to multimedia devices, people are spending more time on streaming digital content. Streaming video is the fastest growing segment distribution chan-nel for animation and is witnessing the growth and expected to continue for the next few years. This growth is attributed to the exponen-tial growth in the number of online video view-ers throughout the world.

Popular E-Sports tournaments have rich spec-tator interactions and immersive fan expe-riences for in-person and online viewers. Micro-segmentation of fans is emerging as E-Sports leagues and tournament are consol-idating various genres, platforms and viewing experiences by careful customer segmentation, targeting and positioning. China has become a leader in E-Sports and several tournaments are organized throughout the year with mil-lions participating in both online and offline multiplayer modes.

Future : Visual Effects

The demand for Animation, VFX and Gaming has expanded with the in-crease in targeted broadcasting hours

by satellite TV, availability of low cost internet access, mobile devices along with the grow-ing popularity of streaming video. In addition, the demand for Animation content to power immersive experiences such as Augmented Reality and Virtual Reality is growing exponen-tially. The rapid advancement of technology has made Animation, VFX & Games available to the masses, and this industry has become one of the fastest growing segments in the global media and entertainment market.

Naga M Head of the Department , Animation

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