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Udbhav Jain | Mdes AN 15-17


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Source: India,   IDC IIT Bombay

Date: 2015-2017 

Medium: Photograph

Credits: IDC


Detailed Description

Udbhav Jain is currently working as a lead animator at JoVE. He received his M.Des in Animation Design from IDC (IIT Bombay) in 2017. He graduated with a BTech in mechanical engineering from Inderprastha Engineering College. His previous work experiences are: an internship at Connected Learning Initiative (2016), Teaching Assistant at Industrial Design Centre (2015–2017), Research Associate at Industrial Design Centre, IIT Bombay (2017–2019), and Motion Graphics Designer at JoVE since 2020, where he will continue as a Lead Animator.


Related Links:
https://www.behance.net/udbhavj


Reference Links:
http://ddsidc.com/2017/portfolio/udbhav/


Projects

Analysing Indian Superhero Comics in Accordance with Comic Theories

This study is intended to study the text-image relationship in the context of Indian superhero comic books. Moving along the line of comic book theories that have already been established by authors Will Eisner and Scott McCloud, a selected number of Indian comic books are analysed. Any further patterns from those analyses are also recorded.


Summer Internship under CLIx program in Tata Institute of Social Sciences(TISS)

The Connected Learning Initiative (CLIx) is the outcome of a collaboration between the Tata Trusts (India), the Massachusetts Institute of Technology (MIT, Cambridge, Mass., USA), and the Tata Institute of Social Sciences (TISS, Mumbai, India). CLIx has been created to provide young people from underserved communities opportunities for participation in quality education offerings through the meaningful integration of technology.

CLIx is geared to provide engaging, hands-on learning experiences in mathematics, three science subjects, communicative English, and digital literacy through the i2C (Invitation to CLIx) platform, integrated with value education and skills relevant to the 21st century.

In the first phase, these resources are being offered to students of government secondary schools in the four Indian states of Chhattisgarh, Mizoram, Rajasthan, and Telangana in their respective regional languages.

As a platform for innovation in education, CLIx also supports the professional development of in-service teachers, making substantial contributions to teacher education in Indian languages. Challenges facing students from rural areas who manage to reach high school tend to include weak foundations laid in primary school, an unavailability of resources in their own languages, isolation and poor access to learning opportunities, and a lack of qualified teachers, particularly in math, science, and English. In this context, CLIx addresses both curricular content and pedagogical approaches to work with students and teachers and deliver quality solutions at scale.


Experimental Animation

Experimental animation, as a keyword, is a new age genre of animation as compared with the already existing ones, i.e., 2D, 3D, traditional, stop-motion, and motion graphics. By definition, it refers to any animation that employs a methodology different from the traditional or well-established ones. Actually, there are no defined peripheries of the genre, as it largely depends on the idea and the way of implementation. Experimental animation can use a new method entirely or use the existing ones in a different light. That makes experimental animation a genre of negation, such that whatever doesn’t fall in any other category falls here. Even the traditional techniques were experimental when they were first tried out, and many of the established experimental techniques have now become too common.

As a genre or a field, experimental animation spreads over a far wider area than one can cover in an academic project. My motive for the project was to study as many experimental techniques as the semester would allow and see in what ways I could modify and/or hybridise them, and if in that way the combined style could emerge as something new.


Experimental Animation

Experimental animation, as a keyword, is a new age genre of animation as compared with the already existing ones, i.e., 2D, 3D, traditional, stop-motion, and motion graphics. By definition, it refers to any animation that employs a methodology different from the traditional or well-established ones. Actually, there are no defined peripheries of the genre, as it largely depends on the idea and the way of implementation. Experimental animation can use a new method entirely or use the existing ones in a different light. That makes experimental animation a genre of negation, such that whatever doesn’t fall in any other category falls here. Even the traditional techniques were experimental when they were first tried out, and many of the established experimental techniques have now become too common.

As a genre or a field, experimental animation spreads over a far wider area than one can cover in an academic project. My motive for the project was to study as many experimental techniques as the semester would allow and see in what ways I could modify and/or hybridise them, and if in that way the combined style could emerge as something new.