2013年4月23日 星期二

Virtual Animation Education .com



Background

Early childhood education is developing in recent years. More and more parents pay attention on child’s early education. They realize that early education is very important for the children’s growth. Therefore, they want their children get the best education before going to school. Nowadays, early childhood education institution over all the big or middle cities, in order to provide the better service to the customers and get further development, they continue to improve their teaching theory and method. Parents think that early education supports their hope of children’s future.

Figure1.  Early childhood education institution

Animation industry has a great development in recent years. Because they will have more and more customers and huger market in the future, animation industry is called “sunny industry”. As we all know, every child all like watching cartoons, so animation company have more influence on the children’s growth. Their thoughts and behavior all can be influenced by the cartoons. Therefore, we need create more high quality cartoons to guide the children’s growth.




                                                      Figure2. Animation industry



The introduction of two industries

Our company is an animation industry, which is a very famous. Our principal activities include entertainment program (cartoons, movies, music) production, toys, books, video games and media networks. There are a lot of very popular cartoons created by our company. We have a strong team to create a new works. The 3D building roaming, intelligence software development, courseware design and development           are our main business.



                               
Another company is early childhood education institution, which function is providing the early education to the children who are aged 0-6 years old. Early education center will provide the comfortable environment and the best educational resources to children. In order to get the perfect teaching effect, their courses are special for every special child, and the child can learn different knowledge in different courses through different ways.


The collaboration project of these two companies is a new teaching curriculum with animation.




Why we need collaboration?  (The value to each industry)


For our animation company, first of all, we can make a new production with new theme. Secondly, no matter the cartoon material, or the cost of design, or the income of DVD or books, they are all a handsome income. Besides, actually most of the audiences of cartoons are the children between 4 to 12 years old, if we develop a cartoon with early education theme, we will extend the scope of the audiences, including the children before 4 years old and a lot of parents, which will improve their production’s influence. What’s more, we often think that cartoon is an entertainment activity, and most parents think that cartoon is not good for the children’s growth. So, early education cartoons can help people change their perception about cartoon and make a contribution to improve the image of Animation Company.

For early childhood education institution, they create a new teaching curriculum to change their traditional teaching model. Through this method, children can learn the knowledge with happiness and interests, which can help their institution improve the quality of education. Besides, this creative method will absorb more parents to arrange their children to their institution learning. They can not only earn money, but also advertise and extend their brand. If this collaboration is successful, they will find their own way to develop, and confirm their marketing position in this field.

How the two industries do virtual collaboration?

During the early childhood period, an imaginative and vivid vision impact is beneficial to their intellectual development. Thus with the combination of animation, children can acquire knowledge and form moral behavior by indirect way from some animation story and animation characters. In this way, our service will be more attractive and interesting. 
The main idea of the virtual collaboration is that the early childhood institution provides their teaching concepts and the animation company provides their technology. They work together to create a brand new teaching curriculum which is suitable for preschool children. 





How the databases work?

The virtual organization has a common database, whose data come from three sources: the Early Childhood institution, the Animation Industry and the feedback or information from customers or parents.
Early Childhood institution and Animation Industry can get each other’s data and information which they need from the common database, and they can also access to the information that the customers offered.
The database works like drop box, offers cloud storage, file synchronization, and client software. Each of the two companies has their own database and they can also share information in the public space.
The Early Childhood institution and the Animation Industry will do the design together, they need to find out customers’ needs from their feedback and the marketing research information, and then make out the brief idea of new products. Then, after discussion, they will decide the form and contents of the products through website or other virtual channels. Finally, the animation industry does the manufacturing. This needs these two organizations work well-coordinated.
The new teaching method is constituted by different types of products, such as traditional teaching materials (books, DVDs, etc.), experience pavilion, website, and so on.





Products & collaboration process

The preparation for our cooperation is each of the two companies should establish a core group to lay a solid foundation for the following virtual cooperation. For example, members of the core group in the animation company should specialize in different academic fields, have rich experience in early education and possess good interpersonal communication skills. Meanwhile, the group leader should provide a vision, delegate and empower members.

Website: Virtual Animation Education .com

This is a virtual platform for children and their parents to enjoy our teaching service online and is the most important part of our collaboration. In order to cover most needs of different children and parents. In our website, we set up the special area for individual child as well as some general service for most children and parents. So we make an individual service channel to get access to the special design teaching service for each child based on parents’ needs and personality of child.

Overall process:
Where information is the raw materials of work, it has never been necessary to have all the people in one place at the same time. Hence virtual collaboration is a good way of improving the work efficiency. With the coordination of childhood education and animation, each of us take over different functions as the childhood education organization provide the teaching contents and ideas, while animation company provides the technology support in the teaching products. The communication between us both builds on the virtual network and the teachers and designers are relative to complete the mutual task for different customers. The following are the different service function of our website for children and parents.


²  General Service

In this service, it varies from different subjects and different topics. It contains of Chinese traditional culture learning, English learning, art learning, music etc. Each segment has its own series of teaching materials and our initial intension is to provide children lively and interesting animation teaching materials for them to enjoy in the online learning which replace the boring and hidebound teaching contents.  All of these online curricular focus on nurturing the fully rounded and balanced development of children’s potential and abilities with emphasis on intellectual and sensory enrichment through joyful learning. Besides that, each course has some online games supplement to help children consolidate knowledge through comfortable and interesting cartoon games.


²  Individual Service

We can do customization of individual character. If there are some customers need individual service, the early childhood institution will do the research about the child and then make out a special scheme for this child’s teaching plan, and then the Animation industry will design some particular teaching materials according to the result of Early childhood institution’s research. The exchange of information will be completed through the database.

What’s more, parents can also take part in the design of particular teaching method for their children, they can provide some information about their children, and all this information will be stored in the common database its associated databases.

Customers can create an account in our website and log on the individual service channel. In this special area, each child has an online tutor and animation designer to help with the child’s study plan. Parents can communicate with the tutor about their children’s personality, interest and some details to tutor. Then the tutor will share this information to animation designer and provide appropriate teaching scenario and contents to the designer. And the designer can transfer to some interesting online product by movie or online game etc. 

Books, DVD & APP

Books, DVD & APP are our virtual company's products which apply to all students of our Anime Early Education Centre.
Overall process:
For early education institution, they upload the specific content of each course to the shared database and at the same time illustrate teaching purposes of each course to facilitate the animation company to come up with some innovative curriculum design and animation products imaginatively. Also, they give some advice on viable and original design concepts according to teaching experience. Then, the design team and the technical team of our animation company jointly discuss the manifestations of the content to ensure the playfulness and technical feasibility based on our advice and their ingenuity. Afterward the design team members produce different types of pattern, design various cartoon images and make these elements well organized creatively and the technical team members make the final product sample coordinated with outcome of their discussions by applying their specialized animation technology.

Content:
Our main courses are Chinese ancient civilization, intelligence development and English. In addition, according to the children's age and ability to learn, all students are divided into two classes, junior (0-3 years old) and senior (3-6 years old) ones.
Recommendation of using teaching materials:
Books & DVD: The content can be expressed in a simple connection of cartoon pictures or completely dynamic cartoons. Thereby the content of the book is a DVD screenshot.
App: The content on the App mainly adds some interactive parts in addition to all content on books and DVD and All students of our early education institution can download the App from our official website free.

Anime Teaching Experience Museum

Besides the production like books or DVD, we also have a real experience museum, which is not only a teaching room for children or parents, but also an exhibition about our technologies and innovation. There are many themes in this experience museum, such as “the new world of math” “English park” ”insect kingdoms” “Wonders of nature” and so on. Our purpose is that the children step into our museum as being all out a fairy-tale world.
For example, in “the new world of math”, the popular cartoon figures will go out of the cartoons to come into the children and learn the math together with them. We will set the early children institution’s mathematic courses into our game, and children learn the mathematic knowledge through passing the rounds with the cartoon figures. In playing games, children mastered many math skills with happiness.

                    animation education game---- the new world of math


We also have another 3-D experience. Take the “insect kingdoms” as the example. There is one keyboard, a couple of headpieces with headphone and digital glasses and some tools boxes in each room. Tools would be a stick with net in one end and a cage to store insects. When learners began to play, they chose one study project, wear the headpiece and take out the corresponding tools, they can immediately drop into a forest. They will meet all kinds of insets through their vision, hearing and feeling. If they want, they can take the digital insects specimens away. Their digital journey will be recorded by the camera, and a cartoon that children to make their own hero can be come true in our virtual collaboration.   

                                    3-D experience--- insect kingdoms


How the virtual works in experience museum?



Our virtual communication based on a network platform, which mainly include two parts—‘payment system’ and ‘information and resource system’. After parents punch their credit card and choose course and items, the money will flow from parents’ account to payment system, their two parts in payment system— education Co. account and animation Co. account. At the same time, parents’ choice is like a command. The command will flow to information and resource system in network platform. Then the command will flow from network platform to the animation company. After receiving this command animation, company would send permission to network platform. When the server in network platform receives this command, the course can be started. After course learning, parents should confirm on the machine and give remark. The confirmation single will be sent to payment system. All the information and feedback will be soon stored in the database. That means success of this treatment.

Analysis of the organization model





We reject a virtual organization as a distinct structure, and view virtualness a strategy that reflects three distinct yet interdependent vectors. These three vectors have traditionally been independent: they focused on isolated functions.

The challenge is to ensure internal consistency across the three vectors and benchmark a profile of virtualness relative to competitors and referent companies in the marketplace.

Customer Interaction (Virtual Encounter)
We have a strategy to virtually connect with our customers that focuses on capturing information and leveraging knowledge. We collect customers’ (both children and parents) feedback of our teaching curriculum. This information will be analyzed by the researcher and then stored in the database.
We developed appropriate mechanisms so customers can reach us twenty-four hours a day, seven days a week. Customers can gain access to the public database and get information or the answer of their question on our website. We believed that the possibility of remotely experiencing products or services has major implications for developing the required business infrastructure.

Asset Configuration (Virtual Sourcing)
Our organization has a logic for sourcing that distinguishes the assets to manage inside from those that can be assembled via relationship in the business network. We have a systematic approach for identifying the modules that we can obtain from external partners. The corporations are increasingly relying on external sources not only for support activities but also for critical resources.
In the virtual collaboration organization, every firm balances its leadership position relative to one set of resources, with secondary roles related to other complementary resources. What’s more, every organization is dependent on relationships for assembling complementary capabilities. We want to create interdependencies within our processes across organizational boundaries.
And we have also considered process outsourcing to allocate internal resources to high-value-adding areas. If the operation of collaboration organization is beyond the capability of our two companies, we consider outsourcing a best way to solve this problem.

Knowledge Leverage (Virtual Expertise)
Our collaboration organization recognizes the Importance of knowledge and intellectual assets in creating value. Our ability to make processes effective is increasingly supported by improvements in IT functionality. We treat knowledge as a corporate asset. During the collaboration, the two companies develop effective routines for sharing knowledge and expertise.


Conclusion


We have realized a successful virtual collaboration with Early Childhood Education industry, and we get a large income from this collaboration, which is not only the economic benefit, more is learned the advantages of virtual with other industries.
1.        out of the space control

In the traditional business, our company operation just based on procedure that design to manufacture to publish to sales, and we didn't consider the network. But now, we can receive the information through the network and analyze the data through the database. The information communication has no obstacle any more, which reduce the middle part of the data transfer and improve the accuracy of the data and the processing efficiency.
2.        Out of the limitation of time
Because network can work all day, we have no time limitation any more. Our business activities are ongoing at any time, which greatly increase our outstanding achievement.
3.        Speed
Based on the speed advantage of network, we can fleetly publish the production information, fleetly give service to the customers, fleetly learn the customer’s demand, fleetly complete the payment and fleetly analyze the data….which greatly improve our efficiency.
4.        Cost
This making joint development and joint venture business mode don’t need the traditional high cost to extend the market, and our marketing cost will be saved.
5.        Trust
Build trust is another important part in virtual collaboration (Virtual Teams Survey Report, 2012). United rules and operation process is basic of good collaboration, but trust is something that a high performance or excellent virtual team must own. If we have trust in each other, the collaboration efficiency would get great improvement.
6.    Rules
We know that the simplest and most farreaching solution is for virtual teams to have more structure and rules for interaction. Because different companies have different culture and operation way, so in this collaboration project we should unify the operation process and have united rule. When some mistakes happened, we could judge that who are right or who are wrong.
In the business battleground, there is no forever enemies and also have no forever friends. Virtual Enterprise collects the core competencies and resources from different enterprises, and has unique competitive advantages in management, technology, resources. In order to achieve the win-win goal, we share our customers and market. Virtual Enterprise is a continuation of the collaborative production of the globalization of the industrial economy, innovative forms of business organization of the information age.


References:
1.        YCIS’ Early Childhood Education
http://www.ycis-hk.com/en/academic-programmes/early-childhood-education
2.        Charles Handy, Trust and virtual organization, Business Harvard Review, May-June,1995.
3.        Golnaz Sadri & John Condia, Managing the virtual world, Industrial Management,
January/February 2012.
4.        Henry W. Chesbrough & David J. Teece, Organizing for innovation: when is virtual virtuous, The Innovation Enterprise, August 2002.
5.        Russell, M.G., “The ‘Virtual Laboratory’: Alliances for Technology Transfer,” Proc. Twenty-Seventh Annual Hawaii International Conference on System Sciences, 1994.
6.        "Business Innovation and Virtual Enterprise Environment". Project description. BIVEE Consortium. Retrieved March 14, 2012.
7.         Winner, Melinda (28 January 2009). "The Serious Need for Play". Scientific American.

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