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ESTD 1948

ô  ‘ 

A training report submitted in partial fulfilment of the requirement for the award of degree of
Master of Business Administration (Industry Integrated), Gauhati University on





Chief Marketing officer Head of Department

NCI-INDIA Hierank school of Mgt. & Technology

Prepared & Submitted By:


G. U. Registration No. ± of 2009-2010

^ ^ ‘

This is to certify that Neeraj Kumar Sharma, a student of the Gauhati University has prepared
his training report entitled ³NCI-INDIA PVT. LTD.´ under my guidance. He has fulfilled all
requirements under the regulations of MBA (IIP) Gauhati University leading to the MBA
(IIP) degree. This work is the result of his own investigation and the project; neither as whole
or not any part of his work was submitted to any other University of Educational Institution
for any research or diploma.

I wish his all success in life.


Head of Department

Hierank School of Management & Technology

 ‘ ^   ‘
I hereby declare that the training Report conducted at



Under The Guidance of


Submitted in Particular fulfilment of requirements for the Degree of


(Industry Integrated)



Is my original work and the same has not been submitted for the award of any
degree/diploma/fellowship or other similar titles or prizes.


Date : Reg. No. 004144

^   ô ‘

I would like to thank Hierank School of Management Technology, Coordinator of the

College, and the Head of the Academic Partner, NIAM, and Faculty guide. Training
Officer InCharge. Manager in Charge, other staff members, colleagues and friend for their
encouragement, support, guidance and assistance for undergoing management training and
preparing the project report,


^  ‘


1.1‘General introduction about Sector

1.2‘Industry profile
a.‘ Origin and development of industry
b.‘ Growth and present status of the industry
c.‘ Future of industry


2.1 Origin of the Organisation

2.2 Growth and development of organisation

2.3 Present status of the organisation

2.4 functional departments of the organisation

2.5 Organisation structure

2.6 product and service profile of the organisation competitor

2.7 Market profile of the organisation


3.1 Students work profile, tools and techniques used.

3.2 Key Learning


4.1 Statement of research problem

4.2 Statement of research objectives

4.3 research design and methodology


5.1 Analysis of data

5.2 Summary of Findings


6.1 Summary of learning experience

6.2 conclusion and recommendations



Poised to reach $30 billion worldwide by 2013, Animation¶s global growth is currently riding

onseveral key factors, including the spread of IT and telecommunications, lower prices of

hardwareand software, liberalization of local markets towards global content, and increased

interest in multi-cultural creative collaboration. Widely used in films, TV, programmes,

games, online education,CAD/CAE application, scientific and medical visualization and

architecture, animation is becomingincreasingly popular and wide in its scope as an engaging

means of visual communication.The Indian industry itself is poised to reach the $1 billion

milestone in a couple of years. Fuelled bythe multi- billion dollar grossing movies like

Avatar, the industry has caught popular attention andhas sparked the aspirations of thousands

of Indian students. In fact India has the potential tobecome the animation hub for the

international market and also create original world class content.With media majors like Walt

Disney, Sony DreamWorks and Lucas film moving to distributedproduction models and

seeking to access the fast growing youthful markets outside the US, theindustry is bound to

see more and more foreign and domestic investment in this sunrise sector.Rapid availability

of trained talent though, remains the main bottleneck for growth. This is whereMAAC steps



Origin and development of the industry

Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model

positions in order to create an illusion of movement. It is an optical illusion of motion due to

the phenomenon of persistence of vision, and can be created and demonstrated in a number of

ways. The most common method of presenting animation is as a motion picture or video

program, although several other forms of presenting animation also exist.

Early examples of attempts to capture the phenomenon of motion drawing can be found in

paleolithic cave paintings, where animals are depicted with multiple legs in superimposed

positions, clearly attempting to convey the perception of motion.

A 5,200 year old earthen bowl found in Iran in Shahr-i Sokhta has five images of a goat

painted along the sides. This has been claimed to be an example of early animation.[1]

However, since no equipment existed to show the images in motion, such a series of images

cannot be called animation in a true sense of the word.[2]

The phenakistoscope, praxinoscope, as well as the common flip book were early popular

animation devices invented during the 1800s, while a Chinese zoetrope-type device was

invented already in 180 AD.[3][4][5][6] These devices produced movement from sequential

drawings using technological means, but animation did not really develop much further until

the advent of cinematography.

Georges Méliès was a creator of special-effect films; he was generally one of the first people

to use animation with his technique. He discovered a technique by accident which was to stop

the camera rolling to change something in the scene, and then continue rolling the film. This

idea was later known as stop-motion animation. Méliès discovered this technique accidentally

when his camera broke down while shooting a bus driving by. When he had fixed the camera,

a hearse happened to be passing by just as Méliès restarted rolling the film, his end result was

that he had managed to make a bus transform into a hearse. This was just one of the great

contributors to animation in the early years.

The earliest surviving stop-motion advertising film was an English short by Arthur

Melbourne- Cooper called x  

 (1899). Developed for the Bryant and May

Matchsticks company, it involved stop-motion animation of wired-together matches writing a

patriotic call to action on a blackboard.

J. Stuart Blackton was possibly the first American filmmaker to use the techniques of stop-

motion and hand-drawn animation. Introduced to filmmaking by Edison, he pioneered these

concepts at the turn of the 20th century, with his first copyrighted work dated 1900. Several

of his films, among them      (1900) and Humorous Phases of Funny

faces (1906) were film versions of Blackton's "lightning artist" routine, and utilized modified

versions of Méliès' early stop-motion techniques to make a series of blackboard drawings

appear to move and reshape themselves. 'Humorous Phases of Funny Faces' is regularly cited

as the first true animated film, and Blackton is considered the first true animator.

The production of animated short films, typically referred to as "cartoons", became an

industry of its own during the 1910s, and cartoon shorts were produced to be shown in movie

theatre . The most successful early animation producer was John Randolph Bray, who, along

with animator Earl Hurd, patented the cel animation process which dominated the animation

industry for the rest of the decade.

Traditional animation (also called cel animation or hand-drawn animation) was the process

used for most animated films of the 20th century. The individual frames of a traditionally

animated film are photographs of drawings, which are first drawn on paper. To create the

illusion of movement, each drawing differs slightly from the one before it. The animators'

drawings are traced or photocopied onto transparent acetate sheets called cels, which are

filled in with paints in assigned colors or tones on the side opposite the line drawings. The

completed character cels are photographed one-by-one onto motion picture film against a

painted background by a rostrum camera.

The traditional cel animation process became obsolete by the beginning of the 21st century.

Today, animators' drawings and the backgrounds are either scanned into or drawn directly

into a computer system. Various software programs are used to color the drawings and

simulate camera movement and effects. The final animated piece is output to one of several

delivery media, including traditional 35 mm film and newer media such as digital video. The

"look" of traditional cel animation is still preserved, and the character animators' work has

remained essentially the same over the past 70 years. Some animation producers have used

the term "tradigital" to describe cel animation which makes extensive use of computer


Examples of traditionally animated feature films include r  (United States, 1940),

    (United Kingdom, 1954), and  (Japan, 1988). Traditional animated films

which were produced with the aid of computer technology include    (US, 1994)


  (Japan, 2001),  r  (USA, 2002)

  !  (2003).

½‘ ‘ refers to the process of producing high-quality traditionally animated

films, which regularly use detailed drawings and plausible movement. Fully animated

films can be done in a variety of styles, from more realistically animated works such

as those produced by the Walt Disney studio (     ,   ,  

king to the more "cartoony" styles of those produced by the Warner Bros. animation

studio (Iron Giant, Quest for Camelot, Cats Don't Dance). Many of the /Disney

animate features are examples of full animation, as are non-Disney works such as The

Secret of NIMH (US, 1982) and " #  (US, 1999), $ (Spain, 2007)

½‘ ‘ involves the use of less detailed and/or more stylized drawings

and methods of movement. Pioneered by the artists at the American studio United

½‘ Production America , limited animation can be used as a method of stylized artistic

expression, as in # x     (US, 1951), % &   (UK, 1968),

and much of the anime produced in Japan. Its primary use, however, has been in

producing cost-effective animated content for media such as television (the work of
Hanna-Barbera, Filmation, and other TV animation studios) and later the Internet
(web cartoons). Some examples are; Spongebob Squarepants (USA, 1999±present),
The Fairly OddParents (USA, 2001±present) and Invader Zim (USA, 2001±2006).

½‘  is a technique, patented by Max Fleischer in 1917, where animators

trace live-action movement, frame by frame. The source film can be directly copied

from actors' outlines into animated drawings, as in '(  (US, 1978),

used as a basis and inspiration for character animation, as in most Disney films, or

used in a stylized and expressive manner, as in )  ' (US, 2001) and  
   (US, 2006). Some other examples are:  " (USA, 1983) and * !
x (1981).

½‘  ! is a technique, when combining hand-drawn characters into

live action shots. One of the earlier uses of it was Koko the Clown when Koko was

drawn over live action footage. Other examples would include )   (
( &&+ (USA, 1988), 
,  (USA, 1996) and -,  (USA, 2002).

Stop-motion animation is used to describe animation created by physically manipulating real-

world objects and photographing them one frame of film at a time to create the illusion of

movement. There are many different types of stop-motion animation, usually named after the

type of media used to create the animation. Computer software is widely available to create

this type of animation.

½‘ r‘ typically involves stop-motion puppet figures interacting with

each other in a constructed environment, in contrast to the real-world interaction in

model animation. The puppets generally have an armature inside of them to keep

them still and steady as well as constraining them to move at particular joints.

Examples include  '. (France, 1937), Nightmare Before Christmas

  (US, 2005),    (US, 2009), the films of Jiří Trnka

and the TV series (& (US, 2005±present).

{‘ r, created using techniques developed by George Pál, are puppet-

animated films which typically use a different version of a puppet for different

frames, rather than simply manipulating one existing puppet.

½‘ R ^"‘, or Plasticine animation often abbreviated as    , uses

figures made of clay or a similar malleable material to create stop-motion animation.

The figures may have an armature or wire frame inside of them, similar to the related

puppet animation (below), that can be manipulated in order to pose the figures.

Alternatively, the figures may be made entirely of clay, such as in the films of Bruce
Bickford, where clay creatures morph into a variety of different shapes. Examples of

clay-animated works include #& (US, 1957±1967) x

 shorts (UK,

1977±2000), )   # shorts (UK, as of 1989), Jan Švankmajer's

  '  (Czechoslovakia, 1982),  
 (UK, 1984). Films

include Wallace and Gromit: Curse of the Were-Rabbit, Chicken Run and The
Adventures of Mark Twain

R ^‘ is a type of stop-motion animation produced by moving 2-

dimensional pieces of material such as paper or cloth. Examples include Terry

Gilliam's animated sequences from x  r 4     (UK, 1969±1974);
  r  (France/Czechoslovakia, 1973) ; '  (Russia, 1979), The pilot

episode of the TV series (and sometimes in episodes) of r  (US, 1997).

½‘ R #‘ is a variant of cutout animation in which the characters are

backlit and only visible as silhouettes. Examples include  !  ' r 
 (Weimar Republic, 1926) and r 
  (France, 2000).

R ‘ refers to stop-motion animation created to interact with and exist as a

part of a live-action world. Intercutting, matte effects, and split screens are often employed to

blend stop-motion characters or objects with live actors and settings. Examples include the
work of Ray Harryhausen, as seen in films such ,     (1961), and the

work of Willis O'Brien on films such as    (1933 film).

½‘ ô‘  is a variant of model animation which uses various techniques to create
motion blur between frames of film, which is not present in traditional stop-motion.
The technique was invented by Industrial Light & Magic and Phil Tippett to create
special effects scenes for the film  
  (1980). Another example
½‘ is Vermithrax from Dragonslayer (1981 film).

R $%‘ refers to the use of regular inanimate objects in stop-motion animation,

as opposed to specially created items.

½‘ ô&#‘ uses non-drawn flat visual graphic material (photographs,

newspaper clippings, magazines, etc.) which are sometimes manipulated frame-by-

½‘ frame to create movement. At other times, the graphics remain stationary, while the
stop-motion camera is moved to create on-screen action.

½‘ R r' involves the use of live humans as stop motion characters. This allows

for a number of surreal effects, including disappearances and reappearances, allowing

people to appear to slide across the ground, and other such effects. Examples of

pixilation include ! '  & and   shorts.

½‘ R #‘ is a variant of cutout animation in which the characters are

backlit and only visible as silhouettes. Examples include ! 'r 
 (Weimar Republic, 1926) and r 
  (France, 2000).

Growth and development of the industry


‡‘ Global animation market is expected to generate $75 billion revenues by 2009.


‡‘ India animation industry is growing at 30 percent annual growth rate to generate $9.5
billion revenues by the year 2009.

‡‘ Indian gaming industry would notch up turnover of $300 million.

‡‘ Walt Disney, Imax, Warner Brothers and Sony signing up huge contracts with Indian
animation companies.

‡‘ With just a 20,000 total strength, India is short of more than 1.5 lakh technical experts
in the animation industry which would increase to 3 lakh by 2008 end..

Career Options

‡‘ Film

‡‘ Television

‡‘ Advertising

‡‘ Games Development

‡‘ Cartoons

‡‘ Internet

‡‘ Architectural Design.

‡‘ Education

‡‘ Medical.

‡‘ Virtual Training.

‡‘ Engineering Design

‡‘ Print Media


‡‘ Animation.

‡‘ Compositing.

‡‘ Editing.

‡‘ Character designing.

‡‘ Product designing.

‡‘ Architectural designing.

‡‘ Game designing.

‡‘ Environment Designing.

‡‘ Automobile designing.

‡‘ Engineering designing.

‡‘ Story Boarding.

‡‘ Layout designing.

Industry Requirements :

Storyboard Designing

Character Designing
Character Designing ± Realistic

Future of the Industry

The use of Animation and VFX is each and every sector, and no any movie will create

without animated of VFX.

½‘ Photo Realistic Animation, is used primarily for animation that attempts to resemble

real life, Using advanced rendering that makes detailed skin, plants, water, fire,

clouds, etc to mimic real life. Examples include Up (2009, USA), Kung-Fu Panda,Ice

Age (2002, USA).

½‘ Cel-shaded animation, is used to mimic traditional animation using CG software.

Shading looked stark and less blending colors. Examples include, Skyland (2007,

France), Appleseed (2007, Japan), The Legend of Zelda: Wind Waker (2002, Japan)

½‘ Motion capture, is used when live action actors wear special suits that allow

computers to copy their movements into CG characters. Examples include Polar

Express(2004, USA), Beowulf, 2007), Disney's A Christmas Carol (2009 USA),

Avatar (2009, USA).

2D animation techniques tend to focus on image manipulation while 3D techniques usually

build virtual worlds in which characters and objects move and interact. 3D animation can

create images that seem real to the viewer.


½‘ &)‘ ‘ *‘ : a technique where footage is produced by creating the

directly on film stock, for example by Norman McLaren, Len Lye and Stan Brakhage.

½‘ r  ‘ : a technique for making animated films by manipulating

slow .

drying oil paints on sheets of glass, for example by Aleksandr Petrov.

½‘ &&‘: a technique using tradition 2D medium, photographed over time

as the

artist manipulates the image. For example, William Kentridge is famous for his

erasure films.

½‘ ‘ : sand is moved around on a backlighted or frontlighted piece of

glass to

create each frame for an animated film. This creates an interesting effect when

because of the light contrast.

½‘ ‘$+: A flip book (sometimes, especially in British English, called a flick book)
is a book

with a series of pictures that vary gradually from one page to the next, so that when

pages are turned rapidly, the pictures appear to animate by simulating motion or some

other change. Flip books are often illustrated books for children, but may also be

towards adults and employ a series of photographs rather than drawings. Flip books
are not

always separate books, but may appear as an added feature in ordinary books or

often in the page corners. Software packages and websites are also available that

digital video files into custom-made flip books


Game Designing

Engineering Design

Environment Designing

Virtual Concept Design


Origin of the Organization


Andheri west.MAAC is developed by Ketan Mehta Sir. The origin of our organization was in

Mumbai. I would liketo say that why MAAC is organized and what was the cause to

organized this Acedemics. There isvery interesting story behind for the development of the

organization.In 1996, once a movie was making, Ketan Mehta was the director of this movie.

And thename of movie is MAYA MEMSAAB. In that movie there was a scene that

actor(Shahrukh Khan) play his thumb and he became invisible. For that scene of movie Ketan

Mehta paid same amount of money like the total amount of money from this a full movie .

and this scene was suit in America .Because in India there were no any technology that the

scene was suit and no any latest technologySo ketan Mehta went to America. That time

America was the hub of Animation and visual Effect (VFX) and all the animator¶s Directors

were making money. So In this matter Ketan Mehta thought If all the technology ,

equipments, machines , latest camera are available related to the animation and VFX, then all

the suitings can possible. So In this concept Ketan Mehta introduced the Maya

Entertainment Limited(MEL) production house. Now MEL is launched in 1996 by Ketan


‡‘ Launched in 1996 by Ketan Mehta, the internationally acclaimed producer-director

and recipient of several national and international awards for his innovative and

popular films like Mangal Pandey, Maya Memsaab, Mirch Masala, Sardar etc..

‡‘ India¶s leading computer animation and visual effects studio for films and television.

‡‘ Working for several countries like Canada, USA, France, Italy and Israil.

‡‘ Huge number of blockbusters from Bollywood have had their SFX done at MEL.

When all this things were going better then Ketan Mehta thought that all these latest

technology are available and for the suiting equipment are there . so why we hire outsider

technician, why not we introduced an Acedemic for teaching and leanig animation and VFX.

In 1997 Maya Academy of Advaced Cinematics introduced in Mumbai at Andheri West by

Ketan Mehta. Maya Academy of Advanced Cinematics (MAAC) is the academic wing of

Maya Entertainment Ltd.(MEL), a premier 3D Animation and Visual Effects house based in

Mumbai. MEL's board consists of highly reputable names such as Intel, Enam Financial,

Bhukanvala Holdings and Concept Communications etc. MAAC took shape in 2001 with an

in-house facility at MEL and a parallel setup in North India with the intent to provide high

quality education in 3D Animation and Visual Effects. In a short span of nine years, we've

grown up to a network of more than 70 academic centers spread across India and Middle

East. We also have the largest number of Autodesk certified training centers (ATCs) as well

as certified instructors in India.


In keeping with our stature as a primier training institution, we continuosly seek to create the

highest quality of experience possible for our students. MAAC has strong affiliations with
some of

the leading organizations in this industry.

&"‘*‘^$&‘&‘' ‘

CIE : In its capacity as the non-profit arm of one of the most prestigious and oldest

universities in the world- the university of Cambridge, CIE has given MAAC the status of an

associate Partner. This istie- up to certify our trainers and validate our flagship diploma

courses. Students passing these courses will receive a CIE certificate, printed in Cambridge

and bearing the logos of both of both MAAC and CIE.


In a short span of eight years, MAAC grown up to a network of more than 70 academic

centers spread across India and Middle East. MAAC also have the largest number of

Autodesk certified training centers (ATCs) as well as certified instructors in India. MAAC

courses have earned the quality validation from the University of Cambridge International

Examinations (CIE). The training programms at MAAC are accompanied by live projects and

regular workshops and seminars conducted by experts from across the animation industry.

MAAC has a very intuitive teaching philosophy which is centered around concepts and

techniques so as to lay a strong foundation for a practical techno-artist who is well versed in

both technology and concepts.


‡‘ Officially awarded as a best animation academy in INDIA.

‡‘ Industry specific training programmes.

‡‘ Industry professionals provided by HO as trainers.

‡‘ A large network of academies in INDIA.

‡‘ International academies in U.K, Singapore, Dubai and Nepal.

‡‘ Maximum number of Autodesk (USA) certified trainers.

‡‘ Education training partner of Autodesk (USA).

‡‘ Conducting international standard based animation films competition named as ³24

FPS ± Animation Awards´. 130 international participants for 2006.

‡‘ A very strong placement cell.

‡‘ Won the best animation film award at FICCI-BAF Awards 2006.

‡‘ Excellent production experts conducting workshops and

seminars to update the students with the changing industrial requirements.

‡‘ Industrial tour to mumbai to give you a live exposure to working methodologies of

production houses and studies.

Maya Academy of Advaced Cinematics (MAAc) organized many events

24 FPS ANIMATION AWARDSMAAC hosts the annual 24 FPS Animation Awards to

Appreciate, showcase and encourage the creativity of the animation industry in India.

Initiated in 2003, this event has garnered tremendous support from the animation and

computer graphics fraternity, and has been a key driver and promoter of fresh animation

talent in the country. Other than showcasing student animation work, the event also aims to

showcase premier animation work from professional studios. Little wonder that the 24 FPS

Awards has become the ultimate recognition for animators in India. The short films created

by MAAC students for 24 FPS have won international acclaim at Apollo Awards

(Singapore), Digicon (Japan), FICCI (India) and FMX (Germany). They are an inspiration to

forthcoming students as to what can be accomplished with correct training and sincere effort.

The showcasing of work of our students is ample proof of their skills and underlines the

motto "seeing is believing".

SRIJAN MAAC has launched another unique platform aimed at bringing the industry and

student community together to interact and share knowledge. Srijan is a travelling event

which is held in each zone every year. It reaches out to the entire animation industry and

student body pan-India, and spreads awareness of animation as a career stream. Work done

by MAAC students is showcased, industry experts share their insights and several thousand

people gather in each event to strengthen and unite the animation sector.

NODDY Our students have worked in animation team of MEL(Maya Entertainment Limited)

who did production of acclaimed TV series Noddy, based on the character "Noddy" created

by famed children's author 'Enid Blyton'. The television show based on the character is the

longest running show in British television since 1955, and continues to appear to this day.

Also mainstream cartoon channels like Cartoon Network and POGO do air "NODDY" in the

Asian region.

MMS (MAAC Mentor Series)A special initiative from MAAC led by Mr. Sanjeev Waeerkar

(CCO, MAAC) and Mr. Narayan Shivale (Senior Animator) has brought in students of

MAAC from all over India in creating a phenomenon named "Cricket X", all set to rock the

IPL this season. As a director Mr. Sanjeev Waeerkar has worked on various animation

productions with companies from across the globe including the famous award winning

'Meena' and 'Sara' projects for UNICEF.


VFX War is another motivational platform for students to translate classroom theory into

practice. They create short live action films with heavy visual effects, to enter in the

competition. The events are attended by thousands of students, parents and professionals.

National Student Meet(NSM)

The National Student Meet is a forum for students from various centres to visit a hub of

animation like Mumbai, attend case studies and workshops, and visit top studies to get a feel

of the professional environment. This interaction draws them closer to the global community

of animation professionals.


It is the number 1 institute in animation and VFX in India.

To maintain our position as a leader in 3D and VFX training, we organize some of these

extra-curricular workshops.As the industry is growing at a rapid pace, we help the students to

match the industry standards by conducting workshops from industry experts on several

fronts and by technical mentors, likeActing workshop : Mr. Rajesh Tailang, Actor, Director,

Writer and visiting faculty with National School of Drama Delhi, guides our students to

develop their acting skills.

Light and Camera seminar : Taken by Mr. Alok Notiyal, assistant cameraman from

bollywood, worked on several movies like Sarkar Raj, Yuvraj, Aagey Se Right etc.

Gaming Pipeline Seminar : Industry experts from gaming companies, helps students to

enhance their work standard, to guide them to the gateway of gaming.

Architectural Pre-vizualisation seminar : As the Real Estate / infrastructure of our country is

developing very fast, this industry is a big source of employment for all CG artists. Our

experts and mentors groom students for this competitive market.

Weekly Workshops on technical and artistic activities : Our mentors guide the students on all

the technical skills they need to develop for their growth in the highly competitive industry.

By conducting workshops on all special features of Pre-production, production and post-

production.And appreciating students by selection as Student of the Month in various


List of Placement Companies

‡‘ Maya Entertainment Limited.

‡‘ Crest Communication
‡‘ UTV
‡‘ MH1
‡‘ Shakti Channel
‡‘ IIT Delhi
‡‘ Rhythm & Hues
‡‘ Vbieng
‡‘ 3D Graphics International
‡‘ USL
‡‘ Data Quest
‡‘ Rajendra Films
‡‘ Image Device
‡‘ Applied Research International( ARI)
‡‘ Influence BTL
‡‘ Picasso
‡‘ AVI
‡‘ 3D Solutions
‡‘ CAD Plus India
‡‘ Antaref
‡‘ 3D Advertising
‡‘ Colorchips INDIA Ltd.
‡‘ Dimension Z Studio
‡‘ Mareech Animated Disine
‡‘ Paprikaas Entertainment Lab
‡‘ Creative World
‡‘ Dawsen Infotech (P) Ltd.
‡‘ DQ Entertainment Ltd
‡‘ Image Chain Kids Animation
‡‘ Concept Animation Studios
‡‘ Saffronrage Media
‡‘ Quasars Cartoon Pvt. Ltd
‡‘ Kamyab Info Ltd.
‡‘ Multivirt India Pvt Ltd.
‡‘ Info Creations
‡‘ Lisa Institute of Fasion
‡‘ Vision
‡‘ Beehive
‡‘ Development Communications
‡‘ Antaref
‡‘ Moving Line

‡‘ Sumohah Advertisements
‡‘ Beejal
‡‘ Cloud Nine
‡‘ Essede Nutek
‡‘ Tara Haat Information
‡‘ VRG Electronics
‡‘ Mercureal Link
‡‘ Ishir Infotech
‡‘ Quick Sand Studio
‡‘ Space Creators
‡‘ Relioquick Advertising and Marketing
‡‘ GH Graphics
‡‘ Spiral Product Design Pvt. Ltd
‡‘ Jupiter Gold
‡‘ Aura Integrated Event Solutions

Successful Placements

‡‘ Vibhore Khandewal ± MEL

‡‘ Hemant Gupta ± MEL
‡‘ Balmeet Kohli ± MEL
‡‘ Anirbandeep Dutta ± MEL
‡‘ Saurabh Sameer ± MEL
‡‘ Abhishek Panday ± MEL
‡‘ Ashish Malhotra ± MEL
‡‘ Karan Jaura ± MEL
‡‘ Sudhir Sharma ± MEL
‡‘ Amardeep Singh ± MEL
‡‘ Shobha Rao - MEL
‡‘ Naved Ahmed - MEL
‡‘ Umesh Dalvi - Rhythm & Hues
‡‘ Taha Shahdawala - Kooka Graphics
‡‘ Y. Madhusudan - Data Quest
‡‘ Swati Gupta - Data Quest
‡‘ Kapil Rishi - Crest Communication
‡‘ Kshitij Sharma - Crest Communication
‡‘ Rajesh Kumar - UTV
‡‘ Gautam Vaid - UTV
‡‘ Praveen Dhankher - UTV
‡‘ Gaurav Malhotra - UTV
‡‘ Nupur Gupta - UTV
‡‘ Ankur Chaudhary UTV
‡‘ Gaurav Puri - UTV
‡‘ Taksh Jaisinghnia - Rajendra Films
‡‘ Bhavani Shankar - Creative Zara
‡‘ Nidhi Dalmia - Beehives
‡‘ Alekh Johari - SAHARA

‡‘ Amit Sharma - SAB TV
‡‘ Nidhi Vikram - Prime Focus
‡‘ Abhinav Raaj - Root Infosolutions
‡‘ Chanchal Kr. Singh - Influence BTL
‡‘ Amit Jude - Picasso
‡‘ Ranjana - AVI
‡‘ Manjeey - 3D Solutions
‡‘ Rohit Sharma - Root Infosolutions
‡‘ Rajesh Kumar - CAD Plus India
‡‘ Gopal Singh Negi - ANTAREF
‡‘ Parul Sinha 3D Advertising

³Professional may pursue careers in various industries like film, television, commercial

advertising and design as well as business and industry with the help of animation and visual

ffects. One can go head-to-head with ultra-talented students who fiercely vie for the most

positions in notable studios and design firms´, says Ms. Aruna Kumar, Zonal Head South

Zone of MAAC.

 MAAC holds an edge over any institute in the same field

because of its USP, which revolves around CREATIVITY and PEDAGOGY. The three-fold

MAAC advantage revolves around the following benefits:

Creative Team : MAAC is promoted and run by a team of creative professionals who thrive

on their imagination and inspiration. Moreover the instructors are industry experienced.

End Users : MAYA Entertainment, the parent group is the real life end user of all that is

being offered by MAAC - both in terms of the inputs (the software) and the outputs (the

trained students - since the really talented ones are absorbed in the organization itself). Also

MAAC is one of the very few institutes that offer Character Animation.

Real Life Environment: Because of the business constituents of MEL, the students are trained

in an On-the-job environment. Hence, the training also incorporates additional intricate

elements like camera angles, storyboards, editing. MAAC's competitors, due to

infrastructural constraints cannot recreate this On-the-job environment.


Under the new initiative, ô  has entered into an exclusive &&#‘)#‘"‘‘

"‘ *‘ ‘^ to offer a ,#&‘*‘ &‘-,. ./‘‘0 ‘ ‘ ‘

‘‘**, along with intermediate certification in Digital Film Making and

Diploma in Computer Generated Imagery. The Degree, Diploma and Certificate courses will

be delivered fromThe career courses at MAAC give you a head start after 10 +2 by taking

you through various aspects of Computer Graphics, right from the Print and Publishing

industries, Internet and Web Delivery to 3D Animation, Visual Effects and Film work. The

content enables you to adapt into a CG oriented lifestyle and fit into a broad range of work

spheres. .


There are many department of the Organization.

1.‘ Marketing Department Mr. Deepak Kumar Bishnoi

2.‘ Advertisement Department Ashish Kumar

3.‘ HR Department Bharat Walia

4.‘ Academic Department Shalu Sain

5.‘ Finance Department Virender sharma

I was joined in Maya Academy OF Advanced Cinematics as Marketing Trainee, and

My designation was Sales and Development.

Chapter-2.5 Organized Structure





There are many competitors of the Organization

1.‘ Framebox

2.‘ Arena

3.‘ Picasso

4.‘ Tcs

5.‘ Animaster

0 ‘ ‘1‘ 2‘&‘

Just few years back, animation was taken as kid's entertainment and was restricted to

cartoons. But that's not the case anymore. There has been a tremendous shift in the audience

for animated movies and animated movies have gained huge popularity amongst adults and

grown ups. Blockbuster movies like Ice Age and Shrek which were equally popular among

the adults are an example for this.

Maya Academy of Advanced Cinematics (MAAC) the academic wing of Maya

Entertainment Limited, India's premier 3D Animation training Institute, has always been one

of the leading institute to impart the best animation education to the kids. Quality education

teamed with proper guidance from the industry professionals has been the base principle

since its inception from 2001.

MAAC also recently announced the 3 year degree in animation, Bachelor of Arts (B.A.) in

3D animation & VFX, in association with the World's largest Open University IGNOU.

MAAC also has the largest network of Authorised Training Centre (ATC's) of Autodesk and

WACOM Authorised Training Centres (WATC). The institute has pioneered animation

training in the country and has also taken initiatives for the growth and development of the

industry by promoting young talents through events like 24 FPS Animation Awards - an

annual event conceptualized by MAAC that helps in seeking the finest talents in animation in

the country. Its other divisions include an award winning international production studio

engaged in outsourcing and own IP production work, and also a creative development

enterprise MAAC Junior Toon Club (MJTC) for school children.

There are many courses which are provided:-

,. .‘‘0 ‘ ‘‘‘**‘-ô /‘

MAAC in an exclusive association with IGNOU, the world¶s largest Open University, now

lends the credibility of a Bachelors¶ degree to your animation education. Through the course

of the programme, the..

: Part Time : Campus &: 36 Months

0 ‘ ‘ ‘ ‘‘0 ‘ ‘ ô‘‘

AD3D EDGE has been designed keeping in mind the skill set enhancement of a student. The

course covers the complete process of animation film making, right from the pre-production

and production to the post-production..

: Part Time : Campus &: 27 Months

0 ‘'‘ ‘ ‘ ‘‘0 ‘ ‘2‘ ‘

AD3DNEXT offers an in-depth training in the pre-production and production stages of

animation film making. Along with this, the students also get a thorough grounding in the

area of their expertise by pursuing the..

: Part Time : Campus &: 24 Months

‘ ‘ ‘‘ ‘1‘ ‘+‘‘

The course has been structured to expose students to the details of Pre-Production and Digital

Film Making, along with the an overall understanding of the 3D Animation pipeline. Students

will be taken through the..

: Part Time : Campus &: 14 Months

#&‘r&&‘‘ 3‘ ‘1‘‘**‘ r ‘‘

First of a kind course to introduce school students to nuances of the Animation & VFX

industry. Tailor made so that the students can get a sneak peek in design, animation, VFX and

editing. Key Highlights ..


Basically Market profile of the Organization is Education and the production house

In Education MAAC is providing Animation knowledge it is the number 1 institude in India.

It has over 70 centres with cutting edge infrastructure in over 40 cities. Diploma courses

validated by the university of Cambridge International Examinations. And Degree courses in

associated with IGNOU, world¶s largest open University. It is providing real time training

environment. It has also a branch in u.K , Dubai etc. Now it has a Production House, Maya

Entertainment Ltd,which is in Mumbai Andheri west.Ketan Mehta is the Director of

production house and Institute. It has many projects national and international project.

National Projects

Jajantaram Mamantaram Over 1 hour of Composting, Computer Graphics, Scanning, Printing

Awara Pagal Deewana Complete film's Color Correction

Khiladi 420 Composting, Computer Graphics, Scanning, Printing

Kasoor Titles,dissolves & Computer Graphics

Yeh Kaise Mohbbat Titles,Composting, Computer Graphics, Scanning, Printing

Chhal Titles , montages & Computer Graphics

Yadein Dissolves, End Titles

Maa Tujhe Salaam Logo Animation

Yeh Dil Ashiqana Titles, Scanning, Printing, Color Correction

Mujhe Kuch Kehna Hai Reverse Telecine

Deham Scanning

Mitti Scanning

Ye Raste Hain Pya Ke Scanning

Rangai Jaane Rangama Scanning, Printing

Ye Mohabbat Hai Scanning, Printing

Tera Mera Saath Rahe Scanning

Soch Titles, Scanning, Printing, Colour Correction

Wah Tera Kya Kehna Special Effects

Maratha Battalion Special Effects

Haan Maine Bhi Pyaar Kiya Titles

Khullam Khulla Pyar Titles


Jism Titles , Special Effects

88 Antop Hill Titles , Special Effects

Oops Logo, Titles, Scanning, Printing, Colour Correction, effects

Chura Liya Hai Tumne Titles, Special effects

Karz Special Effects

Hawa Special Effects

Ek Haseena Thi Editing

Saaya Special Effects

The Rules Titles, Special effects

International Projects




‡‘ WEATHER KIDS ± Nickelodeon ± UK

‡‘ GOLDEN EYE ± Electronics Arts ± USA

‡‘ HAIRY DOGS ± Nickelodeon ± UK



My work profile in MAAC is of Marketing. I was given the responsibilities of handling

all the marketing and Advertisement activities of company.

As the company was dealing in animation Industry, so I have to visit all the institute of 12 th

classes and I was conducted the seminar and presentation. From this all the students of the

institute aware about the animation and VFX.

It was the peak time for the Academic that all the admissions take in this session, So I was

the part of our company. My target was the student who study in 8th class to Graduation, But

my Actual target was 12th class student. Because our Academic started the Deegre in B.A in


For spread awareness about Academic and animation we used to stand a knopy and standing

For the advertisement, and I had Broachers, Pamphlets and Banner. For such activity my

senior and my sir were always with me and my team. My work was to talk with the students

who were come near the knopy and talked with him or her about career counselling. And

after talk I was take his name, address, Academic Qualifications etc. And this information

submit to the marketing coordinator Mrs. Damini. who took the follow up of that student

according to their information.


There are very glorious conditions of working here. Ample of things are there to learn from

our seniors who have such a good knowledge and skills along with their experiences.

They just help us like the mentors and being working as a trainee they really help us

with our future prospective and teaching us from the ground level to clear our organizational

working base.

I also grasped the organizational culture of the company , I learned the basic practicals of

Marketing , how the marketing strategies are made , how the customers are targeted for

the products and services, what is the best suitable time of marketing, how the advertisement

is to be carried on and with how much frequencies.

I learn how to deal with the customers , to maintain a relation with them which will work

for the long terms of the business , and the every possible ways of turning of the customers

in favour of the organization. By handelling the responsibilities of advertisement process I


learned the system of effective advertisement which will be the best sourse to attract the

customers. The basics of effective advertisement sources so that the information can be

carried clearly and in simplicity to make customers aware and understand.

So it was really experience of learning things for my future growth and applying all these

Principles and system for the future , and I really thanks this company for making me feel

Like a good learner while handelling my responsibilities.

To evaluate the performances of the employee and improve on their weakness weekly

company¶s meetings were held on weekends , in this meeting each employee performance

is evaluated and to help them work in areas in which they are lacking. This really enhanced

my working stamina and the changes which I have to made for my better performance

in the company. So I am very thankful to my senior and Sir who has give me such

opportunity to spend time with him I will always thankful to you sir.



A research problem, in general, refers to some difficulty which a researcher experiences in

the context of either a theoretical or practical situation and wants to obtain a solution for the

Usually we say that a research problem does exist if the following conditions are met with:

1.‘ There must be an individual (or a group or an organization), let us call it µI¶, to whom
the problem can be attributed. The individual or the organization, as the case may be,
occupies an environment, say µN¶, which is defined by value of the uncontrolled
variables, Y.
2.‘ There must be at least two courses of action, say C1 and C2, to be pursued. A course
of action is defined by one or more values of the controlled variables. For example,
the number of items purchased at a specified time is said to be one course of action.
3.‘ There must be at two possible outcomes, say O1 and O2, of the course of action, of
which one should be preferable to the other. In other words, this means that there
must be at least one outcome that the researcher wants, i.e., an objective.
4.‘ The course of action available must provide some chance of obtaining the objective,
but they cannot provide the same chance, otherwise the choice would not matter.


The research problem undertake for study must be carefully selected. The task is difficult
one, although it may not appear to be so. Help may be taken from a research guide in this
connection. Nevertheless, every researcher must find out his own salvation for research
problems cannot be borrowed. A problem must spring from the researcher¶s mind like a plant
springing from its own seed. The following points may be observed by the researcher in
selecting a research problem or a subject for research:

1.‘ Subject which is overdone should not be normally chosen, for it will be a difficult
task to throw any new light in such a case.
2.‘ Controversial should not become the choice of an average researcher.
3.‘ Too narrow or too vague problems should be avoided.

4.‘ The subject for research should be familiar and feasible so that the related research
material or sources of research are within one¶s reach.
5.‘ The importance of the subject, the qualifications and the training of a researcher, the
costs involved, and the time factor are few other criteria that must also be considered
in selecting a problem. In other words, before the final selection of a problem is
done, a researcher must ask himself the following questions:
a.‘ Whether he is well equipped in terms of his background to carry out the research?
b.‘ Whether the study falls within the budget he can afford?
c.‘ Whether the necessary cooperation can be obtained from those who must
participate in research as subjects?

If the subject for research is selected properly by observing the above mentioned points, the
research will not be a boring drudgery, rather it will be love¶s labour. In fact, zest for work is
a must. The subject or the problem selected must involve the researcher and must have an
upper most place in his mind so that he may undertake all pains needed for the study.


Quite often we all hear that a problem clearly stated is a problem half solved. This segment
signifies the need for defining a research problem. The problem to be investigated must be
defined unambiguously for that will help to discriminate relevant data from the irrelevant
ones. A proper research problem will enable the researcher to be the track whereas an ill-
defined problem may create hurdles. Question like:

What data are to be collected?

What characteristics of data relevant and need to be studied?

What relations are to be explored?

What techniques are to be used for the purpose?

Thus, defining a research problem properly is a prerequisite for any study and is a step of the
highest importance. In fact, formulation of a problem is often more essential than its solution.
It is only on careful detailing the research problem that we can work out the research design
and can smoothly carry on all the consequence step involved while doing research.



Defining a research problem properly and clearly is a crucial part of a research study and
must in no case be accomplished hurriedly. However, in practice this frequently overlooked
which causes a lot of problems later on. Hence, the research problem should be defined in a
systematic manner, giving due weighted to all relating points. The technique for the purpose
involves the undertaking of the following steps generally one after the other:

1.‘ Statement of the problem in a general way;

2.‘ Understanding the nature of the problem;
3.‘ Surveying the available literature;
4.‘ Developing the ideas through discussion;
5.‘ Rephrasing the research problem into a working proposition.

c.‘ ‘*‘#‘&$‘‘‘&‘)"‘

First of all the problem should be stated in a broad general way, keeping in view either some
practical concern or some scientific or intellectual interest. For this purpose, the researcher
must immerse himself thoroughly in the subject matter concerning which he wished to pose a
problem. In case of social research, it is considered advisable to do some field observation
and as such the researcher may undertake some short of preliminary survey or what is often
called pilot survey. Then the researcher can himself state the problem or he can seek the
guidance of the guide or the subject expert in accomplishing this task. Often, the guide puts
forth the problem in the general terms, and it is then up to the researchers to narrow it down
and phrase the problem in operational terms. In case there is some directive from an
organizational authority, the problem then can be stated accordingly. The problem stated in a
broad general way may contain various ambiguities which must be resolved by cool thinking
and rethinking over the problem. At the same time the feasibility of a particular solution has
to be considered and the same should be kept in view while stating the problem.


The next step in defining the problem is to understand its origin and nature clearly. The best
way of understanding is to discuss it with those who first raised it in order to find out how the
problem originally came about and with what objectives in view. If the researcher has stated

the problem himself, he should consider once again all those points that induced him to make
a general statement concerning the problem. For a better understanding of the nature of the
problem involved, he can enter in to discussion with those who have a good knowledge of the
problem concerned or similar other problems. The researcher should also keep in view the
environment within which the problem is to be studied and understood.

0.‘ &"‘#‘$‘&&

All available literature concerning the problem at hard must necessarily be surveyed and
examined before a definition of a research problem is given. This mean that the researcher
must be well-conversant with relevant theories in the field, reports and records as also all
other relevant literature. He must devote sufficient time in reviewing of research already
undertaken on related problems. This is done to find out what data and other materials, if any,
are available for operational purposes. ³Knowing what data are available often serves to
narrow the problem itself as well as the technique that might be used.´ This would also help a
researcher to know if there are certain gaps in the theories, or whether the existing theories
applicable to the problem under study are inconsistent with each other, or whether the
findings of the different studies do not follow a pattern consistent with the theoretical
expectations and so on.

6.‘ ‘#‘‘#&#‘

Discussion concerning a problem often produces useful information. Various new ideas can
be developed through such exercise. Hence, a researcher must discuss his problem with his
colleagues and others who have enough experience in the same area or in working on similar
problems. This is quite often known as an experience survey. People with reach experience
are in a position to enlighten the researcher on different aspects of his proposed study and
their advice and comments are usually invaluable to the researcher. They help him sharpen
his focus of attention on specific aspects within the field. Discussion with such persons
should not only be confined to the formulation of the specific problem at hand, but should
also be concerned with the general approach to the given problem, techniques that might be
used, possible solutions, etc.


Finally the researcher must sit to rephrase the research problem into a working proposition.

Once the nature of the problem has been clearly understood, the environment has been

defined, discussion over the problem have taken place and the available literature has been

surveyed and examined, rephrasing the problem into analytical or operational terms is not a

difficult task. In addition to what has been stated above, the following points must also

observed while defining a research problem:

1.‘ Technical terms and words or phrases, with special meanings used in the statement of

the problem, should be clearly defined.

2.‘ Basic assumption or postulates relating to the research problem should be clearly


3.‘ A straight forward statement of the value of the investigation should be provided.

4.‘ The suitability of the time-period and the source of data available must also be

5.‘ considered by the researcher in defining the problem.


We may conclude by saying that the task of defining a research problem, very often, follows

a sequential pattern- the problem is stated in a general way, the ambiguities are resolved,

thinking and rethinking process results is a more specific formulation so that it may be a

realistic one in terms of the available data and resources and is also analytically meaningful.

All this result in a well defined research problem that is not only meaningful from an

operational point of view, but is equally capable of paving the way for the development of

working hypotheses and for means of solving the problem itself.

,7^ ‘ ‘  ^‘

The purpose of research is to discover the answers to questions through the application

of scientific procedures. The main aim of research is to find out the truth which is hidden

and which has not been discovered yet. Through each research study has its own specific

purpose, we may think of research objectives as falling into a number of following broad

groupings :

To gain familiarity with a phenomenon and to achieve new insights into it.

(studies with this object in view are termed as EXPLORATORY OR FORMUL-


To portray accurately the characteristics of a particular individual , situation

or a group. (studies with these object in view are known as DESCRIPTIVE

research studies.

To test the hypothesis of a casual relationship between the variables.(such


In short , the search of knowledge through objective and systematic method

of finding solution to a problem is research. The systematic approach

concerning the generalisation and the formulation of theory is also a research.

As such the research is the consisting of the enunciating the problem,formulation

of a hypothesis , collecting the facts of data , analysing the facts and reaching

certain conclusions.


1)‘ Desire to get a research degree along with its consequential benefits .

2)‘ Desire to face the challenges in solving the unsolved problem, i.e, concern

3)‘ over practical problems initiates research.

4)‘ Desire to get intellectual joy of doing some creative work.

5)‘ Desire to be of services to society.

6)‘ Desire to get respectability.

This is not an exhaustive list of factors motivating people to undertake research

studies. Many more factors such as directives of government, employment

conditions, curiosity about new things, desire to understand causal relationships,

social thinking and awakening, and the like may as well motivate (of at times

compel) people to perform research operations.

The study of research methodology gives the student the necessary training

in gathering material and arranging or card-indexing them, participation in the field

work when required, and also training in techniques for the collection of data

appropriate to particular problems, in the use of statistics, questionnaires and

controlled experimentation and in recording evidence, sorting it out and interpreting

it. In fact, importance of knowing the methodology of research of how research is

done stems from the following considerations:-

I.‘ For one who preparing himself for a career of carrying out research, the importance of

knowing research methodology and research techniques is obvious since the same

constitute the tools of his trade. The knowledge of methodology provides good

training specially to the new research worker enables him to do better research. It

helps him to develop disciplined thinking or a µbent of mind¶ to observe the field

objectively. Hence, those aspiring for careerism in research mush develop the skill of

using research techniques and mmust thoroughly understand the logic behind them.

11.Knowledge of how to do research will inculate the ability to evaluate and use research

results with reasonable confidence. In other words, we can state that the knowledge of

research methodology is helpful in various fields such as government of business

administration, community development and social work where persons are increasingly

called upon to evaluate and use research results for action.

When one knows how research is done, then one may have the satisfaction of acquiring a

new intellectual tool which can become a way of looking at the world and of judging every

day experience. Accordingly, it enables use to make intelligent decisions concerning

problems facing us in practical life at different points of time. Thus, the knowledge of

research methodology provides tools to took at things in life objectively.

I.‘ In this scientific age , all of us are in many ways consumers of research

results and we can use them intelligently provided we are able to judge

the adequacy of the methods by which they have been obtained. The

knowledge of methodology helps the consumer of research results to

evaluate them and enables him to take rational decisions.

Significane of Research

³All progress is born of inquiry. Doubt is often better than overconfidence, for it leads to i

nquiry, and inquiry leads to invention´ is a famous Husdson Maxim in context of which the

significance of research can well be understood. Increased amounts of research make

progress possible. Research inculates scientific and inductive thinking and it promoted the

development of logical habits thinking and organisation.

The role of research in several fields of applied economics, whether related to business of to

the economy as a whole, has greatly increased in modern times. The increasingly complex

nature of business and government has focused attention on the use of research in solving

operational problems. Research, as an aid to economic policy, has gained added

importance, both for government and business.

Research provides the basis for nearly all government policies in our economic system. For

instance, government¶s budgets rest in part on an analysis of the needs has to be equated to

probable revenues and this is a field where research is most needed. Through research we

can devise alternatives policies and can as well examine the consequences of each of these

alternatives. Decision-making may not be a part of research, but research certainly facilities

the decisions of the policy maker. Government has also to chalk out programmes for dealing

with all facets of the country¶s existence and most of these will be related directly of

indirectly to economic conditions. The plight of cultivators, the problems of big and small

business and industry, working conditions, trade union activities, the problems of

distribution, even the size and nature of defence services are matters requiring research.

Thus, research is considered necessary with regard to the allocation of nation¶s resources.

Another area in government, where research is necessary, is collecting information on the

economic and social structure of the nation. Such information indicates what is happening

in the economy and what changes are taking place. Research has its special significance in

solving various operational and planning problem of business and industry. Operations

research and market research , along with motivational research, are considered crucial and

their results assist, in more than one way, in taking business decisions. Market research is

the investigation of the structure and development of a market for the purpose of

formulating efficient policies for purchasing, production and sales. Operations research

refers to the application of mathematical, logical and analytical techniques to the solution of

business problems of cost minimization or of profit maximization or what can be termed as

optimisation problems. Motivational research of determining why people behaves as they

do is mainly concerned with market characteristics. In other words it is concerned with the

determination of motivates underlying the consumer(marker) behaviour. Research is

equally important for social scientists in stying social relationships and in seeking answers to

various social problems. It provides the intellectual satisfaction of knowing a few things just

for the sake of knowledge and also has practical utility for the social scientist to know for

the sake of being able to do something better or in a more efficient manner. Research in

sciences is concerned both with knowledge for its own sake and with knowledge for what it

can contribute to practical concerns. This double emphasis is perhaps especially appropriate

in the case of social science. On the other hand, its responsibility as a science is to develop a

body of principles that make possible the understanding and perfection of the whole range

of human interactions. On the other hand, because of its social orientation, it is increasingly

being looked to for practical guidance in solving immediate problems of human relations.


The formidable problem that follows the task of defining the research problem is the

Preparation of design of the research project, popularly known as the ³research

design ³.decisions regarding what, where, when, how much, by what means concerning

of an enquiry or a research study constitute research design.

³A research design is the arrangement of conditions for collections and analysis of data in a

manner that aims to combine the relevance to the research purpose with economy in

procedure.´ In fact , the research deign is the conceptual structure within which research is

conducted. It constitutes the blueprint for the collection , management and analysis of data.

As such the design includes an outline of what researcher will do from writing the hypothesis

and its operational implications to the final analysis of data.

Research design is needed because it facilitates the smooth sailing of the various research

Operations , thereby making the research as efficient as possible yielding maximum

Information with minimal expenditure of effort , time and money. Just for as better,

attractive construction of a house , we need a blueprint well thought out and prepared by an

expert architect, similarly we need a research design and plan in advance of data collection

and analysis of our research project. Research design stands for advance planning of the

methods to be adopted for collecting the relevant data and the techniques to be used in

their analysis.

Preparation of research design should be done with great care as any error in it may upset the

entire project. Research design in fact has a great bearing on the reliability of the results

arrived at end and as such constitutes the firms foundation of the entire edifice of the research

work. Even then the need for a well thought out research design at times not realized by

many . The importance this problem deserve is not given to it. As a result many researches

do not serve the purpose for which thy are undertaken. In fact they they even give misleading

conclusions. Thoughtless in designing the result project may result in rendring the research

exercise futile. It is therefore , imperative that an efficient and appropriate design must be

prepared before starting the research operations. The design helps the researcher to organize

ideas in a form whereby it will be possible for him to look for flaws and inadequacies.

Such a design can even be given to others for their comments and critical evaluation. In the

absence of such a course of action, it will be difficult for the critic to provide a

review of the proposed study.

A research design for a research problem , usually involves the considerations of the

Factors :

1)‘ The means of obtaining information .

2)‘ The availability and skills of the researcher.

3)‘ The objective of the problem is to be studied.

4)‘ The nature of the problem to be studied

5)‘ The availability of time and money for the research work.


Before describing the designs , it will be important to explain the various concepts relating to

research design so that these may be easily understood.

1)‘ Dependent and independent variable.

2)‘ Extraneous variable

3)‘ Control

4)‘ Confound relationship

5)‘ Research hypothesis

6)‘ Experimental and non- experimental hypothesis testing research

7)‘ Experimental and control group

8)‘ Treatments

9)‘ Experiment

Different research designs can conveniently described if we categorize them as :

1)‘ Research design in case of exploratory research studies.

2)Research design in case of descriptive and diagnostic research studies.

3)Research design in case of hypothesis ± testing research studies.

Research methodology is a way to systematically solve the research problem. It may be

understood as a science of studying how research is done scientifically. In it we study the

various steps that are adopted by a researcher in studying his research problem along

with the logic behind them. It is necessary for the researcher to not only know the research

methods and techniques but also to know the research methodologies.

The study of research methodology gives student the necessary training in gathering the

material and arranging them , participation in the field work when required, and also training

in techniques for the collection of the appropriate data to particular problems, in use of

statistics, questionnaires and controlled experimentations and in recording evidence, sorting it

out and interpreting it. In fact, importance of knowing the methodology of research or how

research is done stems from the following considerations.

1} For one who is preparing himself for a career of carrying out research, the importance of

knowing the research methodology and research techniques is obvious since the same

constitutes the tool of his trade. The knowledge of methodology provides good tra ining

specially to the new research worker and enables him to do better research.

2} knowledge of how to do research will inculcate the ability to evaluate and use research

results with reasonable confidence. In other words, we can say that the knowledge

of research methodology is helpful in various fields such as government or business

administration, community development and social work where persons are increasingly

called upon to evaluate and use research result for action.

3} when one knows how research is done, then one may have the satisfaction of acquiring

a new intellectual tool which can become a way of looking at the world and of judging

every day experience. Accordingly it enables use to make intelligent decisions.

concerning problems facing us in practical life at different points of time.

Thus the knowledge of research methodology provides tools to took at things in

life objectively.

4} In this scientific age , all of us are in many ways consumers of research results and we

can use them intelligently provided we are able to judge the adequacy of the methods by

which they have been obtained. The knowledge of methodology helps the consumers

of research results to evaluate them and enables to take the rational decisions.



There are very glorious conditions of working here. Ample of things are there to learn from

our seniors who have such a good knowledge and skills along with their experiences.

They just help us like the mentors and being working as a trainee they really help us

with our future prospective and teaching us from the ground level to clear our organizational

working base.

I also grasped the organizational culture of the company , I learned the basic practicals of

Marketing , how the marketing strategies are made , how the customers are targeted for

the products and services, what is the best suitable time of marketing, how the advertisement

is to be carried on and with how much frequencies.

I learn how to deal with the customers , to maintain a relation with them which will work

for the long terms of the business , and the every possible ways of turning of the customers

in favour of the organization. By handelling the responsibilities of advertisement process I


learned the system of effective advertisement which will be the best sourse to attract the

customers. The basics of effective advertisement sources so that the information can be

carried clearly and in simplicity to make customers aware and understand.

So it was really experience of learning things for my future growth and applying all these

Principles and system for the future , and I really thanks this company for making me feel

Like a good learner while handelling my responsibilities.


According to my summer project,it was my great experience to do work with a such a

company that is an innovation in the field of Animation and VFX, is a company that is a

quality of name in the field of education system.It was my honour that my institute gave me

such a great opportunity of summer training in such a company that is at growth stage.The

main quality of the organization that all the seniors are very cooperative,at everyday of my

working I learnt something new from my senior..So I pay thanks to HIERANK SCHOOL


me a great opportunity of summer training.



Animation Magazine

Prospectus of MAAC

Marketing Teams


Research and Methodology Book

By C.R Kothari

Training Diary

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