New issue of magazine "Reitingai": VGTU is leading in five Bachelor and eight Master degree programs

December 15, 2015
The latest issue of magazine "Reitingai" for the second year already, presents university rankings by subject, evaluating seventy study programs. This year, in contrast to the last time, they ranked the Bachelor and Master Degree programs separately.
 
On the level of Bachelor degree, from the twenty assessed study programs, Vilnius Gediminas Technical University (VGTU) received the top five rankings by subject in Biotechnology, Architecture, Civil Engineering and Construction Technologies, Aeronautic Engineering and Mechanics Engineering.
 
On the level of Master degree, they ranked nineteen VGTU study programs, our university leading in eight of them: Aeronautics Engineering, Manufacturing Engineering, Mechanics Engineering, Transport Engineering, Civil Engineering and Construction Technologies, Architecture and Biotechnologies.
 
While compiling the rankings, the opinion of the employers (40 per cent of the total result) was important. They also took into account the average of Maturity Certificate score of all first year students in 2015 (20 points). The number of the best graduates in each specific program with Maturity Diploma from 88 to 100 points, comprised 20 points; as well as the number of students, studying at VGTU since 2015, with the lowest Maturity Certificate score.

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When ideas become virtual worlds: the synergy of creativity and technology at the BLON festival
When ideas become virtual worlds: the synergy of creativity and technology at the BLON festival
This year at the festival, lecturers and students from the Department of Graphical Systems represented the university with an interactive exhibition titled "VILNIUS TECH: Synergy of Creativity and Technology." Additionally, Bachelor's students in Multimedia and Computer Design and Master's students in Digital Animation Technologies presented their work to visitors and creative industry professionals. Some of them even became speakers in the official BLON educational programme. "In the Multimedia and Computer Design study programme, we follow a simple principle: students' practical assignments must be created not just for grading, but in a way that allows them to be showcased publicly. At the BLON Festival, students present their projects to a real audience, answer questions from visitors and industry professionals, and receive direct feedback. This develops not only their professional skills but also their communication abilities, helping them integrate into the industry more smoothly. For the industry, meanwhile, it is an opportunity to evaluate the students' practical abilities and determine if their skills align with company needs," says Assoc. Prof. Dr. R. Semėnas, Technical Artist and Vice-Dean for Alumni and Partnerships at the VILNIUS TECH Faculty of Fundamental Sciences. Technologies Could Not Only Be Seen but Also Experienced Running for four days at the Klaipėda Culture Factory, the VILNIUS TECH interactive exhibition became a space where visitors could not only see the works created by students but also try out modern creative technologies themselves. Virtual reality, video mapping, 3D graphics, and interactive projects provided a closer look at how technology is used in creating animation, video games, and virtual reality content. The exhibition featured course projects and final theses by Bachelor's students in Multimedia and Computer Design and Master's students in Digital Animation Technologies. To showcase them, virtual reality workstations were set up using Meta Quest headsets, a video mapping system, and other technical equipment dedicated to creative projects. This allowed visitors not only to observe the final results but also to gain a better understanding of the technological side of creating these projects.   Students: Not Just Festival Participants, but Also Speakers One of the most important highlights of VILNIUS TECH's participation in the BLON Festival was the students' involvement in its official programme. Elžbieta Poliakova spoke about the possibilities of stylized lighting in CGI animation; Sabina Mamedova presented the application of woodcut-style animation in a VR 360 project; Jovilė Gečaitė examined the rotoscoping method in animation; and Anastasija Aušra Simaškaitė shared her experience in applying hybrid animation techniques. The educational programme was also enriched by presentations from VILNIUS TECH lecturers and specialists: Dr. Tomas Mitkus presented the map of the Lithuanian animation industry in 2026 and examined the role of generative AI in European animation, while Assoc. Prof. Dr. Rokas Semėnas spoke about the training of technical artists at VILNIUS TECH.   Creative Technologies: From Study Projects to Professional Careers Participation in BLON also reveals the broader direction of training technical artists: when animation, sound, graphics, and interactive content merge into a single project, a creator can no longer rely on knowledge from just one field. Alongside artistic and creative skills, technological proficiency—the ability to understand the project's platform and technical limitations—is becoming increasingly important. Soft skills, especially the ability to present one's work to different audiences, are equally crucial. "During the event, students have to briefly pitch their work multiple times and communicate clearly with various people who ask different questions and have different communication styles. This process significantly contributes to the development of students' soft skills and a smoother transition into the industry," emphasizes R. Semėnas. The VILNIUS TECH exhibition was visited by over 400 people, including schoolchildren, their parents, teachers, lecturers, and professionals from the Lithuanian and international animation and gaming industries. Conversations went beyond just presenting study programmes: visitors were interested in the VILNIUS TECH students' projects, their creation process, the technologies used, and professional opportunities in the animation and video game sectors.
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