My doctoral study investigated the “Practice as Research” model for critical 3D computer animation. I designed a structure for the model using mixed research methods and a critical process, and applied this proposed methodology first into a pilot study to examine some selected methods and identify other required techniques for this research model. The refined "Practice as Research" model was then applied into different fields of animation - a game development project, a narrative, and experimental animation for detailed analysis and improvement of its flexibility. The study examined a variety of practices and procedures used by animators and studios and identified processes for the analysis and evaluation of computer animation. Within the created research space in both commercial project and experimental works, I demonstrated that there were effective and different procedures, depending on the application and its target qualities. Also, I clarified some of the basic differences between traditional animation techniques and 3D skills; hence, explained and modified some of the well-established animation practices to best suit 3D animation development. The "Practice as Research" model encouraged critical research methods and attitudes into industrial settings to expand the receptiveness of experiences and knowledge, shifting away from the common creative product-oriented view. The model naturally led a practitioner to intervene one's perspective and previous ways of doing. It showed that the “Practice as Research” approach could increase creativity in a product while maintaining control in time management and encourage animators to welcome other perspectives. The research concluded that if “Practice as Research” model was used properly, it could be an effective and efficient method to satisfy both commercial qualities and personal development. The most interesting part of the research was perhaps the search for an animator’s mindset, personal qualities, preconceptions and preferences that could influence practices and qualities. With those additional information, I refined the proposed “Practice as Research” model that allowed animators to modify their previous way of working and thinking during the process, and encouraged continuous development to aim for a higher quality of work.
Identifer | oai:union.ndltd.org:bl.uk/oai:ethos.bl.uk:537107 |
Date | January 2010 |
Creators | Lo-Garry, Yasumiko Cindy Tszyan |
Publisher | Bournemouth University |
Source Sets | Ethos UK |
Detected Language | English |
Type | Electronic Thesis or Dissertation |
Source | http://eprints.bournemouth.ac.uk/18395/ |
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