Please use this identifier to cite or link to this item: https://etd.cput.ac.za/handle/20.500.11838/1336
DC FieldValueLanguage
dc.contributor.advisorCronjé, Johannes C.en_US
dc.contributor.authorRoome, John Williamen_US
dc.date.accessioned2014-05-13T07:11:15Z-
dc.date.accessioned2016-02-20T06:03:54Z-
dc.date.available2014-05-13T07:11:15Z-
dc.date.available2016-02-20T06:03:54Z-
dc.date.issued2013-
dc.identifier.urihttp://hdl.handle.net/20.500.11838/1336-
dc.descriptionThesis (DTech (Design))--Cape Peninsula University of Technology, 2013en_US
dc.description.abstractDigital drawing and animation, using basic computer software, opens up new possibilities in creative practice-­‐led research. The digital medium, with its relative ease of reproduction and storage of images, facilitates a reflective method of thinking-­‐while-­‐ drawing, thereby stimulating the creative process and providing a unique means of reflection-­‐in-­‐action. The computer’s ability to record images allows for temporal disruption, providing possibilities for exploring alternative creative solutions as well as retrospective, reflection-­‐on-­‐action. This thesis presents an interrogation of the researcher’s creative practice, as well as the findings and creative artefacts of other relevant practitioners in the field of digital drawing, animation, and related creative activities. A reflexive methodology was used to investigate the relationship between making, doing, and knowing in creative practice. The findings are supported by creative outputs (making), reflection on the creative process in relation to supporting literature (doing), and knowledge resulting from this reflection together with related theoretical research (knowing). The research revealed that digital drawing and animation supports new modes of making resulting in the production of original creative artefacts. It was further revealed that in relation to “doing”, the digital medium supports reflective practice by enabling the creative practitioner to document and reflect on these outputs both during and after making. The resulting reflexive actions combined with theoretical research lead to revelations concerning the relationship between thinking and drawing when using digital media as well as in a broader sense. The study thus contributes insights concerning art and design thinking, and makes a contribution to new developments in visual arts and design research. Practice-­‐led research introduces a theoretical paradigm that has methodological implications particularly in the context of the current re-­‐structuring and transformation of art and design education at South African Universities of Technology. The findings indicate that digital drawing and animation can encourage a critical and reflective approach not only in the work of creative practitioners by supporting new modes of making, but that it also has positive implications for visual arts research and teaching. In this regard the research highlights the need for promoting the integration of theory and practice in visual arts and design education curricula.en_US
dc.language.isoenen_US
dc.publisherCape Peninsula University of Technologyen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/3.0/za/-
dc.subjectDrawing -- Techniqueen_US
dc.subjectAnimation (Cinematography)en_US
dc.subjectCreative thinkingen_US
dc.subjectComputer softwareen_US
dc.subjectComputer animationen_US
dc.subjectDissertations, Academicen_US
dc.subjectDTechen_US
dc.titleCreative applications of basic computer software: a practice-led exploration of visual art and design thinking drawing and animationen_US
dc.typeThesisen_US
Appears in Collections:Design - Doctoral Degree
Files in This Item:
File Description SizeFormat 
Roome_JW_DTech_design_2013.pdf112.23 MBAdobe PDFThumbnail
View/Open
Show simple item record

Page view(s)

1,555
Last Week
1
Last month
1,027
checked on Sep 26, 2024

Download(s)

171
checked on Sep 26, 2024

Google ScholarTM

Check


This item is licensed under a Creative Commons License Creative Commons