Spatial Visualization and Professional Competence: The Development of Proficiency Among Digital Artists
暫譯: 空間視覺化與專業能力:數位藝術家熟練度的發展

Andrew Paquette

  • 出版商: Springer
  • 出版日期: 2018-09-11
  • 售價: $2,420
  • 貴賓價: 9.5$2,299
  • 語言: 英文
  • 頁數: 217
  • 裝訂: Hardcover
  • ISBN: 3319912887
  • ISBN-13: 9783319912882
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

The computer graphics (CG) industry is an attractive field for undergraduate students, but employers often find that graduates of CG art programmes are not proficient. The result is that many positions are left vacant, despite large numbers of job applicants. This book investigates how student CG artists develop proficiency. The subject is important to the rapidly growing number of educators in this sector, employers of graduates, and students who intend to develop proficiency for the purpose of obtaining employment. Educators will see why teaching software-oriented knowledge to students does not lead to proficiency, but that the development of problem-solving and visualisation skills do.

This book follows a narrow focus, as students develop proficiency in a cognitively challenging task known as ‘NURBS modelling’. This task was chosen due to an observed relationship between students who succeeded in the task, and students who successfully obtained employment after graduation. In the study this is based on, readers will be shown that knowledge-based explanations for the development of proficiency do not adequately account for proficiency or expertise in this field, where visualisation has been observed to develop suddenly rather than over an extended period of time. This is an unusual but not unique observation. Other studies have shown rapid development of proficiency and expertise in certain professions, such as among telegraph operators, composers and chess players. Based on these observations, the book argues that threshold concepts play a key role in the development of expertise among CG artists.

商品描述(中文翻譯)

電腦圖形(CG)產業對於大學本科生來說是一個吸引人的領域,但雇主經常發現CG藝術課程的畢業生並不熟練。結果是,儘管有大量的求職者,許多職位仍然空缺。本書探討學生CG藝術家如何發展熟練度。這個主題對於這個快速增長的教育者群體、畢業生的雇主以及希望為了獲得就業而發展熟練度的學生來說都非常重要。教育者將會看到,教導以軟體為導向的知識並不會導致熟練度的提升,而是問題解決能力和視覺化技能的發展會帶來成效。

本書專注於學生在一項被稱為「NURBS建模」的認知挑戰性任務中發展熟練度。這項任務的選擇是基於觀察到成功完成該任務的學生與畢業後成功獲得就業的學生之間的關聯。在本研究中,讀者將會看到,基於知識的解釋並不足以充分解釋在這個領域中的熟練度或專業知識,因為視覺化的發展被觀察到是突然發生的,而不是在長時間內逐漸形成的。這是一個不尋常但並非獨特的觀察。其他研究顯示,在某些職業中,如電報操作員、作曲家和棋手,熟練度和專業知識的快速發展也有類似的情況。基於這些觀察,本書主張,門檻概念在CG藝術家專業知識的發展中扮演著關鍵角色。