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This research seeks to observe the case of drawing in virtual reality, namely regarding the possibilities of creating a didactic program that can be implemented in higher education. It is done by trying to establish a living bridge between analogical drawing/ animation and their virtual reflexes. In this sense, we will deal mainly with drawing, but also with animation in virtual reality. The novelty, innovation and constant development of the virtual reality medium allow for an increasingly focused approach to the case of the space in which drawing is applied. We grounded our study theoretically through in-depth research of works by authors relevant to the teaching of drawing, digital drawing and virtual reality, observing a wide range of works related to these and the potential application of their methods, models, lessons to virtual reality. In order to analytically validate the relevance of the case study we carried out a set of surveys conducted at different stages taking into account the specific demographics of higher education students whose results we present, interviews with university professors relevant to the topic and practical application through the realization of workshops in class format. The didactic dimension of the project required us to formally apply to it emerging teaching theories such as Adaptive and Blended Learning, Understanding by Design, and Serious Gaming, observed and then adapted for the benefit of our case study. Finally, we projected this stream of knowledge in the shape of Allegories - the set of ten lessons that we developed under the format of teacher and student guidelines, which condensed the investigated subject matter by materializing the exercise of drawing and animation in virtual reality in ten moments connected to different teaching areas present in the Faculty of Fine Arts of the University of Lisbon
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Desenho Realidade Virtual Animação Ilustração Didáctica do desenho Desenho digital Arte digital Arte conceptual
