Type: Evaluation Essays
Sample donated: Boyd Warren
Last updated: December 19, 2019
Nowadays, technology had made our lives easier and convenient. Thingsare effortless, can provide accurate output, and less hassle. Graphic designs donot mean that it’s all about designs made by computers, instead, from the pastyears, are made manually by hand, and it takes a very talented person to makeit very detailed. From small canvassed to paintings, people are admired art,depending on their own interpretations.Today, artists around the world are not only found in streets drawingcanvasses for people, drawing backgrounds from the scenery.
Now, there arepeople who are called, digital graphic designers, which are artist thatutilized computers and technology for making designs and arts. Digital graphics are now in trends especially digital arts are easilyexhibited in the internet particularly in the social media. Digital arts aremade through software, like Adobe programs and many more.Also, in terms of creating digital arts, 3D modeling became a trendsince computer games and animated movies uses 3D characters, to make it morepleasing to the users’ eyes. Innovation in digital arts are growing fast, as the industry for digitalgames and movies are very competitive in the market. There are manyapplications created that enabled the user to developed their ability in graphicdesign, but not all are capable of it. The usability of an application is very important to graphic designed, becauseit could be affected the development and served as the basis to create a more andattractive design that can entice the users. Some companies or productionmanagements invests on software with premium features, meaning they have to paya price in order to use the full capabilities of the software, to fulfill thesatisfaction of creating digital arts and motion graphics.
Some may not believe it, but there are softwares in the internet that promisesa pack of features in terms of digital graphic designs, that be downloaded,open licensed and free of charge, like the Blender.Blender is a free and open source 3D creation suite. It supported theentirety of the 3D pipeline in modeling, rigging, animation, simulation,rendering, compositing and motion tracking, even video editing and gamecreation.The creator of Blender was Ton Roosendaal, which is the largest opensource tool for 3D creation. Blender was originally developed as an in-house tool;the software now is being developed online by a community of developers led byTon Roosendaal at blender.
org. And was originally developed as in-house 3Dsoftware by the Dutch animation studio neogeo. It was mainly used by graphicartist that practices 3D modeling.Blender’s features are not only for 3D modeling, but also for animation,cycles render, video editing, game creation, and they can improvefunctionalities by program scripting using Python. By utilized the fullcapabilities of Blender, the user could make an integrated project – forexample, making a 3d model character, apply colors, animation, and you can useit in a movie or a game, and add effects.Performance for rendering projects may depend on the hardwarecapabilities, but the Blender organization is still fixing bugs and improvingupdates to improve the adaptability of the software to the hardware.Despite of being an open-sourced application, Blender’s popularity isstill on the downside. Blender may be used in some famous games and theirtechnology is even applied on some of the Hollywood movies, but still, most ofthe users prefer other software.
This issue aimed to be clarified in thisresearch as a secondary priority, and can be answered along the way as long asreader continuously read this research.In order to clarify and understand the Blender application, theresearchers are inspired to make this research and to conduct a study about theusability of the Blender Application in terms of making it as a tool forstudying a multimedia development, specifically for making 3d models andapplications, and to promote the software to the target students, because itmay help them in many ways, particularly in studying multimedia. TheoreticalFrameworkGeometricTheoryThe Geometrictheory explains the fundamentals of creating 3D models.
Geometric theory iscomposed of the following components which are Vertices, Lines, Edge, Polygons,Elements, Face, Primitives, Meshes; and its supported by the Cartesian-coordinatesystem, the 2-dimensional and the 3-dimensional.Figure 1. The 3DRight-hand Coordinate SystemThe figure showed the 3D right-hand coordinatesystem , the x axispoints to the right, the y axispoints up, and the z axispoints out of direction.Thistheory will greatly support the research because it contains the details aboutcreating and handling 3D objects, particularly in a computerized environment.Usesand Gratifications Model Blumler andKatz’s offers and audience center approach to studying the motivations behindmedia adoption and used. It suggests different people who used the media indifferent ways, in order to achieve certain goals or fulfill types of needs.
The research will rely to this theorybecause it explained the concept on how the users will be motivated and to becomfortable to use a new software, like the Blender.ThePhilosophy and Theory of Digital ArtsThe philosophy and theory of digital art proceeds from a carefullyarticulated general account of digital representation to an investigation ofthe precise ways in which different kinds of digital art are digital. Digital arts became mainstream in the 1990’s, but until now, arttheorist and art philosophers are still working on the theory concretism,because digital art is still in the innovation along with current technologyand its different wide applications, for example, like movies, video games, andanimations. The philosophy aimed into the ways an artwork’s digital statusbears on its appropriate public appreciation. By conducting a systematicanalysis of the digital as an artistically significant category, the philosophyof digital art seek to ground burgeoning interdisciplinary and popularinterest.This theory will greatly support the study by using this theory as abasis for analyzing the respondent’s preferences in digital arts that mayaffected on how they perceived the usefulness of Blender application.
Conceptual Framework Figure 2. The Conceptual Framework of the Usability of Blender Application: A Tool in Making 3DApplication. In conceptual framework of the study, it gives awell-presented and more visualized concept.
It also gives the flow of an input,output process presented in figure. The input presented the related literature andstudies about the concepts of Blender Application. Input also presented theproblem that needs to be solved. The application of the theoretical frameworkfor the research’s reliability, and the used of questionnaires for gatheringdata from the respondents.The process presented the analyzation of thegathered data from citations and studies to apply in the later part of theresearch, and also to utilized the used of questionnaires, conducted surveys,statistical treatment and analysis of its data.The output presented the formulated solutionsand conclusions after undergoing the said process.Statementof the ProblemThe study entitled “The Usability of Blender SoftwareApplication: A Tool in Making 3D Applications” determine its usability. Specifically, the study seeks to answer the followingissues: 1) What is the Students assessment in the usabilityand the unique characteristics and preferences of the Blender Application interms of:a) Performanceb) Flexibilityc) Knowledge d) User-Interface 2) Do the students prefer using Blender Application tobe used as a tool in terms of studying multimedia arts?HypothesisH0- .
The researchers presumed that the Blender Applicationdoesn’t have its own unique characteristics and preferences.H1- The researchers presumed that the Blender Applicationdoes have its own unique characteristics and preferences.H0- . The researchers presumed that the Blender Applicationdoesn’t have enough features to prove its usability.H1- The researchers presumed that the Blender Applicationdoes have enough features to prove its usability.H0-. The researchers presumed that the Blender Application isnot preferred by the students to use it as a tool for studying multimedia arts.H1- The researchers presumed that the Blender Application ispreferred by the students to use it as a tool for studying multimedia arts.
Scopeand LimitationThe purpose of this study is to determine thepreferences and evaluation of the respondents in using the Blender applicationin terms of using in multimedia development, particularly in making 3D modelingand application.The researcher limits the study to thePolytechnic University of the Philippines, Quezon City branch, located at theDon Fabian St, Commonwealth, Quezon City, and the respondents are the 131selected BSIT students that takes part in the study. The researcher usedconventional paper survey, which all respondents are requested to answer.Significanceof the StudyThis study will determine the students’ preferability in using BlenderApplication and to assess its capabilities, therefore, will be deemed importantto the following:To the Students, this study will give themguide on how to choose an appropriate Software in Creating 3D objects and tosee how usable the Blender Application as an alternative. To Graphic Artists andAnimators, this research will serve as guide and can make provide them knowledgeabout the usability of Blender Application in Computer Graphics and Animation. To the Future Researchers,this research can help other researchers who are related to self –concept andacademics providing them knowledge, also it will serve as resources andreferences for the future researchers. Definitionof Terms3D (Three -Dimensional).
An image or picture that provides the perception of depth. Agitate. To give motion orto caught someone attention.
Used togive motion to the object made by the artist.Animation. A way of making a movie by using a series ofdrawing, computer graphics, or photographs of objects such as model or puppetsthat slightly different from one another and viewed quickly one after anothercreate the appearance of movement. Use to display movement of an object.Blender. Is the free and open source 3Dcreation suite. It supports the entirety of the 3D pipeline — modeling,rigging, animation, simulation, rendering, compositing and motion tracking,even video editing and game creation. A software used in making 3D objects.
Compositor. One who sets type and made of different partsor elements. Used to compose desire needs in making 3D objects.ComputerGraphics. Artistic use of computers for pictures,shapes, words, and any designs. Representation of images.
Mesh. To fit,work, and move together properly. An object that is use in making 3D object tofit, move, and work properly and successfully. Modeling. A particular type or versionof a product (such as computer) or the act of providing a small copy.
Used toshow the finish product or milestone.Photo-realism. Realism in any art characterized by extremelymeticulous depiction of detail. A picture that is like a real image by applying3d effects.Pipeline. The system for developing andproducing something.
The continuous development or production of a software orproduct. Render. To reproduce or represent byartistic or verbal means. To produce a copy or version of. To produce an outputof the 3D model. Rigging.
An equipment that is used forsupporting and using similar network for manipulation. Used in 3D modeling tohave effects and attract the user. Simulation. The imitative representationof the functioning of another of one system or process by means of thefunctioning of another. Used to give life and control the 3D object or theoutput.User-Interface.
A front displaywhere the user can physical see something from the screen. Display theinterface of the software and component of a software which display thegraphical content.