Browsing by Author "Stewart, Michelle."
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Item An animated film with an accompanying analysis of its relationship to the theory and practice of art and animation.(2016) Stewart, Michelle.; Van der Hoven, Anton.; Hall, Louise Gillian.The focus of this practice-based PhD study is the production of an experimental, 2D animated short film of 10 minutes, 27 seconds, titled Big Man. The animated film is a retelling of several episodes that are found in chapters two and four of The Book of Daniel from the Old Testament in which Nebuchadnezzar, King of Babylon, has troubled dreams that can only be interpreted by the Hebrew prophet Daniel. In the film, this biblical story is re-imagined using the former South African Prime Minister, Mr Balthazar Johannes (BJ) Vorster as the character of Nebuchadnezzar, thus linking the narrative directly to South African history. This is done using a variety of animation techniques, including stop-motion paper cut-out animation, digital and traditional hand-drawn frame-by-frame and cel animation, digital puppet animation and paint-on-glass animation. The written component of this research provides a detailed explanation of the conceptual, technical and creative approaches used in the making of the film prior to, during and post production, and locates the film within the contexts of animation and fine arts practice in South Africa. In addition, the theoretical component discusses the concept of the ‘Big Man’, the particular literary, theoretical and visual influences at work in the film, and the adaptation of the biblical narrative from its origins to its re-imagining as a fictional, South African narrative explored through the medium of experimental animation. Practice-based research is essentially interdisciplinary, as one is approaching a study through both practice and theory (Elkins 2009). Thus research methods and aims can be applied to both aspects of the study and can differ quite radically, as textual research is clearly not the same as research through creative practice. This makes it impossible to come up with a single research question. Research that originates through practice involves a complexity of technical, conceptual, visual and aesthetic areas of exploration and approaches specific to creative practice, whereas the associated written component critically and cognitively engages with and supports the practice through theory. In terms of assessment the PhD project comprises a 50/50 split between practice and theory. The following questions cover the scope of my exploration in both the practice and textual components of my study: Does the film represent the theme of the “Big Man” in such a way as to make it relevant to both the South African context and to a broader international audience? At the outset the objective of this project was to use the theme of the “Big Man” to explore notions of power, and, in particular, to comment on the present political climate in South Africa with an emphasis on the rising conception of President Jacob Zuma as South Africa's most recent “Big Man”. The intention was to explore this idea implicitly, through the guise of the past, using former apartheid Prime Minister BJ Vorster as the central character of the film. A motivation for casting BJ Vorster as the biblical character of Nebuchadnezzar is that the biblical king is a famous, archetypal Big Man, whereas BJ Vorster is not necessarily widely known outside South Africa. Also, using The Book of Daniel from the Old Testament as the overarching narrative was intended to place the narrative within a broader understanding, beyond the South African context. The primary intention was for the film to convey this theme and narrative to its audience in a visually, conceptually and aesthetically coherent way. The textual component aims to reflect critically on the various visual, aesthetic and conceptual methods the film uses to engage with both the theme of the Big Man and the biblical narrative. This component also aims to engage with the relevance of the notion of the “Big Man” in terms of notable precedents in the creative and performing arts in South Africa. What are the interdisciplinary and research potentials of the experimental animation platform? While my film uses a narrative form associated with orthodox animation, the use of a multiplicity of styles and approaches is more commonly associated with the experimental tradition (Wells 2002: 42). One objective in creating this film was to extend my creative and conceptual knowledge of art-making and animation by creating an independent, experimental animated film. I chose to make an experimental film due to my interest in learning, using and integrating a variety of creative processes within a filmic medium. My methods and aims included using and extending my skills and interest in the fine arts, digital image-making and 2D digital animation. The film's identity within the experimental tradition, and the successful use and integration of a variety of creative processes is hopefully evident in the artwork itself. The methods of researching and applying these diverse approaches are illuminated in the course of the textual component. How can the digital platform act as both a medium and a tool for the animation process? A significant objective of this project was to explore the digital platform on the one hand as a tool for facilitating the animation process, and on the other hand as a medium for creating digital animation. The film accessed the traditional stop-motion animation processes of paper cut-out animation and paint-on-glass animation. As these are labour-intensive processes, I aimed to find ways of using the digital platform as tool to facilitate and speed up this process. I also had to find ways of integrating diverse traditional and digital styles and approaches. In order to do this, while I had previous knowledge of digital cinema technology, I had to learn to process and integrate these hybrid techniques in film editing and production suites at a more advanced level than I had previously used. In terms of accessing the digital platform as a medium with which to create animation, I aimed to develop my skills in digital, hand-drawn, frame-by-frame animation and learn 2D puppet animation using the Flash animation platform. To what extent do the visual conceptualisation, planning and preparation for the film represent valid research methods? The general consensus within practice-based research is that the practice forms a significant part of the research (Elkins 2009). While to some extent the investigation is seen to be made visible in the culminating creative work, other modes of investigation applied during the practice may not be apparent in the end product. These include storyboarding the narrative, the initial visual and aesthetic conceptualisation, and the technical planning. Some commentators suggest that these processes can be recorded in the form of a diary (Frayling 1994). I have chosen to incorporate them into the written component. In this way the textual component aims to elucidate and document the visual methods of investigation applied during the creative process. The objective is to clarify this visual exploration as valid research, without which there would be no film. It is important to note that while such visual processes are major aspects of the research, other forms of non-visual investigation also apply and are an essential part of the planning process as well. The theme of the “Big Man”, for example, required both visual and theoretical exploration. However, for the sake of clarity, these aspects of the research are dealt with separately to the visual research process.Item Eastern European experimental animation, fine art aesthetics and the digital age.(2016) Gouteva, Anelia Valentinova.; Stewart, Michelle.The study is an exploration of Eastern European animation as it relates to experimental animation practice – in particular as it relates to fine art aesthetics. The research further aims to investigate the validity of this tradition within the context of digital cinema technology. In this regard the investigation focuses on the experimental animated films of Eastern European animators Yuri Norstein and Aleksandr Petrov. The study will importantly also include an analysis of the candidate's practice-based research as it relates to the digital platform, fine art aesthetics and to the candidate's eastern European heritage. As this study is practice-based and comprises a textual and practice component, the research questions relate to both practice and theory. However as both components are related, the research questions relate to both areas of study: As the study considers how digital cinema technology and creative applications can emulate and facilitate the processes and aesthetics of traditional, hand-crafted animation, the research question which arises from the dominance of digital technology within the genre of animation, is whether traditional animation methods have become obsolete. The study aims to address this question through an in-depth exploration of the experimental, hand-crafted animation techniques of Norstein and Petrov. This research question is also a significant aim in the practice-based component of this study and is explored textually and in the candidate’s two film projects.Item The hidden world of gaming: an exploration of pre-production design, hyperrealism, and its function in establishing conceptual and aesthetic visualisation, characterisation and narrative structure.(2019) Beneke, Simone.; Stewart, Michelle.Pre-production design in the video game industry is an extremely important and fundamental part of the pipeline production as it impacts the production, post-production and distribution phases of game development. It is what sets the foundation for the visual and narrative style of the project and, if done incorrectly, it can have adverse effects on the other phases of production, ultimately wasting time, money and contributing to the failure of a project being executed efficiently. The purpose of this study is to explore the impact of pre-production design on the video game industry as a whole and the effects that hyperrealism has had on the industry itself. To fully understand the context and importance of pre-production design, its history and origin will be explored. The two aspects of hyperrealism that I will be referring to and discussing are those of creating a reality that goes beyond true reality, and the integration of the constructed reality into one’s own natural reality. How does a game appear visually hyper-realistic. Where the visuals of the game can picture perfect and in fact sometime better than reality? Secondly, how does a game as a whole evoke the notion of hyperrealism as expressed by theorists like Umberto Eco and Jean Baudrillard where playing the game becomes a part of one’s life? The notion of leaving the game can be distressing as the player does not want to lose out on this aspect of the hyper-real simulation (or Simulacra) that has become a part of his life. As this study has a practice-based component, a set of character and creature designs will accompany my theoretical work as an exploration of pre-production design within the context of video games. This has been done in order to explore how design ties in with hyperrealism when looking at creature and character design. Gameplay mechanics have also been briefly considered as the character and creature designs will impact what is visually achievable in the game. Through investigation of both theoretical and practical applications, the study will conclude that pre-production design is imperative to the success of the making of a video game.Item An investigation of the concept of 'mediated art' within the context of Rosalind Krauss's notion of the Post-Medium condition.(2012) Crooks, Nicholas.; Stewart, Michelle.No abstract available.Item The mirror as device : a study of the mirror motif in select examples of South African and western artworks.(2010) Parsuram, Sirola.; Stewart, Michelle.No abstract available.Item The South African voice in South African animation: a critical examination, via the case study approach, of the South African animation industry and its commitment to representing a local identity.(2023) Velaphi, Limo.; Stewart, Michelle.A critical analysis of the South African identity in South African animation, focusing on the representation of a South African identity within the animation. The study looks at contemporary South African animations, both, television series and feature films examining the visual language, narratives, themes, and use of language within the animations as well as the key developments within South African animation. The majority of the inquiry is seen through a qualitative collective case study approach looking primarily at the analysis of The Adventures of Noko Mashaba (2013) by Jonas Lekganyane Seal Team (2021) by Triggerfish, followed by a practice-led reflection analysis on the creation of Midnight Escapade. The study is guided by the social identity theory relative to animations’ ability to represent social and cultural identities. Through this analysis, an attempt will be made to assess the current state of representation within South African animation and whether it represents a uniquely South African Identity while attempting to answer the question; to what extent does South African animation explore cultural themes of identity and representation unique to South Africa?