Nowadays, usability of an application is very important

Nowadays, technology had made our lives easier and convenient. Things
are effortless, can provide accurate output, and less hassle. Graphic designs do
not mean that it’s all about designs made by computers, instead, from the past
years, are made manually by hand, and it takes a very talented person to make
it 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 drawing
canvasses for people, drawing backgrounds from the scenery. Now, there are
people who are called, digital graphic designers, which are artist that
utilized computers and technology for making designs and arts.

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Digital graphics are now in trends especially digital arts are easily
exhibited in the internet particularly in the social media. Digital arts are
made through software, like Adobe programs and many more.

Also, in terms of creating digital arts, 3D modeling became a trend
since computer games and animated movies uses 3D characters, to make it more
pleasing to the users’ eyes.

Innovation in digital arts are growing fast, as the industry for digital
games and movies are very competitive in the market. There are many
applications created that enabled the user to developed their ability in graphic
design, but not all are capable of it.

The usability of an application is very important to graphic designed, because
it could be affected the development and served as the basis to create a more and
attractive design that can entice the users. Some companies or production
managements invests on software with premium features, meaning they have to pay
a price in order to use the full capabilities of the software, to fulfill the
satisfaction of creating digital arts and motion graphics.

Some may not believe it, but there are softwares in the internet that promises
a 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 the
entirety of the 3D pipeline in modeling, rigging, animation, simulation,
rendering, compositing and motion tracking, even video editing and game
creation.

The creator of Blender was Ton Roosendaal, which is the largest open
source 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 by
Ton Roosendaal at blender.org. And was originally developed as in-house 3D
software by the Dutch animation studio neogeo. It was mainly used by graphic
artist 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 improve
functionalities by program scripting using Python. By utilized the full
capabilities of Blender, the user could make an integrated project – for
example, making a 3d model character, apply colors, animation, and you can use
it in a movie or a game, and add effects.

Performance for rendering projects may depend on the hardware
capabilities, but the Blender organization is still fixing bugs and improving
updates to improve the adaptability of the software to the hardware.

Despite of being an open-sourced application, Blender’s popularity is
still on the downside. Blender may be used in some famous games and their
technology is even applied on some of the Hollywood movies, but still, most of
the users prefer other software. This issue aimed to be clarified in this
research as a secondary priority, and can be answered along the way as long as
reader continuously read this research.

In order to clarify and understand the Blender application, the
researchers are inspired to make this research and to conduct a study about the
usability of the Blender Application in terms of making it as a tool for
studying a multimedia development, specifically for making 3d models and
applications, and to promote the software to the target students, because it
may help them in many ways, particularly in studying multimedia.

 

 

 

 

Theoretical
Framework

Geometric
Theory

The Geometric
theory explains the fundamentals of creating 3D models. Geometric theory is
composed of the following components which are Vertices, Lines, Edge, Polygons,
Elements, Face, Primitives, Meshes; and its supported by the Cartesian-coordinate
system, the 2-dimensional and the 3-dimensional.

Figure 1. The 3D
Right-hand Coordinate System

The figure showed the 3D right-hand coordinate
system , the x axis
points to the right, the y axis
points up, and the z axis
points out of direction.

This
theory will greatly support the research because it contains the details about
creating and handling 3D objects, particularly in a computerized environment.

Uses
and Gratifications Model

Blumler and
Katz’s offers and audience center approach to studying the motivations behind
media adoption and used. It suggests different people who used the media in
different ways, in order to achieve certain goals or fulfill types of needs.

         The research will rely to this theory
because it explained the concept on how the users will be motivated and to be
comfortable to use a new software, like the Blender.

The
Philosophy and Theory of Digital Arts

The philosophy and theory of digital art proceeds from a carefully
articulated general account of digital representation to an investigation of
the precise ways in which different kinds of digital art are digital.

Digital arts became mainstream in the 1990’s, but until now, art
theorist and art philosophers are still working on the theory concretism,
because digital art is still in the innovation along with current technology
and its different wide applications, for example, like movies, video games, and
animations. The philosophy aimed into the ways an artwork’s digital status
bears on its appropriate public appreciation. By conducting a systematic
analysis of the digital as an artistically significant category, the philosophy
of digital art seek to ground burgeoning interdisciplinary and popular
interest.

This theory will greatly support the study by using this theory as a
basis for analyzing the respondent’s preferences in digital arts that may
affected 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 3D
Application.

     

In conceptual framework of the study, it gives a
well-presented and more visualized concept. It also gives the flow of an input,
output process presented in figure.

 

The input presented the related literature and
studies about the concepts of Blender Application. Input also presented the
problem that needs to be solved. The application of the theoretical framework
for the research’s reliability, and the used of questionnaires for gathering
data from the respondents.

The process presented the analyzation of the
gathered data from citations and studies to apply in the later part of the
research, and also to utilized the used of questionnaires, conducted surveys,
statistical treatment and analysis of its data.

The output presented the formulated solutions
and conclusions after undergoing the said process.

Statement
of the Problem

The study entitled “The Usability of Blender Software
Application: A Tool in Making 3D Applications” determine its usability. Specifically, the study seeks to answer the following
issues:

 

1)       
What is the Students assessment in the usability
and the unique characteristics and preferences of the Blender Application in
terms of:

a)       
Performance

b)       
Flexibility

c)       
Knowledge     

d)       
User-Interface

 

2)       
Do the students prefer using Blender Application to
be used as a tool in terms of studying multimedia arts?

Hypothesis

H0- . The researchers presumed that the Blender Application
doesn’t have its own unique characteristics and preferences.

H1- The researchers presumed that the Blender Application
does have its own unique characteristics and preferences.

H0- . The researchers presumed that the Blender Application
doesn’t have enough features to prove its usability.

H1- The researchers presumed that the Blender Application
does have enough features to prove its usability.

H0-. The researchers presumed that the Blender Application is
not preferred by the students to use it as a tool for studying multimedia arts.

H1- The researchers presumed that the Blender Application is
preferred by the students to use it as a tool for studying multimedia arts.

Scope
and Limitation

The purpose of this study is to determine the
preferences and evaluation of the respondents in using the Blender application
in terms of using in multimedia development, particularly in making 3D modeling
and application.

The researcher limits the study to the
Polytechnic University of the Philippines, Quezon City branch, located at the
Don Fabian St, Commonwealth, Quezon City, and the respondents are the 131
selected BSIT students that takes part in the study. The researcher used
conventional paper survey, which all respondents are requested to answer.

Significance
of the Study

This study will determine the students’ preferability in using Blender
Application and to assess its capabilities, therefore, will be deemed important
to the following:

To the Students, this study will give them
guide on how to choose an appropriate Software in Creating 3D objects and to
see how usable the Blender Application as an alternative.

 

To Graphic Artists and
Animators, this research will serve as guide and can make provide them knowledge
about 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 and
academics providing them knowledge, also it will serve as resources and
references for the future researchers. 

 

Definition
of Terms

3D (Three –
Dimensional).  An image or picture that provides the perception of depth.  

Agitate.  To give motion or
to caught someone attention.  Used to
give motion to the object made by the artist.

Animation.  A way of making a movie by using a series of
drawing, computer graphics, or photographs of objects such as model or puppets
that slightly different from one another and viewed quickly one after another
create the appearance of movement. Use to display movement of an object.

Blender.
 Is the free and open source 3D
creation 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 parts
or elements. Used to compose desire needs in making 3D objects.

Computer
Graphics.   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 to
fit, move, and work properly and successfully.

Modeling.
 A particular type or version
of a product (such as computer) or the act of providing a small copy. Used to
show the finish product or milestone.

Photo-realism.
 Realism in any art characterized by extremely
meticulous depiction of detail. A picture that is like a real image by applying
3d effects.

Pipeline.
 The system for developing and
producing something. The continuous development or production of a software or
product.

Render.
 To reproduce or represent by
artistic or verbal means. To produce a copy or version of. To produce an output
of the 3D model.

Rigging.
 An equipment that is used for
supporting and using similar network for manipulation. Used in 3D modeling to
have effects and attract the user.

Simulation.
 The imitative representation
of the functioning of another of one system or process by means of the
functioning of another. Used to give life and control the 3D object or the
output.

User-Interface.  A front display
where the user can physical see something from the screen. Display the
interface of the software and component of a software which display the
graphical content.

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