Process: a practice-based exploration of the tacit dimensions of a 3D computer biomedical animator

ac.person.orcid 0000-0003-3919-7261
ac.person.orcid 0000-0002-9264-7535
ac.person.orcid 0000-0001-9700-2261
ac.person.position Staff
ac.person.position Staff
ac.person.position Staff
dc.contributor.advisor McGhee, John
dc.contributor.advisor Robertson, Emma Patterson, Kate 2022-02-08T06:25:53Z 2022-02-08T06:25:53Z 2022
dc.description.abstract 3D computer generated biomedical animations can help audiences understand and contextualise scientific information that can be challenging to communicate due to resolution and complexity. Biomedical animators bring together multiple sources of authentic scientific data, to translate abstract information into a visual form through storytelling and visualisation. The field of biomedical animation has emerged from a long history of science visualisation and science-art endeavours, and despite there being rich discourse in the fields of data visualisation and science communication, the academic literature in the field of biomedical animation is limited, and focussed on the technical methods for visualisation, or the role these animations play in scientific research, rather than the processes through which they are created. However, as the field matures, there is a need for a deeper understanding of the creative process, and the field is now poised to expose and characterise these aspects, particularly from the perspective of the practitioner. This practice-based research project aims to expose and characterise both the visible and invisible factors that influence my personal process of creating a biomedical animation, and the tacit dimensions that influence orchestrated design choices. This research project employs a multi-method and reflective practice approach with disciplined capture and documentation of critical moments of self-reflection, that ultimately comprise the data for analysis. Thematic analysis was then used to analyse the data, and to identify themes that could contribute to frameworks that represent my personal process(es) in creating 3D biomedical animations. This has allowed me to identify and contextualise my creative process both in terms of my personal and professional position as well as within the field more broadly. I am now able to better advocate for the intangible and often undervalued aspects of my creative practice, and can articulate how a hierarchical decision matrix that considers multiple inputs contributes to my creative process. These insights will also be relevant to others in the field of biomedical animation and in the field of design more broadly, who may gain a deeper insight into their own processes of working and ways of exploring creative practice.
dc.publisher UNSW, Sydney
dc.rights CC BY 4.0
dc.subject.other Science
dc.subject.other Science-Art
dc.subject.other Animation
dc.subject.other Molecular Animation
dc.subject.other Practice-based
dc.subject.other Self-reflection
dc.subject.other Reflective practice
dc.title Process: a practice-based exploration of the tacit dimensions of a 3D computer biomedical animator
dc.type Thesis
dcterms.accessRights open access
dcterms.rightsHolder Patterson, Kate
dspace.entity.type Publication
unsw.relation.faculty Medicine & Health
unsw.relation.faculty Arts Design & Architecture Clinical School St Vincents Hospital School of Art and Design School of Art and Design
unsw.subject.fieldofresearchcode 360502 Computer gaming and animation
unsw.subject.fieldofresearchcode 360505 Screen media
unsw.thesis.degreetype Masters Thesis
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