Authors:
Explains why experience or practice isn’t always enough to develop proficiency
Demonstrates flaws in current spatial visualisation testing
Enriches understanding of domain differences in the development of proficiency and expertise
Provides data supportive of cognition enrichment as a teaching method
Broadens understanding of the relationship between threshold concepts and expertise
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Table of contents (8 chapters)
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Front Matter
About this book
The computer graphics (CG) industry is an attractive field for undergraduate students, but employers often find that graduates of CG art programmes are not proficient. The result is that many positions are left vacant, despite large numbers of job applicants. This book investigates how student CG artists develop proficiency. The subject is important to the rapidly growing number of educators in this sector, employers of graduates, and students who intend to develop proficiency for the purpose of obtaining employment. Educators will see why teaching software-oriented knowledge to students does not lead to proficiency, but that the development of problem-solving and visualisation skills do.
This book follows a narrow focus, as students develop proficiency in a cognitively challenging task known as ‘NURBS modelling’. This task was chosen due to an observed relationship between students who succeeded in the task, and students who successfully obtained employment after graduation. In the study this is based on, readers will be shown that knowledge-based explanations for the development of proficiency do not adequately account for proficiency or expertise in this field, where visualisation has been observed to develop suddenly rather than over an extended period of time. This is an unusual but not unique observation. Other studies have shown rapid development of proficiency and expertise in certain professions, such as among telegraph operators, composers and chess players. Based on these observations, the book argues that threshold concepts play a key role in the development of expertise among CG artists.
Authors and Affiliations
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CGMT, NHTV Breda University of Applied Sciences, Breda, The Netherlands
Andrew Paquette
About the author
Andrew Paquette began his career as a visual artist in 1986. He worked in a number of roles, including editorial illustrator, comic book artist, 3D modeler, character designer, texture artist, animator, storyboard artist, concept artist, and art director in video games and motion pictures. He left industry to become an educator in 2006, when he became one of the founders of the visual arts programme at the Breda University of Applied Sciences (formerly NHTV). Since then, he has written several textbooks on computer graphics, and completed his PhD at King's College, London. His research centres on the intersection of educational methods, student needs, and industry standards for employment.
Bibliographic Information
Book Title: Spatial Visualization and Professional Competence
Book Subtitle: The Development of Proficiency Among Digital Artists
Authors: Andrew Paquette
DOI: https://doi.org/10.1007/978-3-319-91289-9
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Springer Nature Switzerland AG 2018
Hardcover ISBN: 978-3-319-91288-2Published: 11 September 2018
Softcover ISBN: 978-3-030-08213-0Published: 08 February 2019
eBook ISBN: 978-3-319-91289-9Published: 30 August 2018
Edition Number: 1
Number of Pages: XVIII, 217
Number of Illustrations: 55 b/w illustrations, 3 illustrations in colour
Topics: Computer Graphics, Creativity and Arts Education, Learning & Instruction, Professional & Vocational Education