Electronic Theses and Dissertations (Masters)
Permanent URI for this collectionhttps://hdl.handle.net/10539/37948
Browse
14 results
Search Results
Item Re-imagining African Storytelling Conventions within the Cinematic Virtual Reality Medium(University of the Witwatersrand, Johannesburg, 2024) Langa, Nkateko Nicole; Dladla, TiisetsoIn an advancing technological world, it is far-reaching to engage with the implications of the codes and conventions (re)produced by creative practitioners because of the indefinite possibilities accessible to them. Over the recent years, Virtual Reality (VR) in a cinematic context has orientated itself as a contemporary film practice enabling user agency through its immersive and interactive properties. This dissertation through an Afrocentric framework critically explores the representation and consumption of African culture(s) and strengthening existing cultural experiences through the VR medium. It remains rooted in indigenous knowledge systems and knowledge production located as Afrocentric beyond the African continent. This study manifests as a creative output, a VR documentary titled, AFRICA 360. Moreover, this research addresses the representation of culturally rooted storytelling through a case study of the Tsonga ethnic group and its portrayal within VR. The study of the Tsonga people in South Africa is essential as they are a minority group that is underrepresented, stereotyped and marginalized. It further explores existing African storytelling conventions and how they can be re-imagined in the future. Insight offered from interviews with African VR experts invites a discourse around African VR cinema and innovative storytelling. Additionally, the study examines the representation of African women in VR cinema through a techno-feminist perspective seeking to understand the mutual inclusivity of technology, gender and women. The impact of the historical and contemporary portrayals of VaTsonga women is analysed in relation to its culturally representative influence on empowering African VR narratives. 11 This study uncovers that Cinematic Virtual Reality (CVR) particularly in an African context may be strategically employed for the purpose of although not exhaustive knowledge re- discovery, cultural and heritage preservation, accessing African environments and to deconstruct long standing stereotypes and inaccurate representations to promote gender equality and social inclusion. Cultural representation brings to life aspects of culture that may be fading or misunderstood, allowing them to be experienced by a new generation and preserved for the future. Contemporary representations of culture offer diversified portrayals that resonate with audiences because of their creative adaptations which foster a renewed sense of pride and identity. And lastly, interviews with VR experts reveal how African CVR conventions are presently being re-imagined, drawing from select film texts. Re-imagined practices include: producing local content which caters for global audiences through ‘glocalization’, developing narratives which claim to be radically compassionate rather than empathetic, and exploring storylines inspired by African mythology and history. This study advocates for the possibility for the development of an identifiable and distinct African VR cinematic experience. It will assist in the formulation of a progressive cinematic language and grammar for the making of authentic and decolonised African VR story.Item The usability of cross-device controllers(University of the Witwatersrand, Johannesburg, 2024) Nkosi, Nhlanhla LuckyMany digital platforms require a controlling device for people to interact with them. Examples include TVs with remotes, gaming consoles with controllers and computers with a keyboard. The systems are tightly coupled with their interfacing devices (controller). This coupling leads to unnecessary toxic electronic waste, increases the entry cost to use the digital platforms and often excludes people with niche accessibility needs. This research proposes the first step in assessing the feasibility of decoupling core platforms and controllers by investigating the impact that reusing controllers across different applications, for which they are not intentionally designed, would have on the User Experience. The mixed-method study uses McNamara and Kirakowski's 2006 theoretical framework of understanding Human-Computer Interaction (HCI) to assess research participants’ experience of using three different controllers to interact with two digital products. The study found no significant degradation on the HCI when participants used different controllers. Instead, the results proved that non-conventional controllers enhanced some elements of the participants’ experiences, such as effectiveness. The findings highlight the subjective nature of HCI and, by extension, the need for industry-wide standardisation of interfacing between controllers and platforms to drive innovation in the controller space, which will ultimately lead to better HCI.Item Exploring the relevance of Garrett's elements of UX design in contemporary design practices through a local Fifa (EA) esports mobile app prototype(University of the Witwatersrand, Johannesburg, 2024) Mjindi, MathewUser Experience (UX) design is a constantly evolving field. This factor requires designers to continually review UX frameworks and assess whether they still meet the demands of advances in technology and user needs. The study focuses on one of the prominent foundational UX frameworks (Garrett’s framework) for its user-centred approach and comprehensive structure of the UX design process. It aims to investigate the relevance of Garrett’s framework, which is described in his 2011 book ‘The Elements of UX: User Centered Design, for the Web and Beyond’. The study also applies Garrett’s framework in the development of a local FIFA (EA) eSports mobile app prototype. The research problem focuses on meeting contemporary user needs while addressing the challenge of integrating UX theory with practical design implementation. The objective of the research is to examine areas where Garrett’s framework is still effective or may be limited, including identifying potential improvements. This is carried out in the context of contemporary design practices to address the needs and expectations of today’s users. The study applies a mixed method approach to establish a comprehensive investigation of Garrett’s framework, with both quantitative and qualitative research. The sampling techniques applied were purposive and convenience sampling, within the premises of a private college in Johannesburg. Data were collected through interviews with academic practitioners and an online survey completed by a sample group of ‘Gen Z’ eSports enthusiasts. The online survey prompted participants to evaluate the FIFA (EA) eSports mobile app before responding to the survey questions rating their experience with the prototype. The study concludes that Garrett’s framework is still a relevant and effective tool for a structured foundation for UX design. It does, however, need enhancements to meet contemporary UX practices and user needs. The study recommends integrating methodologies and approaches such as Lean UX, Agile UX, data analytics, responsive design, and emotional design to offer more comprehensive strategies.Item Digital avatar design and social masks: the atavism of totemic-storytelling(University of the Witwatersrand, Johannesburg, 2023) Mofolo, KatlehoHumans, often known as Homo sapiens, have long had a strong desire to create their own identities, both biologically and artistically. The human being is a storyteller who makes sense of the world through a chronological and linear pattern of narrations. Humans, on the other hand, have broadened storytelling through a variety of immersive means more than any other living organism. Some of these interactive approaches are becoming increasingly (1) digital, (2) augmented, and are now rapidly moving toward (3) virtual reality —the metaverse. These universes contradict our understanding of the physical world. Second worlds, alternative worlds, and the parallel universe are all terms used to describe worlds and spaces designed for extended human social interaction. In the 21st century is there enough progressive value and a sense of ethical evolution in the way humans communicate stories and alter social identity relationships to beam virtue into the virtual?Item 2D Animation: The Key to Growth and Adaptation of the South African Animation Ecosystem(University of the Witwatersrand, Johannesburg, 2024) Gardiner, Eric; Cloete, StephenThis paper examines South African animation with a focus on unveiling how local animators have adapted to overcome the challenges existing in their local circumstances. This research investigates the history of different techniques used by animators in South Africa and how they have evolved or died out. The data from a collection of over 170 locally produced animations is combined with opinion data from industry professionals to paint a clearer picture of current attitudes, trends and future trajectories. The cultural significance of localised animation is emphasised, and the core rhetoric of this paper is to stimulate the creation of more such media. This paper provides the most value to startup animators in South Africa who can leverage this collection of resources and information to bridge their gap in knowledge on South African industry processes such as financing one’s first animation project and developing a low-cost pipeline. The research in this paper uncovered that 2D animation plays the most significant role out of all techniques used in South Africa. It also reveals three differing business strategies that have been employed by South African animators to successfully fund locally themed animation productions.Item Curating African Identity in Postcolonial & Digital Spaces(University of the Witwatersrand, Johannesburg, 2024) Lipshitz, Danya; Randle, OluwarotimiThis research interrogates the notion of "Authenticity" in the context of African art, both within the continent and the diaspora, particularly in digital platforms. Using Artspace.Africa—a reimagined version of the exhibition Africa Remix: Contemporary Art of a Continent—as a focal point, the study explores the complexities of African identity, spirituality, and spatial representation. I adapt Simon Njami's original thematic divisions— Identity & History, Body & Soul, and City & Land—while integrating Henri Lefebvre's layered concept of 'space,' involving physical, planned, and lived spaces. This curatorial approach aims to challenge monolithic perceptions of Africa, illuminating its diversity through an exploration of different types of space as theorised by Lefebvre. The methodology is qualitative, using my own curation as the primary lens for investigation. I consider the implications of digital platforms on the perceived "Authenticity" of artworks and the transformative role of the digital realm in archiving and exhibiting African art. The study also acknowledges its limitations, particularly concerning the digital divide and the limited access to the internet within a South African context. This research aims to contribute to a deeper, more nuanced understanding of African art and its multi-dimensional representations in the digital age.Item Sustainability of the KwaZulu-Natal creative sector: The KwaZulu-Natal Society of Arts as a case study(University of the Witwatersrand, Johannesburg, 2024) Shaw, Angela; Ntombela, NontobekoThis dissertation explores factors impacting sustainability in the KwaZulu-Natal (KZN) visual arts and crafts domain of the creative sector – and how these have played out in the case study, the KwaZulu- Natal Society of Arts (KZNSA), since its formation in 1905 and especially since 2000. The study asks how collaboration and refusal could contribute to the sustainability of the KZNSA. The theoretical framework of the study is grounded in sustainability theory and, using systems theory, explores modes of participation, whether collaboration or refusal and the resulting energy or inertia. It looks at how these could build on the latent talent and the tendency towards innovation found in KZN, and how they may contribute towards sustainability in the creative sector. The ecosystem of the case study, the KZNSA, contains the operating divisions of the organisation – the gallery, the shop and the café. Initiatives undertaken by these divisions such as forays into artist incubation projects, the Members’ Exhibition, education programming, gallery retail, online retail and art fairs are used to exemplify how collaboration and/or refusal impact the sustainability of the organisation. The operating divisions and their projects are themselves contained within a system of member-based governance with the KZNSA members, the Council and the Constitution as constituent elements in play. Broad themes describe the activities and context of the organisation – the environment, programming and commerce – and frame the interactions between entities in the KZNSA system. The focus of the study is to examine the dynamics between these entities, how they interact with each other and the resulting energy or inertia generated. This in turn provides clues to sustainable practice for the organisation that could be applied to the KZN creative sector.Item An integrated literature review investigating how significant elements of drama therapy, namely role method and narradrama, can support the congruent identity formation of teenagers influenced by contemporary social media(University of the Witwatersrand, Johannesburg, 2024) Maddams, Amy Charlotte; Hill, MoniqueSocial media, which is widely used by teenagers world-wide, can have both a positive and/or negative impact on their developing self-identities. Extensive research has been conducted on the impact of social media on the mental health of teenagers but has failed to address the impact on their developing identities. This research aims to fill that gap by ascertaining how Drama Therapy informed Role Method and Narradrama can support the congruent identity formation of teenagers impacted by social media usage. It also aims to identify tools for drama therapists to use when addressing these issues. An integrative literature review was conducted in which diverse perspectives from existing literature were reviewed, critiqued, and integrated. Grounded theory was then applied to identify and categorise themes that emerged from the literature. There was strong evidence to support the use of Narradrama to help teenagers reauthor their problem-saturated stories and strengthen their congruent identity formation. Role Method was also shown to greatly benefit congruent identity formation through the expansion of an individual’s role repertoire. The results demonstrated that both Narradrama and Role Method provide appropriate tools for drama therapists to use to address the issue of congruent identity formation and are well placed to support the congruent identity development of teenagers who have been impacted by social media usage.Item South African restaurant reviewing: a changing landscape?(University of the Witwatersrand, Johannesburg, 2024) Stiehler-van der Westhuiz, AdeleThis study investigates the changes that have taken place in the South African restaurant reviewing landscape between 2000 and 2020. Changes in society’s relationship with food, together with a changing media landscape and the end of apartheid, have combined to create a colourful cocktail of cultural changes in South Africa, which is currently academically underexplored. A historical methodology was followed to track these changes and included the compilation of an archive of 426 reviews published about three restaurants chosen from Eat Out magazine’s 20th-anniversary issue. Through a close reading and content analysis of the archive and by drawing on public sphere and cultural consecration theories the study found that the food reviewing field was neither inclusive, not particularly professional if measured by the guidelines set out by the legendary New York Times reviewer, Craig Claiborne, and that there were two distinct decades in the archive. The first was dominated by positive reviews in traditional media written mainly by professional reviewers. The second decade represented the “democratisation” of online reviewing with a significant increase in reviews (positive and negative) written mainly by amateurs on rating sites. The fact that white females dominated the reviewing space throughout the 20 years under study is evidence of the legacy of apartheid and confirms that privilege and power still shaped the foodscape. This study also tracked the tensions between players in the restaurant reviewing field and confirmed that amateur reviewers did not reject culinary capital but rather reinforced it, and professional reviewers embraced rather than avoided the digital media platforms. Amateur reviewers applied different reviewing criteria and wrote consumer assessments focused on lived experiences, rather than cultural assessments, like many professional reviewers. This study therefore suggests that their reviews are complementary to professional reviews, not competing. The arrival of Web 2.0 and mobile phones also changed the form of reviews radically during the 20 years, with commenting and sharing functionalities turning some reviews into vibrant conversations and photographs and videos becoming the new way to review.Item Stumbling on Hybridity’s Playground: Exploring Design-Centric Thinking, Media Boundaries and Limitation in A Hybrid Text Space.(University of the Witwatersrand, Johannesburg, 2023-07) Goldberg, Peta Nicole; Reid, KieranThis research posits an experimental thesis statement; “creative hybridity is a boundary-making event”. The dissertation takes place through an active narrative of experimentation playing with the ideas of how creativity engenders itself through hybridity and identity of medium. Using a design-centric outlook as well as a practice rooted, and at times spatio-visual thinking, the research posits that creative production (that is hybrid) bounds itself to patterns and structure to be recognized. The dissertation uses the case study ‘S.’ by J.J. Abrams and Doug Dorst (2013), a multimodal literature case study to explore hybridity, more specifically design production, through the lens of the thesis statement.