This project explores how to apply 2D Super Deformed style character expressions from traditional... more This project explores how to apply 2D Super Deformed style character expressions from traditional Japanese 2D animation to 3D animated characters. After analyzing Japanese 2D animations including Naruto, Sailor Moon, Fairy Tail and Dragon Ball Z, specific characteristics for each of the six emotions were determined. These characteristics were used to design 3D SD versions of those emotions and then they were applied to a normal 3D character in six separate animations. Keywords: Super-Deformed cartoon character, Exaggerated Animation, baby schema, Emotion, Facial expression
This project explores how to apply 2D Super Deformed style character expressions from traditional... more This project explores how to apply 2D Super Deformed style character expressions from traditional Japanese 2D animation to 3D animated characters. After analyzing Japanese 2D animations including Naruto, Sailor Moon, Fairy Tail and Dragon Ball Z, specific characteristics for each of the six emotions were determined. These characteristics were used to design 3D SD versions of those emotions and then they were applied to a normal 3D character in six separate animations. Keywords: Super-Deformed cartoon character, Exaggerated Animation, baby schema, Emotion, Facial expression
Anatomy is a key knowledge domain for medical and healthcare professionals; it is also a key part... more Anatomy is a key knowledge domain for medical and healthcare professionals; it is also a key part of the foundation of knowledge for students studying within the medical field. Due to limited resources, institutions are looking to modern technological solutions to augment the traditional classroom experience. However, the current resources available to educators fail to fully meet the needs of students, and a user-centered design is essential to maximize the effectiveness of the resource and facilitate a meaningful learning experience. The purpose of my thesis is to produce the proof of concept for an interactive application to supplement traditional anatomy education. This application leverages digital media technologies and theory and was informed by educational and cognitive theories with the goal of improving the learning experience of the user.
Anatomy is a key knowledge domain for medical and healthcare professionals; it is also a key part... more Anatomy is a key knowledge domain for medical and healthcare professionals; it is also a key part of the foundation of knowledge for students studying within the medical field. Due to limited resources, institutions are looking to modern technological solutions to augment the traditional classroom experience. However, the current resources available to educators fail to fully meet the needs of students, and a user-centered design is essential to maximize the effectiveness of the resource and facilitate a meaningful learning experience. The purpose of my thesis is to produce the proof of concept for an interactive application to supplement traditional anatomy education. This application leverages digital media technologies and theory and was informed by educational and cognitive theories with the goal of improving the learning experience of the user.
Romanticism emerged in the mid-18th century as a way to transport the audience to a setting that ... more Romanticism emerged in the mid-18th century as a way to transport the audience to a setting that couldn't be experienced in normal life. Its themes dealt with epic depictions of nature, and emphasized emotion over reason. While there was no one specific artistic style, the movement began to distance itself from idealistic representation and antiquity, and moved toward more Baroque sensibilities that emphasized form and color. The study of Romanticism and how its effects can be applied in storytelling and visualization present both opportunity and challenge. Translating the look, feel, and overarching effects of Romanticism into a digital time based narrative poses unique and challenging possibilities in storytelling and artistic direction as it pertains to 3D animation, and can aid in the creative process and visualization.
Romanticism emerged in the mid-18th century as a way to transport the audience to a setting that ... more Romanticism emerged in the mid-18th century as a way to transport the audience to a setting that couldn't be experienced in normal life. Its themes dealt with epic depictions of nature, and emphasized emotion over reason. While there was no one specific artistic style, the movement began to distance itself from idealistic representation and antiquity, and moved toward more Baroque sensibilities that emphasized form and color. The study of Romanticism and how its effects can be applied in storytelling and visualization present both opportunity and challenge. Translating the look, feel, and overarching effects of Romanticism into a digital time based narrative poses unique and challenging possibilities in storytelling and artistic direction as it pertains to 3D animation, and can aid in the creative process and visualization.
Facial expression animation is an essential component of the current digital media industry. It b... more Facial expression animation is an essential component of the current digital media industry. It brings a vivid, anthropomorphic and evolutionary reality to a multitude of digital fields, such as 3D computer character animations, video games, and interactive multimedia. FACS, short for Facial Action Coding System, is an emotion model proposed by Paul Ekman and Wallace V. Friesen and proven to be instrumental to animators. Therefore, the author feels it necessary to establish a visualization of the FACS system to facilitate people's understanding of it by visualizing the muscles underneath the face. This project aims to explain the facial muscular system and its relationships with the six basic human emotions of anger, disgust, fear, joy, sadness and surprise. Through examining the related fields with different approaches, the author will produce an anatomically correct skeletomuscular facial rig to demonstrate each of the Action Units of FACS, as well as how they can be used to produce facial expressions of the six basic human emotions.
Facial expression animation is an essential component of the current digital media industry. It b... more Facial expression animation is an essential component of the current digital media industry. It brings a vivid, anthropomorphic and evolutionary reality to a multitude of digital fields, such as 3D computer character animations, video games, and interactive multimedia. FACS, short for Facial Action Coding System, is an emotion model proposed by Paul Ekman and Wallace V. Friesen and proven to be instrumental to animators. Therefore, the author feels it necessary to establish a visualization of the FACS system to facilitate people's understanding of it by visualizing the muscles underneath the face. This project aims to explain the facial muscular system and its relationships with the six basic human emotions of anger, disgust, fear, joy, sadness and surprise. Through examining the related fields with different approaches, the author will produce an anatomically correct skeletomuscular facial rig to demonstrate each of the Action Units of FACS, as well as how they can be used to produce facial expressions of the six basic human emotions.
The study of material culture has been enlivened by discourse on dress and its relationship to cu... more The study of material culture has been enlivened by discourse on dress and its relationship to culture, history, economics, and technology. Since the late 1800’s museums and schools of fashion design have assembled collections of historic fashion for exhibition and research. Photography was adopted early on by museums looking to disseminate their holdings. Digital imaging and the World Wide Web made access to the images available to anyone with an internet connection. This paper reports on a project using 3D simulations in motion to further enhance the virtual experience; and the significance of accurate motion capture in creating these simulations.
The study of material culture has been enlivened by discourse on dress and its relationship to cu... more The study of material culture has been enlivened by discourse on dress and its relationship to culture, history, economics, and technology. Since the late 1800’s museums and schools of fashion design have assembled collections of historic fashion for exhibition and research. Photography was adopted early on by museums looking to disseminate their holdings. Digital imaging and the World Wide Web made access to the images available to anyone with an internet connection. This paper reports on a project using 3D simulations in motion to further enhance the virtual experience; and the significance of accurate motion capture in creating these simulations.
2013 International Conference on Culture and Computing, 2013
ABSTRACT The study of material culture has been enlivened by discourse on dress and its relations... more ABSTRACT The study of material culture has been enlivened by discourse on dress and its relationship to culture, history, economics, and technology. Since the late 1800's museums and schools of fashion design have assembled collections of historic fashion for exhibition and research. Photography was adopted early on by museums looking to disseminate their holdings. Digital imaging and the World Wide Web have made access to the images available to anyone with an Internet connection. This paper reports on a project using animated 3D simulation to further enhance the virtual experience, and the significance of accurate motion capture in creating these simulations.
This thesis seeks to design an Integrated Interpretive Visualization (I2V) with the broader goal ... more This thesis seeks to design an Integrated Interpretive Visualization (I2V) with the broader goal of making fossil collections and the important biology surrounding them more visible and accessible to the public. The public are twice separated from the significance of paleontological specimens. First, there is the geological time that separates one from the original context of a fossil, that being a living organism. Second, there is an accessibility gap between the public and the collections that store fossils. Direct access to original source fossils is often limited. I2V can be leveraged to unite the public with fossil collections, the connections between related fossils, and the important theories associated with them. One of these growing topics in paleontology is the evidence of ontogeny or development in the fossil record. I carried out a digital paleontological restoration of a collection of fossils from the Academy of Natural Sciences in Philadelphia. The collection is of the Devonian placoderm Bothriolepis. The collection is significant because it represents compelling evidence of an ontogenic growth series. Using photogrammetry to bring the original fossils into digital space, an ontogenic character rig to interpolate between different life stages, and a web-based layer of annotative content this workflow enables me to present a coherent view of how development might have appeared. This project presents an example for museums and other institutions to mobilize their fossil collections to potentially reach a larger audience with a greater impact.
This groovy graphics assignment is actually a multi-staged assignment going from concept through ... more This groovy graphics assignment is actually a multi-staged assignment going from concept through creation to animated presentation of a hybrid creature which could plausibly exist on Earth. Each stage of the project has its own challenges and learning goals and as such, could be broken out to be standalone assignments in their own rights. Some already have been at both the high school and college level. The entire project covers a range of topics including but not limited to comparative anatomy, animal locomotion, animal habitats, food chains, 2D visualization, 3D modeling for animation, digital sculpting, surfacing, lighting, rendering, and animation.
This project explores how to apply 2D Super Deformed style character expressions from traditional... more This project explores how to apply 2D Super Deformed style character expressions from traditional Japanese 2D animation to 3D animated characters. After analyzing Japanese 2D animations including Naruto, Sailor Moon, Fairy Tail and Dragon Ball Z, specific characteristics for each of the six emotions were determined. These characteristics were used to design 3D SD versions of those emotions and then they were applied to a normal 3D character in six separate animations. Keywords: Super-Deformed cartoon character, Exaggerated Animation, baby schema, Emotion, Facial expression
This project explores how to apply 2D Super Deformed style character expressions from traditional... more This project explores how to apply 2D Super Deformed style character expressions from traditional Japanese 2D animation to 3D animated characters. After analyzing Japanese 2D animations including Naruto, Sailor Moon, Fairy Tail and Dragon Ball Z, specific characteristics for each of the six emotions were determined. These characteristics were used to design 3D SD versions of those emotions and then they were applied to a normal 3D character in six separate animations. Keywords: Super-Deformed cartoon character, Exaggerated Animation, baby schema, Emotion, Facial expression
Anatomy is a key knowledge domain for medical and healthcare professionals; it is also a key part... more Anatomy is a key knowledge domain for medical and healthcare professionals; it is also a key part of the foundation of knowledge for students studying within the medical field. Due to limited resources, institutions are looking to modern technological solutions to augment the traditional classroom experience. However, the current resources available to educators fail to fully meet the needs of students, and a user-centered design is essential to maximize the effectiveness of the resource and facilitate a meaningful learning experience. The purpose of my thesis is to produce the proof of concept for an interactive application to supplement traditional anatomy education. This application leverages digital media technologies and theory and was informed by educational and cognitive theories with the goal of improving the learning experience of the user.
Anatomy is a key knowledge domain for medical and healthcare professionals; it is also a key part... more Anatomy is a key knowledge domain for medical and healthcare professionals; it is also a key part of the foundation of knowledge for students studying within the medical field. Due to limited resources, institutions are looking to modern technological solutions to augment the traditional classroom experience. However, the current resources available to educators fail to fully meet the needs of students, and a user-centered design is essential to maximize the effectiveness of the resource and facilitate a meaningful learning experience. The purpose of my thesis is to produce the proof of concept for an interactive application to supplement traditional anatomy education. This application leverages digital media technologies and theory and was informed by educational and cognitive theories with the goal of improving the learning experience of the user.
Romanticism emerged in the mid-18th century as a way to transport the audience to a setting that ... more Romanticism emerged in the mid-18th century as a way to transport the audience to a setting that couldn't be experienced in normal life. Its themes dealt with epic depictions of nature, and emphasized emotion over reason. While there was no one specific artistic style, the movement began to distance itself from idealistic representation and antiquity, and moved toward more Baroque sensibilities that emphasized form and color. The study of Romanticism and how its effects can be applied in storytelling and visualization present both opportunity and challenge. Translating the look, feel, and overarching effects of Romanticism into a digital time based narrative poses unique and challenging possibilities in storytelling and artistic direction as it pertains to 3D animation, and can aid in the creative process and visualization.
Romanticism emerged in the mid-18th century as a way to transport the audience to a setting that ... more Romanticism emerged in the mid-18th century as a way to transport the audience to a setting that couldn't be experienced in normal life. Its themes dealt with epic depictions of nature, and emphasized emotion over reason. While there was no one specific artistic style, the movement began to distance itself from idealistic representation and antiquity, and moved toward more Baroque sensibilities that emphasized form and color. The study of Romanticism and how its effects can be applied in storytelling and visualization present both opportunity and challenge. Translating the look, feel, and overarching effects of Romanticism into a digital time based narrative poses unique and challenging possibilities in storytelling and artistic direction as it pertains to 3D animation, and can aid in the creative process and visualization.
Facial expression animation is an essential component of the current digital media industry. It b... more Facial expression animation is an essential component of the current digital media industry. It brings a vivid, anthropomorphic and evolutionary reality to a multitude of digital fields, such as 3D computer character animations, video games, and interactive multimedia. FACS, short for Facial Action Coding System, is an emotion model proposed by Paul Ekman and Wallace V. Friesen and proven to be instrumental to animators. Therefore, the author feels it necessary to establish a visualization of the FACS system to facilitate people's understanding of it by visualizing the muscles underneath the face. This project aims to explain the facial muscular system and its relationships with the six basic human emotions of anger, disgust, fear, joy, sadness and surprise. Through examining the related fields with different approaches, the author will produce an anatomically correct skeletomuscular facial rig to demonstrate each of the Action Units of FACS, as well as how they can be used to produce facial expressions of the six basic human emotions.
Facial expression animation is an essential component of the current digital media industry. It b... more Facial expression animation is an essential component of the current digital media industry. It brings a vivid, anthropomorphic and evolutionary reality to a multitude of digital fields, such as 3D computer character animations, video games, and interactive multimedia. FACS, short for Facial Action Coding System, is an emotion model proposed by Paul Ekman and Wallace V. Friesen and proven to be instrumental to animators. Therefore, the author feels it necessary to establish a visualization of the FACS system to facilitate people's understanding of it by visualizing the muscles underneath the face. This project aims to explain the facial muscular system and its relationships with the six basic human emotions of anger, disgust, fear, joy, sadness and surprise. Through examining the related fields with different approaches, the author will produce an anatomically correct skeletomuscular facial rig to demonstrate each of the Action Units of FACS, as well as how they can be used to produce facial expressions of the six basic human emotions.
The study of material culture has been enlivened by discourse on dress and its relationship to cu... more The study of material culture has been enlivened by discourse on dress and its relationship to culture, history, economics, and technology. Since the late 1800’s museums and schools of fashion design have assembled collections of historic fashion for exhibition and research. Photography was adopted early on by museums looking to disseminate their holdings. Digital imaging and the World Wide Web made access to the images available to anyone with an internet connection. This paper reports on a project using 3D simulations in motion to further enhance the virtual experience; and the significance of accurate motion capture in creating these simulations.
The study of material culture has been enlivened by discourse on dress and its relationship to cu... more The study of material culture has been enlivened by discourse on dress and its relationship to culture, history, economics, and technology. Since the late 1800’s museums and schools of fashion design have assembled collections of historic fashion for exhibition and research. Photography was adopted early on by museums looking to disseminate their holdings. Digital imaging and the World Wide Web made access to the images available to anyone with an internet connection. This paper reports on a project using 3D simulations in motion to further enhance the virtual experience; and the significance of accurate motion capture in creating these simulations.
2013 International Conference on Culture and Computing, 2013
ABSTRACT The study of material culture has been enlivened by discourse on dress and its relations... more ABSTRACT The study of material culture has been enlivened by discourse on dress and its relationship to culture, history, economics, and technology. Since the late 1800's museums and schools of fashion design have assembled collections of historic fashion for exhibition and research. Photography was adopted early on by museums looking to disseminate their holdings. Digital imaging and the World Wide Web have made access to the images available to anyone with an Internet connection. This paper reports on a project using animated 3D simulation to further enhance the virtual experience, and the significance of accurate motion capture in creating these simulations.
This thesis seeks to design an Integrated Interpretive Visualization (I2V) with the broader goal ... more This thesis seeks to design an Integrated Interpretive Visualization (I2V) with the broader goal of making fossil collections and the important biology surrounding them more visible and accessible to the public. The public are twice separated from the significance of paleontological specimens. First, there is the geological time that separates one from the original context of a fossil, that being a living organism. Second, there is an accessibility gap between the public and the collections that store fossils. Direct access to original source fossils is often limited. I2V can be leveraged to unite the public with fossil collections, the connections between related fossils, and the important theories associated with them. One of these growing topics in paleontology is the evidence of ontogeny or development in the fossil record. I carried out a digital paleontological restoration of a collection of fossils from the Academy of Natural Sciences in Philadelphia. The collection is of the Devonian placoderm Bothriolepis. The collection is significant because it represents compelling evidence of an ontogenic growth series. Using photogrammetry to bring the original fossils into digital space, an ontogenic character rig to interpolate between different life stages, and a web-based layer of annotative content this workflow enables me to present a coherent view of how development might have appeared. This project presents an example for museums and other institutions to mobilize their fossil collections to potentially reach a larger audience with a greater impact.
This groovy graphics assignment is actually a multi-staged assignment going from concept through ... more This groovy graphics assignment is actually a multi-staged assignment going from concept through creation to animated presentation of a hybrid creature which could plausibly exist on Earth. Each stage of the project has its own challenges and learning goals and as such, could be broken out to be standalone assignments in their own rights. Some already have been at both the high school and college level. The entire project covers a range of topics including but not limited to comparative anatomy, animal locomotion, animal habitats, food chains, 2D visualization, 3D modeling for animation, digital sculpting, surfacing, lighting, rendering, and animation.
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Papers by Dave Mauriello