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Dr Darren Wall

Senior Lecturer

Darren is an experience senior lecturer in creative arts subjects. He specialises in drawing, concept art, 3d graphics, animation, aerial photography and digital sculpture. He contributes to and leads the Storytelling and Digital research cluster within Leeds School of Arts.

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Dr Darren Wall staff profile image

About

Darren is an experience senior lecturer in creative arts subjects. He specialises in drawing, concept art, 3d graphics, animation, aerial photography and digital sculpture. He contributes to and leads the Storytelling and Digital research cluster within Leeds School of Arts.

Darren is an experience senior lecturer in creative arts subjects. He specialises in drawing, concept art, 3D graphics, animation, aerial photography and digital sculpture. He contributes to and leads the Storytelling and Digital research cluster within Leeds School of Arts.

Darren is an active researcher in the field of digital photo-realism, digital scanning and photogrammetry. His collaborative research examines the sense of space and time in the visualisation of otherwise inaccessible artefacts and environments. He co-leads a research cluster which aims to explore the impact of immersive storytelling in the context of modern globalisation. This puts focus on digital technologies and considers the convergence between traditional and innovative platforms.

Darren holds a PhD from Leeds Becket University, which investigates perception of photorealistic digital humans. This looks specifically at the technical and creative challenges arising from the process of developing realistic digital assets. His illustration and aerial photography work has been exhibited regionally as part of collaborative research projects, visualisations and film shoots.

Darren is a Senior Fellow of the Higher Education Academy.

Academic positions

  • Senior Lecturer
    Leeds Beckett University, Leeds School of Art, Leeds, United Kingdom | 01 September 2000 - present

  • Research Cluster Leader
    Leeds Beckett University, Leeds School of Art, Leeds, United Kingdom | 03 July 2023 - present

Degrees

  • PhD
    Leeds Beckett University, Leeds, United Kingdom | 01 January 2013 - 01 March 2018

  • MRes
    Leeds Beckett University, Leeds, United Kingdom | 03 September 2000 - 01 March 2005

  • BSc (Hons) Multimedia Technology
    Leeds Metropolitan University, Leeds, United Kingdom | 02 September 1996 - 20 May 2000

Certifications

  • UAS License - Certificate of Competence
    Heliguy Online, United Kingdom
    Drone Pilot (UAS) License for A2 Open Category. The holder is competent to act as a remote pilot: a. Within the A2 subcategory while flying a Class C2 unmanned aircraft or, until 31 December 2022, with an unmanned aircraft with a mass less than 2kg b. Until 31 December 2022, within the A1 subcategory while flying an unmanned aircraft with a mass less than 500g. c. In the Specific category if the associated Operational Authorisation explicitly states that the A2 CofC is the level of competence required.

Related links

LARC - Leeds Arts Research Centre
Leeds School of Arts

United Nations sustainable development goals

4 Quality Education 6 Clean Water and Sanitation 9 Industry, Innovation and Infrastructure 10 Reduced Inequalities 11 Sustainable Cities and Communities 12 Responsible Consumption and Production 13 Climate Action

Research interests

Darren is currently engaged with other colleagues in a collaboration with regional museums and galleries. The aim of this research is to explore the use of gamification as a strategy to enhance the visitor experience in museums, by attracting new visitors, increasing engagement, and expanding the reach and impact of museums. This will see the researchers use 2D illustration, 3D modelling and audio to bring otherwise inanimate exhibits to life.

Publications (4)

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Thesis or dissertation
Development of Digital Art Techniques to Test Perception of Photorealistic Computer Generated Characters
Featured November 2017
AuthorsAuthors: Wall D, Editors: Cope N, Behringer R, Bryant A

This thesis reviews and discusses the creation of photorealistic virtual human faces and tests audience perception of a series of specifically developed visual assets. This provides a detailed look at the human perception of such visuals. In addition, specific techniques required to produce and render the photorealistic visuals are investigated. Viewer testing informs the development of a series of computer-generated (CG) animated assets, through which the thesis introduces a range of metrics that shape the viewers’ experience. Moreover, technical and creative recommendations to the artist are provided in relation to developing similar assets.  The literature review considers how visuals of a realistic, although non-real, nature can in certain circumstances elicit a negative response in the viewer. This response can manifest as a feeling of repulsion, rather than empathy, towards the CG subject. Mori’s (1970) theory of the “uncanny valley effect” is considered as a hypothesis for predicting this response. This negative response is problematic for an artist attempting to develop photorealistic visuals. The uncanny valley effect is looked at in detail and established work in the field is built upon to consider animated visuals in addition to static images. Previous research does not fully address the perception of animated characters. This thesis shows how the addition of motion may affect viewer perception of the visuals. Moreover, the impact of image composition is taken into account.  Optimal asset generation processes are determined, employing relevant technologies, artistry and techniques. This was steered by experience and perception of the visuals. The methodology employed saw appropriately targeted individuals complete questionnaires and self-report documents to identify their objective feelings towards sample visual media. Test data was gathered, analysed and used to identify key visual triggers in the imagery. Accrued data informed the approach to develop refined CG assets, which were again tested.  Test One, Real or CG, gauges the accuracy of human perception in determining real (photographic) imagery from (CG) imagery. This provides a more comprehensive understanding of how and why viewers’ decisions and opinions were made. The test also aids the development of future research in identifying the key elements that inform the test subject's decisions.  Test Two, Is it in The Detail?, establishes whether a viewer requires an entire image or a fragment of an image to determine whether an image is real or CG. Here an informed decision is reached about whether the whole picture or merely close-ups of the key features delivers greater accuracy. Additional emphasises is given to the rationale for these differences.  Test Three, Photorealistic Character, takes the earlier tests a stage further, with the addition of movement. Participants judged a digital human asset in terms of realism in its static form and then again while in motion. The results of each exposure to the visuals were then compared. An additional comparison between full frame and close-up sections of animation was also conducted. Masahiro Mori’s (1970) uncanny valley theory regarding differences between perceptions of static and moving virtual humans is discussed here in relation to the recorded data.  The thesis shows that movement and composition of visuals have an impact on viewer perception of CG humans. The test data also confirms that the accuracy of the motion impacts upon the perceived human-likeness of the visuals.

Exhibition

Thwaite - Earth Energies

Featured June 2022
AuthorsRatcliff P, Wall D

Sonic and visual response to a watermill and the surrounding land commissioned by Leeds Museums and Galleries

Thesis or dissertation

Matte Painted Environments for Film and Television: New Models for Effective Deployment of 2.5D Projection Techniques

Featured 19 February 2024
AuthorsAuthors: Holmes P, Editors: Shail R, Wall D

This study explores 2.5D projection as a means of addressing the limitations in matte painted environments viewed from the perspective of a moving camera. In a shot from a fixed location, the viewer derives depth cues from the composition of the matte painting, but film directors are increasingly looking for more dynamic moving camera shots. Limitations in the artwork are exposed because forms contained within the painting become subject to new depth cues such as parallax and perspective, which change over time and cannot be derived from a 2D image under these conditions. A portfolio of three matte paintings has been developed using an action-based and reflective methodology. My weblog, submitted as an appendix to this thesis, provides access to the creative work and the instruments used to drive each project through multiple iterative stages of development. Each project in the portfolio is designed to expose the full range of 2.5D projection artifacts and describes how corrective strategies have been devised, tested and implemented. The final presentation of the portfolio is in the form of three short video sequences, each depicting a different matte painted environment seen through a moving camera. The study makes an original contribution to knowledge in three areas. Firstly, it lays the foundations for discourse within a subject area that is under-explored academically yet is as relevant to the visual effects industry as ever. Secondly, I present two new approaches to the production of matte painting artwork, both of which use arbitrary output values (AOV) render passes and 3D projection geometry to a greater extent than seen previously. The former provides a template for photo-bashing, and the latter serves the overpainting process. Thirdly, I present a diagnostic approach to camera projection deployed early in the project workflow to inform framing and drafting of the matte painting, thereby saving the artist time, effort and lost creative energy, improving efficiencies in the production in which the artist is employed. Matte painting, as an approach to the creation, extension or enhancement of digital environments remains as popular and extensively used as ever, despite the challenges presented by the demands of filmmakers and advances in the quality of outputs from 3D computer graphics applications. This study is helpful to 2D artists for developing their understanding of the tool chains, workflows and technical skills required to meet the demands of ever more imaginative and expansive shots. Moreover, I believe that environment artists, with some knowledge and experience of 2.5D workflows, will benefit from the depth of exploration and new insights provided in my work.

Thesis or dissertation
A Parametric Framework and Tool for Posing Photorealistic Facial Expressions in 3D Characters
Featured October 2024
AuthorsAuthors: Romana A, Editors: Wall D, Bowen S

This research introduces a parametric framework to address the lack of educational resources for teaching realistic facial animation in digital characters, focusing on developing a Parametric Framework and Tool for Posing Photorealistic 3D Character Facial Expressions. The research applies the Facial Action Coding System (FACS), essential for understanding a wide range of realistic facial movements and enhancing digital characters' emotional depth and reliability. A novel innovation of the thesis is a tool that offers animators control over the range of movement of facial expressions. This tool's parametric functionality enables detailed, incremental adjustments, capturing human emotions' subtleties in digital form. The study demonstrates a systematic approach to developing a Parametric Framework and Tool for posing photorealistic 3D character facial expressions. It employs a Design Science Research Methodology, focusing on practical solution-oriented research. Key stages include problem identification, defining objectives, design and development of the tool, demonstration, evaluation, and communication. The process is iterative, integrating knowledge from facial expression theory, animation, computer graphics, and user interface design. The methodology emphasises user testing with animators and learners, incorporating feedback to refine the tool, ensuring practicality and utility for its intended users. The thesis emphasises successfully developing a Parametric Framework and Tool and highlights advancements in bridging the gap between theoretical knowledge and practical application in facial animation. The thesis concludes by underscoring the potential impact of this work on the animation industry, improving the emotional depth and realism of digital characters. Future directions for research and development are suggested, focusing on further enhancing the tool's capabilities and exploring new applications in various digital media contexts.

Activities (1)

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Fellowship

Senior Fellow Higher Education Academy

03 March 2014 - Leeds Beckett University Leeds United Kingdom
Fellowship demonstrates a personal and institutional commitment to professionalism in learning and teaching in higher education. Senior Fellowship is awarded to professionals who demonstrate they meet the criteria of Descriptor 3 (D3) of the Professional Standards Framework (PSF) 2023 for teaching and supporting learning in higher education. It is suitable for individuals whose comprehensive understanding and effective practice provides a basis from which they lead or influence the learning and teaching practices of others (peers, colleagues, mentees, etc.) who teach and/or support high-quality learning. To be awarded Senior Fellowship, individuals must evidence that their effective and inclusive practice meets the following three Descriptor 3 criteria statements: D3.1 a sustained record of leading or influencing the practice of those who teach and/or support high quality learning D3.2 practice that is effective, inclusive and integrates all Dimensions D3.3 practice that extends significantly beyond direct teaching and/or direct support for learning

Current teaching

BA (Hons) Games Art:

  • Dissertation
  • Personal Project
  • Game Art Fundamentals
  • Intro to Character Design

BSc (Hons) Games Design:

  • Game Asset Creation
  • Concept Art and Visualisation

MSc Creative Technologies:

  • Research Practice
  • MSc Dissertation
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