Program Head Virtual Technology & Design, Associate Professor
Fields of study
Virtual Reality, history of art and innovative technologies, 3-D visualization, animation and storytelling.
Design, programming and user testing of virtual worlds, user interface (UI), user experience (UX) design, Mixed Reality (XR) and applications of innovative technology.
Masters, Interactive Telecommunications Program, Tisch School of the Arts, NYU, 1998
DPLG, Ecole des Beaux Arts, Paris, 1986
Jean-Marc is an award-winning interactive media artist designing virtual worlds. His artwork has been presented at domestic and international venues. He has written books on creating real-time interactive experiences in virtual worlds and the production of real-time 3D animations and games.
He is involved with research on visualization and interaction design in virtual reality (VR) and mixed reality (XR). He currently designs interactive three-dimensional structures of proteins that students and researchers can manipulate in real-time in VR. His projects include mobility and entertainment in VR and human machine interface design. For the Amazon Catalyst project, he developed a machine learning system evaluating the experience of someone visiting a virtual world for the engineering community.
When Jean-Marc Gauthier is not observing - he is conceptualizing and creating. He starts with sketches - be it traditional (pencil, charcoal, marker) or digital. Often his drawings turn into animations, 3D designs, 3D animations, videos, and VR projects. His background as an architect and animator has taken him in directions that have combined many disciplines and fascinating challenges - going as far back as teaming up with a neurosurgeon for interactive navigation inside the brain, working on the visualization of the genotypes of the world’s bird species or creating ‘digital twins’ that serve as real-time VR counterparts of wildlife environments of the Pacific Northwest.
In summary, Jean-Marc leads research projects through both academic and start-up environments, working in close collaboration with project teams and partners. Developing and sharing working prototypes, keeping a team motivated, and presenting solutions and products that generate world-wide interest are his priorities.
- Gahan, A., Game Art Complete, 2009, Focal Press, Elsevier
- Gauthier, JM., Diseno Animado Interactivo en 3D, 2005, Anaya Multimedia
- Gauthier, JM., Building Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film & the Web, 2005, Focal Press, Elsevier
- Gauthier, JM., Creating Interactive Actors and their Worlds, 2001, Morgan Kaufman Publishers
- Bush-Brown, A., Davis, D., Hospitable Design for Healthcare and Senior Communities, 1992, Van Nostram Reinhold Publisher
- Lieux de Fin de Vie, 1987, Editions du Moniteur
Peer Reviewed Papers:
- Gauthier, JM, Adaptation in Virtual worlds, 2020. Publishing Series on Resilience between Mitigation and Adaptation vol. 03 | 2020 | paper 1 | pp. 9-22, Architecture Essays & Viewpoint, Palermo University Press. DOI: https://doi.org/10.19229/978-88-5509-096-4/392020
- Gauthier, JM., Patel, J., McGrath I. The Dynamic Virtual Protein project: Visualization, Interaction and Collaboration in Virtual Reality, In 25th ACM Symposium on Virtual Reality Software and Technology (VRST’19), November, 12-15, 2019, Parramatta, NWS, Australia. ACM, New York, NY, USA. DOI 10.1145/3359996.3365050. ISBN 978-1-4503-7001-1/19/11
- 3D Modeling and Participatory Sensing - Sensing Cities and Designing New Driving Experiences, 2014, Geospatial World Forum 2014, Geneva, Switzerland
- Gauthier, JM., 3D Interactive Stories for the City, 2013, Asia Geospatial Forum 2013, Kuala Lumpur, Malaysia o Gauthier, JM., Gaming Back to the Basics, 2008, ACM Siggraph Asia
- Gauthier, JM., From Motion Capture to Interactive Animation, 2008, ACM Siggraph Asia
- Gauthier, JM., Nachbar, M., Entertaining Lessons: Applying Gaming Technology To The Virtual Patient, 2005, Slice of Life 2005, Portland, OR.
- Gauthier, JM., Conceptual Design Of Virtual Cameras: How to design self-determined virtual cameras, 2004, Design Computing and Cognition, MIT, Cambridge, MA.