Automated Facial Mark Creating Systems Replace Classical Geometric Morphometrics: An Example of How New Technology Can and Should Drive Avatar Creation in a Game Development Pipeline
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F44555601%3A13510%2F24%3A43898974" target="_blank" >RIV/44555601:13510/24:43898974 - isvavai.cz</a>
Výsledek na webu
<a href="https://link.springer.com/chapter/10.1007/978-3-031-76812-5_26#citeas" target="_blank" >https://link.springer.com/chapter/10.1007/978-3-031-76812-5_26#citeas</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/978-3-031-76812-5_26" target="_blank" >10.1007/978-3-031-76812-5_26</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Automated Facial Mark Creating Systems Replace Classical Geometric Morphometrics: An Example of How New Technology Can and Should Drive Avatar Creation in a Game Development Pipeline
Popis výsledku v původním jazyce
In recent years, the field of artificial intelligence (AI) has witnessed significant advancements, particularly with the development of transformer architectures and pre-learned feature extraction techniques. Before this, thousands of high-quality scientific papers using biological landmarks (manually placed by a researcher) on faces have identified relations between facial morphology and various human ratings of them. Geometric Morphometrics provides a framework for quantifying and analyzing shape variations in biological organisms, allowing for the extraction of morphological features that rely on landmark identification. In avatar creation, matters are more complex. Game designers, when attempting to mimic anticipated ratings, oftentimes cannot rely strictly on landmarks. As we document here, we can relax the rigor of constructed, geometrically identifiable landmarks and replace them with characteristic points identified by artificial neural networks (aNNs), obviating the need for tiresome, meticulous landmark identification by human operators. By integrating these features into the avatar generation process, we can ensure that the resulting avatars exhibit desired characteristics, while still adhering to biological constraints. We relate these characteristic points on female face images whose physical attractiveness has been rated by 50 males and 50 females (on a 7-point scale). We construct Dirichlet distributions of the ratings of each face and use these to investigate whether there are trends or biases in face ratings by male raters versus female raters. We use the coordinates of characteristic points on the faces to identify clusters of attractiveness and relate these clusters to heat maps of the ratings. We explore localized pseudo-symmetries, and how they relate to these ratings. Our proposed system aims to leverage the strengths of transformer architectures and pre-trained neural networks, notably their ability to capture contextual information, to enhance the realism and biological accuracy of the avatars.
Název v anglickém jazyce
Automated Facial Mark Creating Systems Replace Classical Geometric Morphometrics: An Example of How New Technology Can and Should Drive Avatar Creation in a Game Development Pipeline
Popis výsledku anglicky
In recent years, the field of artificial intelligence (AI) has witnessed significant advancements, particularly with the development of transformer architectures and pre-learned feature extraction techniques. Before this, thousands of high-quality scientific papers using biological landmarks (manually placed by a researcher) on faces have identified relations between facial morphology and various human ratings of them. Geometric Morphometrics provides a framework for quantifying and analyzing shape variations in biological organisms, allowing for the extraction of morphological features that rely on landmark identification. In avatar creation, matters are more complex. Game designers, when attempting to mimic anticipated ratings, oftentimes cannot rely strictly on landmarks. As we document here, we can relax the rigor of constructed, geometrically identifiable landmarks and replace them with characteristic points identified by artificial neural networks (aNNs), obviating the need for tiresome, meticulous landmark identification by human operators. By integrating these features into the avatar generation process, we can ensure that the resulting avatars exhibit desired characteristics, while still adhering to biological constraints. We relate these characteristic points on female face images whose physical attractiveness has been rated by 50 males and 50 females (on a 7-point scale). We construct Dirichlet distributions of the ratings of each face and use these to investigate whether there are trends or biases in face ratings by male raters versus female raters. We use the coordinates of characteristic points on the faces to identify clusters of attractiveness and relate these clusters to heat maps of the ratings. We explore localized pseudo-symmetries, and how they relate to these ratings. Our proposed system aims to leverage the strengths of transformer architectures and pre-trained neural networks, notably their ability to capture contextual information, to enhance the realism and biological accuracy of the avatars.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
50101 - Psychology (including human - machine relations)
Návaznosti výsledku
Projekt
—
Návaznosti
N - Vyzkumna aktivita podporovana z neverejnych zdroju
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
ISBN
978-3-031-76811-8
ISSN
—
e-ISSN
—
Počet stran výsledku
11
Strana od-do
393-403
Název nakladatele
Springer
Místo vydání
Cham
Místo konání akce
Washington DC
Datum konání akce
29. 6. 2024
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
—