8,632 research outputs found

    A New Computer-aided Technique for Planning the Aesthetic Outcome of Plastic Surgery

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    Plastic surgery plays a major role in today health care. Planning plastic face surgery requires dealing with the elusive concept of attractiveness for evaluating feasible beautification of a particular face. The existing computer tools essentially allow to manually warp 2D images or 3D face scans, in order to produce images simulating possible surgery outcomes. How to manipulate faces, as well as the evaluation of the results, are left to the surgeon's judgement. We propose a new quantitative approach able to automatically suggest effective patient-specific improvements of facial attractiveness. The general idea is to compare the face of the patient with a large database of attractive faces, excluding the facial feature to be improved. Then, the feature of the faces more similar is applied, with a suitable morphing, to the face of the patient. In this paper we present a first application of the general idea in the field of nose surgery. Aesthetically effective rhinoplasty is suggested on the base of the entire face profile, a very important 2D feature for rating face attractivenes

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    SCUT-FBP5500: A Diverse Benchmark Dataset for Multi-Paradigm Facial Beauty Prediction

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    Facial beauty prediction (FBP) is a significant visual recognition problem to make assessment of facial attractiveness that is consistent to human perception. To tackle this problem, various data-driven models, especially state-of-the-art deep learning techniques, were introduced, and benchmark dataset become one of the essential elements to achieve FBP. Previous works have formulated the recognition of facial beauty as a specific supervised learning problem of classification, regression or ranking, which indicates that FBP is intrinsically a computation problem with multiple paradigms. However, most of FBP benchmark datasets were built under specific computation constrains, which limits the performance and flexibility of the computational model trained on the dataset. In this paper, we argue that FBP is a multi-paradigm computation problem, and propose a new diverse benchmark dataset, called SCUT-FBP5500, to achieve multi-paradigm facial beauty prediction. The SCUT-FBP5500 dataset has totally 5500 frontal faces with diverse properties (male/female, Asian/Caucasian, ages) and diverse labels (face landmarks, beauty scores within [1,~5], beauty score distribution), which allows different computational models with different FBP paradigms, such as appearance-based/shape-based facial beauty classification/regression model for male/female of Asian/Caucasian. We evaluated the SCUT-FBP5500 dataset for FBP using different combinations of feature and predictor, and various deep learning methods. The results indicates the improvement of FBP and the potential applications based on the SCUT-FBP5500.Comment: 6 pages, 14 figures, conference pape

    I Look Great! Beautified Self-Avatars\u27 Effects on Willingness-To-Pay in Metaverses

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    This study represents ongoing research to investigate the impact of self-avatar beautification on consumers’ willingness to pay for products virtually tried on with a beautified avatar. Avatars are the primary means of representing users in the rapidly growing market for commercial metaverse applications, such as apparel and accessories try-on. Based on self-congruity theory and appraisal theory, we argue that beautified self-avatars are congruent with users\u27 ideal selves and elicit identification and positive emotions, resulting in increased willingness to pay. We present preliminary findings that support the notion that beautified avatars promote the ideal self and result in greater willingness to pay than realistic avatars. With these findings we contribute to research on avatar design and commerce in metaverses, by challenging the recognised notion that self-avatars should be as realistic as possible and establishing avatar beautification as a novel design objective in metaverse marketing

    Beauty is in the Eye of the Controller: Designing Avatars for the Actual and Ideal Self

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    As metaverses are growing users need self-avatars to complete more and more tasks, such as virtual clothing-try-on or virtual work-meetings. To design these self-avatars the application of self-congruity theory suggests that avatars\u27 appearance should ei-her be congruent with users’ actual view of themselves or ideal view of themselves. Past research has focused on comparing outcomes of using idealised avatars versus realistic avatars. Yet, it remains unclear what constitutes the ideal versus the actual self in avatar design. This short paper represents ongoing research to develop a theoretical avatar design framework to evoke either users\u27 ideal or actual self. Building on evolutionary and computational approaches to facial beauty, we identify three groups of design factors that stimulate the ideal self: skin-homogeneity, face-symmetry, and balanced face-ratios. This work advances our understanding of the antecedents of the ideal versus actual self and makes self-congruity theory applicable to avatar design

    Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation

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    Virtual beings are playing a remarkable role in today’s public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive “stick figurefleshing-outskin mapping” graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A “creative model-based method” is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes

    Interpretation of overtracing freehand sketching for geometric shapes

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    This paper presents a novel method for interpreting overtracing freehand sketch. The overtracing strokes are interpreted as sketch content and are used to generate 2D geometric primitives. The approach consists of four stages: stroke classification, strokes grouping and fitting, 2D tidy-up with endpoint clustering and parallelism correction, and in-context interpretation. Strokes are first classified into lines and curves by a linearity test. It is followed by an innovative strokes grouping process that handles lines and curves separately. The grouped strokes are fitted with 2D geometry and further tidied-up with endpoint clustering and parallelism correction. Finally, the in-context interpretation is applied to detect incorrect stroke interpretation based on geometry constraints and to suggest a most plausible correction based on the overall sketch context. The interpretation ensures sketched strokes to be interpreted into meaningful output. The interface overcomes the limitation where only a single line drawing can be sketched out as in most existing sketching programs, meanwhile is more intuitive to the user

    Columella Sliding for Nasal Tip Projection Using Septocolumellar Transmucosal Mattress Sutures

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    In author’s hands, columella sliding is a surgical technique to correct unaesthetic/unwanted depression or projection of the nasal tip. The tip can be increased or decreased by a simple mini-invasive technique during primary or secondary rhinoplasty as well as by a separate procedure. Main aim of the technique is to obtain the aesthetic 30° angle between dorsum and profile line and correct volume of the nasal tip at the line of the beauty triangle. It is possible to change the projection of the nasal tip using a retrocolumellar incision, to slide columella against septum upward or downward and fix the new position with 2–3 transmucosal columella-septal sutures. The stitches will be removed after 2–3 weeks, which is enough for columella to heal stable initially to septum. Columella sliding is an important technique to obtain a dorsoprofile angle of 30°, which is an aesthetic rule. The technique is atraumatic, mini-invasive, nearly bloodless. The procedure is very well tolerated by patients: there is no need of casts, tampons, and patients return to social life almost immediately
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