98 research outputs found
Towards Co-Creative Generative Adversarial Networks for Fashion Designers
Originating from the premise that Generative Adversarial Networks (GANs)
enrich creative processes rather than diluting them, we describe an ongoing PhD
project that proposes to study GANs in a co-creative context. By asking How can
GANs be applied in co-creation, and in doing so, how can they contribute to
fashion design processes? the project sets out to investigate co-creative GAN
applications and further develop them for the specific application area of
fashion design. We do so by drawing on the field of mixed-initiative
co-creation. Combined with the technical insight into GANs' functioning, we aim
to understand how their algorithmic properties translate into interactive
interfaces for co-creation and propose new interactions.Comment: Published at GenAICHI, CHI 2022 Worksho
The Personalization Paradox: the Conflict between Accurate User Models and Personalized Adaptive Systems
Personalized adaptation technology has been adopted in a wide range of
digital applications such as health, training and education, e-commerce and
entertainment. Personalization systems typically build a user model, aiming to
characterize the user at hand, and then use this model to personalize the
interaction. Personalization and user modeling, however, are often
intrinsically at odds with each other (a fact some times referred to as the
personalization paradox). In this paper, we take a closer look at this
personalization paradox, and identify two ways in which it might manifest:
feedback loops and moving targets. To illustrate these issues, we report
results in the domain of personalized exergames (videogames for physical
exercise), and describe our early steps to address some of the issues arisen by
the personalization paradox.Comment: arXiv admin note: substantial text overlap with arXiv:2101.1002
Understanding Mental Models of AI through Player-AI Interaction
Designing human-centered AI-driven applications require deep understandings
of how people develop mental models of AI. Currently, we have little knowledge
of this process and limited tools to study it. This paper presents the position
that AI-based games, particularly the player-AI interaction component, offer an
ideal domain to study the process in which mental models evolve. We present a
case study to illustrate the benefits of our approach for explainable AI
" I Want To See How Smart This AI Really Is": Player Mental Model Development of an Adversarial AI Player
Fashion Style Generation: Evolutionary Search with Gaussian Mixture Models in the Latent Space
Fashion Style Generation: Evolutionary Search with Gaussian Mixture Models in the Latent Space
This paper presents a novel approach for guiding a Generative Adversarial
Network trained on the FashionGen dataset to generate designs corresponding to
target fashion styles. Finding the latent vectors in the generator's latent
space that correspond to a style is approached as an evolutionary search
problem. A Gaussian mixture model is applied to identify fashion styles based
on the higher-layer representations of outfits in a clothing-specific attribute
prediction model. Over generations, a genetic algorithm optimizes a population
of designs to increase their probability of belonging to one of the Gaussian
mixture components or styles. Showing that the developed system can generate
images of maximum fitness visually resembling certain styles, our approach
provides a promising direction to guide the search for style-coherent designs.Comment: - to be published at: International Conference on Computational
Intelligence in Music, Sound, Art and Design : EvoMUSART 2022 - typo
corrected in abstrac
Open Player Modeling: Empowering Players through Data Transparency
Data is becoming an important central point for making design decisions for
most software. Game development is not an exception. As data-driven methods and
systems start to populate these environments, a good question is: can we make
models developed from this data transparent to users? In this paper, we
synthesize existing work from the Intelligent User Interface and Learning
Science research communities, where they started to investigate the potential
of making such data and models available to users. We then present a new area
exploring this question, which we call Open Player Modeling, as an emerging
research area. We define the design space of Open Player Models and present
exciting open problems that the games research community can explore. We
conclude the paper with a case study and discuss the potential value of this
approach
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