tailieunhanh - Adapting Models of Visual Aesthetics for Personalized Content Creation

Leder et al. (2004) have recently proposed a comprehensive model of visual aes- thetic preference and perception, which includes five processing stages: perceptual analysis of the visual stimulus, implicit memory integration, explicit classification, cognitive mastering, and the emergence of a cognitive state, resulting from the pre- vious stages, and an affective state, that results from the continuous interactions between previous stages and affective systems in the brain. The cognitive state is the source of aesthetic preference, while aesthetic emotion is grounded on the af- fective state | IEEE T-CIAIG SPECIAL ISSUE ON COMPUTATIONAL AESTHETICS IN GAMES 1 Adapting Models of Visual Aesthetics for Personalized Content Creation Antonios Liapis Georgios N. Yannakakis Member IEEE Julian Togelius Member IEEE Abstract This paper introduces a search-based approach to personalized content generation with respect to visual aesthetics. The approach is based on a two-step adaptation procedure where 1 the evaluation function that characterizes the content is adjusted to match the visual aesthetics of users and 2 the content itself is optimized based on the personalized evaluation function. To test the efficacy of the approach we design fitness functions based on universal properties of visual perception inspired by psychological and neurobiological research. Using these visual properties we generate aesthetically pleasing 2D game spaceships via neuroevolutionary constrained optimization and evaluate the impact of the designed visual properties on the generated spaceships. The offline generated spaceships are used as the initial population of an interactive evolution experiment in which players are asked to choose spaceships according to their visual taste the impact of the various visual properties is adjusted based on player preferences and new content is generated online based on the updated computational model of visual aesthetics of the player. Results are presented which show the potential of the approach in generating content which is based on subjective criteria of visual aesthetics. Index Terms Computational Aesthetics Experience-Driven Procedural Content Generation Constrained Optimization Interactive Evolution I. INTRODUCTION IN most design activities the creator takes specific aesthetic preferences her own or those of . a customer into account while creating their piece be it a work of art a household appliance or a component of a computer game. Their design choices may be constrained by the affordances of the medium a newspaper cartoonist has a .

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