• Title/Summary/Keyword: 외모지향

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Makeup transfer by applying a loss function based on facial segmentation combining edge with color information (에지와 컬러 정보를 결합한 안면 분할 기반의 손실 함수를 적용한 메이크업 변환)

  • Lim, So-hyun;Chun, Jun-chul
    • Journal of Internet Computing and Services
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    • v.23 no.4
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    • pp.35-43
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    • 2022
  • Makeup is the most common way to improve a person's appearance. However, since makeup styles are very diverse, there are many time and cost problems for an individual to apply makeup directly to himself/herself.. Accordingly, the need for makeup automation is increasing. Makeup transfer is being studied for makeup automation. Makeup transfer is a field of applying makeup style to a face image without makeup. Makeup transfer can be divided into a traditional image processing-based method and a deep learning-based method. In particular, in deep learning-based methods, many studies based on Generative Adversarial Networks have been performed. However, both methods have disadvantages in that the resulting image is unnatural, the result of makeup conversion is not clear, and it is smeared or heavily influenced by the makeup style face image. In order to express the clear boundary of makeup and to alleviate the influence of makeup style facial images, this study divides the makeup area and calculates the loss function using HoG (Histogram of Gradient). HoG is a method of extracting image features through the size and directionality of edges present in the image. Through this, we propose a makeup transfer network that performs robust learning on edges.By comparing the image generated through the proposed model with the image generated through BeautyGAN used as the base model, it was confirmed that the performance of the model proposed in this study was superior, and the method of using facial information that can be additionally presented as a future study.

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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