Abstract:Recent advances in Generative Adversarial Networks GANs applications continue to attract the attention of researchers in different fields. In such a framework, two neural networks compete adversely to generate new visual contents indistinguishable from the original dataset. The objective of this research is to create a complementary codesign process between humans and machines to augment character designers abilities in visualizing and creating new characters for multimedia projects such as games and animation. Driven by design cognitive scaffolding, the proposed approach aims to inform the process of perceiving, knowing, and making. The machine generated concepts are used as a launching platform for character designers to conceptualize new characters. A labelled dataset of 22,000 characters was developed for this work and deployed using different GANs to evaluate the most suited for the context, followed by mixed methods evaluation for the machine output and human derivations. The discussed results substantiate the value of the proposed cocreation framework and elucidate how the generated concepts are used as cognitive substances that interact with designers competencies in a versatile manner to influence the creative processes of conceptualizing novel characters.
Abstract:Recent advances in Generative Adversarial Networks (GANs) continue to attract the attention of researchers in different fields due to the wide range of applications devised to take advantage of their key features. Most recent GANs are focused on realism, however, generating hyper-realistic output is not a priority for some domains, as in the case of this work. The generated outcomes are used here as cognitive components to augment character designers creativity while conceptualizing new characters for different multimedia projects. To select the best-suited GANs for such a creative context, we first present a comparison between different GAN architectures and their performance when trained from scratch on a new visual characters dataset using a single Graphics Processing Unit. We also explore alternative techniques, such as transfer learning and data augmentation, to overcome computational resource limitations, a challenge faced by many researchers in the domain. Additionally, mixed methods are used to evaluate the cognitive value of the generated visuals on character designers agency conceptualizing new characters. The results discussed proved highly effective for this context, as demonstrated by early adaptations to the characters design process. As an extension for this work, the presented approach will be further evaluated as a novel co-design process between humans and machines to investigate where and how the generated concepts are interacting with and influencing the design process outcome.