<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design Space of Digital Portraiture: A Case Study in Avatar Creation Tools</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jasmine T. Otto</string-name>
          <email>jtotto@ucsc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Angus G. Forbes</string-name>
          <email>angus@ucsc.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of California</institution>
          ,
          <addr-line>Santa Cruz, 1156 High St, Santa Cruz, CA 95064</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We describe creativity support tools for digital portraiture in terms of their design spaces, which conveniently possess both a high-dimensional linear space of representations, and a highly expressive nonlinear space of referents. Using the casual creators tropes of parameterization and paper dolls, we investigate how distinct 'face spaces' are made playable by these tools and toys. We consider in depth The Sims 3's Create-A-Sim mode, a 3D avatar creator whose expressive range is further expanded by a modding community through intentional and highly technical interventions. Finally, we connect these skills to practices using professional creativity support tools for digital portraiture. We argue that the skillful practice of creating beautiful and evocative avatars is encoded simultaneously in software tools and in artistic communities, enabling a form of conversation between the portrait artist and their medium.</p>
      </abstract>
      <kwd-group>
        <kwd>avatar creation</kwd>
        <kwd>identity play</kwd>
        <kwd>design space</kwd>
        <kwd>co-creation</kwd>
        <kwd>skill development</kwd>
        <kwd>the sims</kwd>
        <kwd>modding</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>A</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Art students undertake years of life drawing to learn how to capture human likenesses in
graphite and clay. Yet videogames which allow players to create their own character must
somehow facilitate avatar creation by novice users, without making a hash of their first attempt
with an unfamiliar system. Therefore, videogames with avatar customization invariably supply
a combination of ‘known good’ starting avatars, and possibly an additional system of procedural
modification [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        These systems enable the exploration of a certain ‘face space’ - far being from the only one
that exists, but certainly compatible with e.g. facial animations specific to the game, - which
may not contain only good avatars. Indeed, more permissive editors tend to be capable of
producing a wide variety of ‘monstrous’ faces. The humorous exploration and celebration of
these possibilities formed the premise of the ‘Monster Factory’ Let’s Play series [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This paper
will explore an argument that the existence and accessibility of these distressing and typically
unintended results is indeed necessary and co-constitutive of the value in a creativity support
system for digital software.
      </p>
      <p>In order to make this claim, we need to describe both the technical and expressive dimensions
of portraiture. We will focus on the case of 3D polygon-based avatars, because this is the current
Joint Proceedings of the ICCC 2020 Workshops (ICCC-WS 2020), September 7-11 2020, Coimbra (PT) / Online
nEvelop-O
LGOBE
jazztap.github.io (J. T. Otto); angusforbes.com (A. G. Forbes)</p>
      <p>© 2020 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
technological standard for roleplaying games produced by major studios, and in order to use
The Sims 3 (TS3) as our case study. While 2D avatars present a compelling example in the
domains of videogaming, tabletop roleplaying, and social media, we leave a detailed exploration
to the craft literature of the respective software, and therefore leave their technical description
aside.</p>
      <p>
        Faces are highly expressive, able to convey aesthetic judgement [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and other forms of data
that resist quantification. Humans are also good at distinguishing between collections of points
representing a face, and statistically similar collections that don’t [4]. Since our computers
aren’t, they need either very well-fitted manifolds in order to navigate ‘face space’, or a modestly
good fit and a human pilot. And if it’s fun for the human to lend their knowledge of face space
and its strange boundaries to the computer, then perhaps it’s more fun for them to refine that
knowledge co-creatively.
      </p>
      <sec id="sec-2-1">
        <title>1.1. Portraiture is virtual</title>
        <p>Davidenko [5] characterizes various synthetic manifolds (i.e. the expressive range of a generative
model) embedded in a (universal) face space equipped with the perceptual distance between
any two human faces, and develops a minimal 20-dimensional ‘face space’ of silhouetted face
profiles which are suitable as visual stimuli for cognitive experiments. We extend this approach
to describe the elaborate ‘face spaces’ which are made explorable by avatar creators in TS3 and
similar games, with an eye toward eventually extending the work to face spaces of an illustrative
or photographic nature (i.e. lacking a fundamental wireframe representation), that use either
projection techniques (as in life drawing) or texture synthesis (as in generative adversarial
networks).</p>
        <p>In order to characterize spaces of 3D faces in the context of player creativity, we in fact
encounter an intricate pipeline of data structures and percepts. We interpret an output of
‘portraiture’ as encompassing an entire space of possible images of the character represented
by an avatar (see Fig. 1, far right), which document the user’s evaluation of the nonliving yet
growing character they have represented in the game or fiction.</p>
        <p>Simultaneously, we interpret an input of ‘portraiture’ as a particular set of image references
(e.g. the face of a person from school, or from a movie, or from another videogame) which the
user aims to reproduce, mimic, or modify using the avatar creator. The same artifact may evoke
similar or divergent referents in diferent users, just as the ’same referent’ may be represented
by diferent artifacts according to diferent users. An online gallery may easily contain several
diferent Sims of the same character from popular culture.</p>
        <p>Both characters and artifacts exist in a semantically rich space. The avatar creator software
incorporates certain claims about this space (e.g. ‘eye distance varies within this range’, ‘the
height of the inner corner of each eye varies independently of the curve of the lower eyelid’),
using a linear basis for additive recombination of facial features, and a rendering algorithm to
permit their observation. The immediate visibility of features permits their recombination to be
improvised, just as a well-crafted instrument does [ 6].</p>
        <sec id="sec-2-1-1">
          <title>1.1.1. Instruments are actual</title>
          <p>We choose to study avatar creator software as an instrument in its own right, which encodes
part of the skillful practice required to create human likenesses. Their expressive range is only
ever partially summarized by their own interface, especially as the numbers of facial feature
sliders proliferate, and unpredictable interaction efects [ 7] start to predominate the output.
Even if parameter space is linear, perceptual space is not.</p>
          <p>Tubb and Dixon identify the array of sliders with analytic creative interaction, which tends
to break down the combinatorial explosion in a face space with many features [8]. In
elaborating on our Sims case study, we will see that reflective interaction (i.e. not winnowing, but
expanding representations) enters through alternation between gameplay and avatar creation.
Conversely, The Sims 4 moves toward tacit interaction - its slider panel GUI is replaced by
‘direct manipulation’ of the Sim face (via well-curated bone sliders, a mapping we discuss in
‘mesh-based geometry’), with panels replaced by ‘coarse’ and various ‘detail’ layers.</p>
          <p>To avoid confusion between toys (in the case of small parameter spaces) and tools (in the
case of very large parameter spaces, up to and including sculpting software), we call the avatar
creation software an ‘instrument’. Like musical instruments, they can be played more or less
skillfully. Like analysis instruments, they provide generalizable insight into the character of
universal face space.</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>1.2. The design space of portraiture is vast</title>
        <p>Artists learning to draw in the contemporary tradition must perform mimesis of a reference
artifact (be it the pose of a model on a stage, stock photos of actors, or even the drawings of
master artists), and are taught to regard this as a productive process. Not only are divergences
inevitable anyway, but the process of reaching a landmark in design space is an embodied
learning experience [8]. Creating from imagination, then, is just like walking to this landmark
across a rugged fitness landscape, - per the navigation-functionality analysis in $9.3 of [ 9],
except the artist must recognize the landmark despite its previously unseen form.</p>
        <p>Developing a method of documenting forays into the design space of portraiture allows us
to not only compare particular results, but also to consider the expressive range of the tool
or composer. Reflective tool design [ 10] makes an artifact of the part of an artist’s skill (often
discussed as their ‘style’) that is encoded into e.g. a basis for a certain face space.</p>
        <p>Stylization is the visible evidence of a certain set of constraints on the region of design
space that a given set of artworks (typically by a closely-knit group of artists) thereby explore.
Deliberate constraints are often self-imposed. In Techne Theory (p.188), Staten describes design
constraints as ’maze walls’ in design space, that (at various levels of tangibility, especially
the subconscious) define skillful practice itself [ 11]; a contoured space deeply contingent on
material history.</p>
        <p>In the realm of avatar creation, these contours may arise either from the tools being used (e.g.
the character creator might not have this celebrity’s exact eyebrows), or from particular ways of
using those tools (e.g. not using items that didn’t ship with the game, in order to create ‘no-CC’
content). More fundamentally, the contours of universal face space are concealed where they
align with the tool’s face space, and revealed where they don’t.</p>
        <sec id="sec-2-2-1">
          <title>1.2.1. Search methods</title>
          <p>We suggest a specific reading of artistic procedures as evolutionary algorithms (after Dennett,
via Staten), where the face space of a given creativity support tool operationalizes a single level
of abstraction. In particular, sets of landmarks in design space closely resemble the procedure
of quality-diversity search [12], which maintains a set of increasingly ‘good’ points in various
regions of design space.</p>
          <p>It is vital to observe that interactive explorations of design space can be in constant
communication with their perceptual landscape (equipped with its rugged fitness function), whereas
automatic procedures are better at characterizing computationally intensive properties of the
artifacts being designed. Nonetheless, small breaks in this interaction make a design space more
interesting, not less. For instance, when a Sim has a child, even if their parameters are more
or less evenly combined with their partner’s, the ruggedness of perceptual space can lead to
surprises (e.g. if the child inherits a supernatural feature).</p>
          <p>Instruments comprise a domain-specific language equipped with direct manipulation, in
software terms. Avatar creators are software instruments, and their avatars are similar to
Montfort’s ‘player character ... a constraint and possibility defined by the [software’s] author’
[13]. While general-purpose sculpting software can be adapted for use as avatar creators, they
produce an experience much less similar to ‘steering’, and much closer to being the vehicle
responsible for a safe traversal of design space.</p>
        </sec>
        <sec id="sec-2-2-2">
          <title>1.2.2. The design space of face geometry is consistently formalized</title>
          <p>In this paper, we take particular interest in the language of a linear basis for a face space, that
is, some subset of a ’universal face space’ containing all likenesses of persons.
Mesh-based geometry Meshes consist of a set of points in 3D space, connected by edges
forming triangles which discretize a surface. Surfaces that are roughly egg-shaped, but
possessing eye sockets and a jawline, can be said to resemble skulls. With the appropriate proportions
and elaborations, eventually a face will emerge. Meanwhile, each vertex position should be
chosen thoughtfully, to minimize the number of triangles in the resulting surface (to minimize
the dificulty of rendering).</p>
          <p>We may define a basis for face space as 1) a ‘face mesh’ of this form (including a fixed list
of edges between vertices), and 2) a collection of ‘vertex sliders’, each consisting of a linear
deformation to the positions of the vertices. In practice, certain subsets of vertices are assigned
with variable weights to certain ‘bones’, allowing ‘bone sliders’ which deform the position, scale,
and rotation of bones (and ergo those subsets of vertices) to produce more expressive mappings
[14]. Because these linear operations compose algebraically, all sliders are basis elements of the
face space.</p>
          <p>Practical guides to the creation of new sliders (i.e. basis elements in face space) can be found
in Sims modding forums [15, 16], relying on a variety of community tools to interface with the
game’s data formats.</p>
          <p>Texture maps and lighting Difuse texture maps model the response of each point on the
surface to direct illumination, i.e. what color is reflected. Normal texture maps allow bumps and
other surface details to be added to the mesh surface without changing the number of vertices.
The combination of these comprises one possible ‘complexion’ or ‘skintone’.</p>
          <p>More advanced texturing and shading techniques, including subsurface scattering (to model
the soft translucence of human skin), are prevalent in heavily produced games that invest
their resources into ‘realism’ [17]. The relationship of The Sims as a series and of its various
communities to this rhetoric is complex. In this paper, we aim to avoid reliance on on the
intensive character of ‘realistic’ avatar creation, as we are concerned with a separate form of
‘skill’ encoded into a face space.</p>
          <p>Yet the evaluation of a face space will necessarily depend upon its rendering. A relatively
heavily-produced game such as The Sims (or Skyrim) afords strong curiosity about face space,
especially insofar as what needs to be fixed is made evident. Indeed, dissatisfaction with
ifrst-party textures can itself drive custom content creation [ 18] to critique and address the gap.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>2. Case Study: The Sims 3 Create-A-Sim</title>
      <p>We proceed to consider avatar creation in a modded instance of TS3, looking for moments
of expressive payof resulting from complex technical procedures (such as the slider tutorials
discussed above), which distort and remediate the game’s world-model [19]. By considering
various iterations of Create-A-Sim (CAS) as a family of modifiable instruments for portraiture,
we demonstrate that parameterizations of design space are always tentative.</p>
      <sec id="sec-3-1">
        <title>2.1. Interactive portraiture</title>
        <p>2.1.1. Sliders
Sliders are categorized into five parts of the face, and divided among four or more panels in
each part. Somewhere between three and a dozen sliders are available in each panel. By default,
all of this is hidden, and avatar editing is performed using a gallery of examples. In The Sims 2,
the example facial features can be right-clicked to blend toward them by 10%, but this resets the
slider GUI for that part’s axes (and not their values), allowing extreme features to be created
without mods.</p>
        <p>The NRAAS family of community-maintained mods for TS3 (available at n r a a s . n e t )
implements most of the features we will proceed to discuss, including a litany of bug-fixes and error
traps appearing alongside changes to gameplay, and quality of life features such as the addition
of most cheat console capabilities into the game UI, and the option to force Create-A-Sim (CAS)
to display. In particular, this means that Sim parameterizations (including sliders, skintones, and
other non-clothing accessories) need not be locked in, so that extended avatar editing remains
a part of the gameplay loop.</p>
        <p>Slider range, and caricature NRAAS enables CAS to display an arbitrary number of custom
sliders, and can also expand the ranges of all sliders (including those of the base game) by an
arbitrary factor - because the value of a slider becomes the floating-point weight of a vector,
which is not actually bounded by the suggested range. This is useful for producing humanoid
characters with exaggerated or animalistic features, in the style of special efects makeups.</p>
        <p>The Monster Factory strategem of ‘no middle sliders’ calls for all sliders to be moved,
preferably to an extreme position, regardless of the result. This maximizes the salience of the
relationship between any two sliders in the face space, and since these relationships produce
the rugged landscape of the space, some of its broad contours can be seen.</p>
        <p>For instance, if the eyes are way over there, what will happen to the curvature of the nose
bridge area if we lower the brow ridge? We can try it and see. Maybe the brow bone is a child
of the eye bone, and the entire silhouette of the brow region changes. Or maybe the brow bone
is still where the eyebrows were, and the nose bridge ends up longer.</p>
        <p>Adapting Calvino’s terms for a combinatorial expressive space [21, 22], these slider choices
define the crystal nature of the face space, acting as authorial choices. They are subject to
the clinamen, which is any deviation from pattern that destabilizes the percept by a minimal
intervention. In order to locate a potential clinamen, the player-author collaborates with the
avatar creator, in conversation with their gameplay intent.</p>
        <p>The clinamen in face space depends on the highly nonlinear relationships between sliders,
and their ensuing efects on face perception. (Almost all of the points in high-dimensional
spaces are in ‘corners’, further from the center than extremal points along any one axis are [23].)
For instance, Monster Factory begins with a garishly additive, over-detailed bout of character
creation, which promptly lands in an odd corner. These avatars are then juxtaposed with the
world, which the game engine happily furnishes their interaction with, since nothing unusual
has occurred from its point of view. As a result, suspension of disbelief creeps back in, and
characters emerge.</p>
        <p>Slider defaults, and vanilla pudding Certain service roles in TS3 generate new sims with
a face that isn’t randomized, but whose sliders are simply all set to zero. The NRAAS mods
include both batch processing tools (e.g. by drawing from a gallery of premade Sims) and
enhanced console commands for solving the problem (e.g. by loading each afected Sim into
CAS, or by remixing them from other Sims in the neighborhood).</p>
        <p>The activity of eliminating default faces from the neighborhood involves player community
awareness of the face space, which is shared among players through this troubleshooting. It
also demonstrates a mode of engagement where NPC avatars are actively expected to be the
subject of exploratory interaction (co-creation) with the face space [24].</p>
        <sec id="sec-3-1-1">
          <title>2.1.2. Interaction with texture maps and accessory slots</title>
          <p>While a Sim’s facial geometry is determined by their sliders (relative to the base head mesh),
the rest of their appearance depends on skintone, hairstyle, and other bespoke assets.
Combining makeups Unlike other sculpting software (e.g. Sculptris, 3D-Sculpt) that enables
direct painting, CAS provides a variety of makeups (split amongst five slots), with up to four
customizable color channels each. This is useful not only for eyeshadow and face-paint, but
also for eyebags, ‘contact lenses’ (including both costume lenses, and realistic options using
more than one color channel), and any other feature that can be placed into a facial texture.</p>
          <p>NRAAS can prevent makeup from taking up its own slot, allowing arbitrary combinations
thereof. Clearly, a much smaller number of ‘good’ design options are opened up than bad
or pointless ones by this choice. Yet this is a trade-of that certain users are happy to make,
which is not surprising - to bother with mods at all means making instrument more tool-like
(improving user control), at the cost of making it less toy-like (intensifying user efort).
Iris scale and hat bones Sliders can also interact with makeup and accessories. For instance,
the iris and pupil sliders of #aWT change the radius of these features (regardless of which eye
texture the user has applied) by moving the vertices of the eye mesh. Modders have also created
sliders for the bones to which things like hats, glasses, and teeth attach, that modify their
position to prevent (or accomplish) clipping through the face of a Sim with extreme features.</p>
          <p>This represents an extension of face space to accomodate specific textures and accessories.
So our story about face space cannot be that it is a nice and rendering-agnostic characterization
of expressive range. Rather, it is made into an evolving site of identity work, in its capacity as
a small lab of non-narrative world-building activity, as is The Sims as a series [25], as are the
communities that have built themselves around it.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Conclusions</title>
      <sec id="sec-4-1">
        <title>3.1. Call for face spaces</title>
        <p>Linear approximation by sliders is an imperfect but tractable method of modelling universal
face space. As an analogy, consider the RGB (red-green-blue) color space, which cuts through
the space of all possible spectral signatures (as a submanifold). RGB color space consists of all
possible blends of only three frequencies: a certain red, green, and blue, which each activate
their respective receptor in the human eye. But RGB is a poor representation for designers,
because the hue and tone of a color varies wildly as red, green, and blue are added or subtracted.
A well-chosen linear change of basis will convert RGB space into HSV (hue-saturation-value),
or another perceptual color space, which has the same expressive range but is easier to navigate.</p>
        <p>Certain ‘explainable AI’ tools are designed to identify human-interpretible bases for expressive
linear spaces. For instance, photorealistic 2D face spaces have enjoyed a surge of popularity
due to recent work in generative adversarial networks (GANs). The SpaceSheet interface
[26] is in fact an avatar creator incorporating real-time user modification of the parameter
space, represented as a spreadsheet containing a high-dimensional vector in each cell, which
is rendered as a point in the face space of the GAN. Unlike the paper-doll avatar creators
commonly available online [27], GANs have not yet seen popular incorporation into feminine
play.</p>
        <p>
          Because of the comparative complexity of 3D rendering, libraries specific to avatar creation
[28] may be useful in general for creating web applications that rely on morph targets. faceMaker
[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] is a well-executed, very plain example of this kind of software. It has a substantial expressive
range, but unfortunately, no landmarks besides the default face. Their most characterful slider
by far is ‘style’, which produces avatars with the huge eyes and tiny necks of a Disney princess
when moved from ‘real’ to ‘cartoon’. It also predominates easily over other sliders. Nonetheless,
imagining other ‘style’ sliders (e.g. for assorted interpretations of vampires) is a fun exercise.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Call for instruments</title>
        <p>Instruments are a technology that changes over time. Instruments are defined by their design
space, as when sculpting software uses clay as a (visual) metaphor to describe brush-based
manipulation of a surface mesh. Yet play with instruments also re-defines their design space, as
when situations arising in a life simulation game reflect back on the avatars populating that
space, e.g. via the player-author seeking out specific custom content.</p>
        <p>Reflective design is a mode of design research oriented toward documenting design knowledge
in software instruments and other intelligent interfaces [ 10]. Avatar creators are instruments of
this research when they are oriented toward understanding a face space, meaning that they
both make claims (on their author’s behalf) and challenge them (through their users). Two
people attempting to use the same instrument to recreate the same person will find surprising
diferences in those representations.</p>
        <p>The reference of avatars to a character who is important to the player, i.e. self-relevance, is
a powerful means for players to understand and control their self-perception [29]. Ratan and
Dawson provide evidence that when avatar-body disconnection after use is minimized, then
avatar self-relevance after use (i.e. during downtime) is maximized. By this argument, indirect
control of household Sims (and AI control of self-relevant but non-household Sims) would
actually strengthen their connection to the player who isn’t actively playing the game.</p>
        <p>However, the strength of self-relevance depends on whether the design space of the expressive
instruments in the game, including the face space of the avatar creator, is able to accomodate
the player’s creative range. Therefore, even when its face space is not the explicit subject of
design inquiry, any life simulation game (e.g. the Sims-like Paralives, or the roguelike Ultima
Ratio Regum [30]) depends upon it to connect deeply with its players.</p>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. Call to create communities</title>
        <p>Each instrument afords a common language by which universal face space can be explored,
allowing landmarks to be shared in the form of directions to them. Therefore, we assert that
the Simming community itsel(ves) represents the primary good created by a platform which
creates both support for novice creators, and room for virtuosity.</p>
        <p>Avatar creators are deeply connected to social sharing, arising in the majority of 3D massively
multiplayer online roleplaying games [31], as well as in paper-doll avatar creators shared online
(e.g. on the website m e i k e r . i o ). For instance, the Mii Parade that shipped with the Wii console
was a space in which the 3D Mii avatars could ‘mingle’ with Miis from other consoles [32].
Using the sliders to change the X/Y placement of certain features on the Mii’s head, it was
possible to create a variety of masked and alien Miis, e.g. in order to figure out how someone
else had entered a certain popular character into a Mii competition.</p>
        <p>An intervention to seed this sort of community on other platforms might look like a creative
jam oriented around using a particular existing or novel instrument of portraiture. For instance,
turnkey stylizers like AI Gahaku [33], which projects selfies into a face space based on
Renaissance art, are designed for social sharing. Unfortunately, this kind of face space typically lacks
diversity [34], and remediation (e.g. via photo editing) is not aforded in a turnkey design.</p>
        <p>As a platform, The Sims facilitates reflective learning [ 35] thanks in no small part to its
maximalism as a life simulator. It supports usage by academics to facilitate skill development
and personal expression, using authentic problems such as portraiture [36].</p>
      </sec>
      <sec id="sec-4-4">
        <title>3.4. Acknowledgements</title>
        <p>This paper could not have been written without the insight of folks who have partaken in the
Casual Creators discussion group, ensuing from the Curating Simulated Storyworlds discussion
group. They include Melanie D., Kavi D., Tamara D., Jason G., Isaac K., Max K., Cat M., and
many others.
[4] J. Matejka, G. Fitzmaurice, Same Stats, Diferent Graphs | Proceedings of the 2017 CHI
Conference on Human Factors in Computing Systems, 2017. URL: https://dl.acm.org/doi/
10.1145/3025453.3025912.
[5] N. Davidenko, Silhouetted face profiles: A new methodology for face perception
research, Journal of Vision 7 (2007) 6–6. URL: https://jov.arvojournals.org/article.aspx?
articleid=2193028. doi:1 0 . 1 1 6 7 / 7 . 4 . 6 , publisher: The Association for Research in Vision
and Ophthalmology.
[6] T. M. Duplantis, A Game Design Approach to Digital Instruments, M.F.A., Mills College,
United States – California, 2016. URL: https://search.proquest.com/docview/1907045719/
abstract/338E2176E4B54F17PQ/1, iSBN: 9781369816327.
[7] M. Cook, J. Gow, S. Colton, Danesh: Helping Bridge The Gap Between Procedural</p>
        <p>Generators And Their Output (2016) 16.
[8] J. O. Talton, D. Gibson, L. Yang, P. Hanrahan, V. Koltun, Exploratory Modeling with
Collaborative Design Spaces, ACM Transactions on Graphics (2009). doi:1 0 . 1 1 4 5 / 1 6 6 1 4 1 2 .
1 6 1 8 5 1 3 .
[9] K. E. Compton, Casual Creators: Defining a Genre of Autotelic Creativity Support Systems,</p>
        <p>Ph.D. thesis, UC Santa Cruz, 2019. URL: https://escholarship.org/uc/item/4kg8g9gd.
[10] A. M. Smith, M. Mateas, Computational Caricatures: Probing the Game Design Process
with AI, in: Proceedings of the Seventh AAAI Conference on Artificial Intelligence and
Interactive Digital Entertainment (AIIDE-11), 2011, p. 6.
[11] H. Staten, Techne Theory: A New Language for Art, Bloomsbury Publishing, 2019.
[12] D. Gravina, A. Khalifa, A. Liapis, J. Togelius, G. N. Yannakakis, Procedural Content
Generation through Quality Diversity, in: 2019 IEEE Conference on Games (CoG), 2019,
pp. 1–8. doi:1 0 . 1 1 0 9 / C I G . 2 0 1 9 . 8 8 4 8 0 5 3 , iSSN: 2325-4289.
[13] N. Montfort, Fretting the Player Character, electronic book review (2008). URL:
https://electronicbookreview.com/essay/fretting-the-player-character/, permalink:
electronicbookreview.com/essay/fretting-the-player-character/.
[14] A. Hunt, M. M. Wanderley, M. Paradis, The Importance of Parameter Mapping in Electronic
Instrument Design, Journal of New Music Research 32 (2003) 429–440. URL: http://www.
tandfonline.com/doi/abs/10.1076/jnmr.32.4.429.18853. doi:1 0 . 1 0 7 6 / j n m r . 3 2 . 4 . 4 2 9 . 1 8 8 5 3 .
[15] CmarNYC, Tutorial: Making a geom-based face slider, 2009. URL: http://www.modthesims.</p>
        <p>info/showthread.php?t=379878, thread: www.modthesims.info/showthread.php?t=379878.
[16] whiterider, Tutorial: Creating a Bone-Based Custom Slider, 2011. URL:
http://www.modthesims.info/wiki.php?title=Tutorial:Creating%20a%20Bone-Based%
20Custom%20Slider, wiki: modthesims.info/wiki.php?title=Tutorial:Creating a Bone-Based
Custom Slider.
[17] R. Yang, Thick skin: complexion, realism, and labor in games, 2019. URL: https://www.blog.
radiator.debacle.us/2019/02/thick-skin-complexion-realism-and-labor.html, permalink:
www.blog.radiator.debacle.us/2019/02/thick-skin-complexion-realism-and-labor.html.
[18] H. Wirman, Playing by Doing and Players’ Localization of The Sims 2, Television &amp;
New Media 15 (2014) 58–67. URL: https://doi.org/10.1177/1527476413505001. doi:1 0 . 1 1 7 7 /
1 5 2 7 4 7 6 4 1 3 5 0 5 0 0 1 , publisher: SAGE Publications.
[19] T. Sihvonen, Extending the Game, in: Players Unleashed!, Modding The Sims and the
Culture of Gaming, Amsterdam University Press, 2011, pp. 157–184. URL: https://www.
jstor.org/stable/j.ctt46mt37.8. doi:1 0 . 2 3 0 7 / j . c t t 4 6 m t 3 7 . 8 .
[20] Twallan, igazor, NRaas Industries Wiki, ???? URL: https://www.nraas.net/community/
home, wiki: nraas.net/community/home.
[21] D. Duncan, Calvino, Llull, Lucretius: Two Models of Literary Combinatorics, Comparative
Literature 64 (2012) 93–109. URL: https://read.dukeupress.edu/comparative-literature/
article/64/1/93/7749/Calvino-Llull-Lucretius-Two-Models-of-Literary. doi:1 0 . 1 2 1 5 /
0 0 1 0 4 1 2 4 - 1 5 3 9 2 2 6 , publisher: Duke University Press.
[22] N. Berkman, Italo Calvino’s Oulipian Clinamen, MLN 135 (2020) 255–280. URL:
https://muse.jhu.edu/article/754950. doi:1 0 . 1 3 5 3 / m l n . 2 0 2 0 . 0 0 0 1 , publisher: Johns Hopkins
University Press.
[23] T. Tucker, There’s Plenty of Room in the Corners, 2018. URL: https://observablehq.
com/@tophtucker/theres-plenty-of-room-in-the-corners, permalink:
observablehq.com/@tophtucker/theres-plenty-of-room-in-the-corners.
[24] R. Tubb, S. Dixon, A Four Strategy Model of Creative Parameter Space Interaction, in:</p>
        <p>ICCC, 2014.
[25] J. Rak, Life Writing Versus Automedia: The Sims 3 Game as a Life Lab, Biography 38 (2015)
155–180. URL: https://www.jstor.org/stable/24570351, publisher: University of Hawai’i
Press.
[26] B. Loh, T. White, SpaceSheets: Interactive Latent Space Exploration through a Spreadsheet
Interface, in: 32nd Conference on Neural Information Processing Systems (NIPS 2018),
Montréal, Canada, 2018.
[27] G. Mascheroni, F. Pasquali, Dress up and What Else? Girls’ Online Gaming, Media
Cultures and Consumer Culture, CM Komunikacija i mediji 8 (2013) 79–102. URL: https:
//www.ceeol.com/search/article-detail?id=544132.
[28] K. C. Apostolakis, P. Daras, RAAT - The reverie avatar authoring tool, in: 2013 18th
International Conference on Digital Signal Processing (DSP), 2013, pp. 1–6. doi:1 0 . 1 1 0 9 /
I C D S P . 2 0 1 3 . 6 6 2 2 7 8 8 , iSSN: 2165-3577.
[29] R. A. Ratan, M. Dawson, When Mii Is Me: A Psychophysiological Examination of Avatar
Self-Relevance, Communication Research 43 (2016) 1065–1093. URL: https://doi.org/10.
1177/0093650215570652. doi:1 0 . 1 1 7 7 / 0 0 9 3 6 5 0 2 1 5 5 7 0 6 5 2 , publisher: SAGE Publications Inc.
[30] G. Smith, M. R. Johnson, Ultima Ratio Regum’s Procedural People Are Handsome, 2015.</p>
        <p>URL: https://www.rockpapershotgun.com/2015/05/06/ultima-ratio-regum-faces/,
permalink: https://www.rockpapershotgun.com/2015/05/06/ultima-ratio-regum-faces/.
[31] V. McArthur, The UX of Avatar Customization, in: Proceedings of the 2017 CHI
Conference on Human Factors in Computing Systems, ACM, Denver Colorado USA, 2017,
pp. 5029–5033. URL: https://dl.acm.org/doi/10.1145/3025453.3026020. doi:1 0 . 1 1 4 5 / 3 0 2 5 4 5 3 .
3 0 2 6 0 2 0 .
[32] K. Karoussos, Mii &amp; you, in: Proceedings of the 3rd international conference on Digital
Interactive Media in Entertainment and Arts, DIMEA ’08, Association for Computing
Machinery, Athens, Greece, 2008, pp. 496–498. URL: https://doi.org/10.1145/1413634.1413723.
doi:1 0 . 1 1 4 5 / 1 4 1 3 6 3 4 . 1 4 1 3 7 2 3 .
[33] S. Barnes, This AI Generator Will Turn Any Person Into a Renaissance Style ”Masterpiece”,
2020. URL: https://mymodernmet.com/ai-generator-ai-gahuku/, permalink:
mymodernmet.com/ai-generator-ai-gahuku/.
[34] M. Sung, The AI Renaissance portrait generator isn’t great at painting people of color,
2019. URL: https://mashable.com/article/ai-portrait-generator-pocs/, permalink:
mashable.com/article/ai-portrait-generator-pocs/.
[35] H.-C. Hsiao, The Sims 2: Reflective Learning and Identity Construction, Ph.D. thesis, 2007.</p>
        <p>URL: https://etda.libraries.psu.edu/catalog/7803.
[36] H. Eden, M. Eisenberg, G. Fischer, A. Repenning, Making learning a part of life,
Communications of the ACM 39 (1996) 40–42. URL: http://portal.acm.org/citation.cfm?doid=227210.
227222. doi:1 0 . 1 1 4 5 / 2 2 7 2 1 0 . 2 2 7 2 2 2 .</p>
      </sec>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>V.</given-names>
            <surname>Schwind</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Wolf</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Henze</surname>
          </string-name>
          ,
          <string-name>
            <given-names>O.</given-names>
            <surname>Korn</surname>
          </string-name>
          ,
          <article-title>Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator</article-title>
          ,
          <source>in: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '15</source>
          ,
          <string-name>
            <surname>Association</surname>
          </string-name>
          for Computing Machinery, London, United Kingdom,
          <year>2015</year>
          , pp.
          <fpage>221</fpage>
          -
          <lpage>230</lpage>
          . URL: https://doi.org/10.1145/ 2793107.2793116.
          <source>doi:1 0 . 1 1</source>
          <volume>4 5 / 2 7 9 3 1 0 7 . 2 7 9 3 1 1 6 .</volume>
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>J.</given-names>
            <surname>McElroy</surname>
          </string-name>
          ,
          <string-name>
            <surname>G.</surname>
          </string-name>
          <article-title>McElroy, Monster Factory: Recreating a Beloved Sitcom in The Sims 4</article-title>
          ,
          <year>2015</year>
          . URL: https://www.youtube.com/watch?v=TamwFUUd9Yk, youTube: youtube.com/watch?v=
          <fpage>TamwFUUd9Yk</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>S.</given-names>
            <surname>Simof</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Sudweeks</surname>
          </string-name>
          ,
          <article-title>The metaphor of the face as an interface for communicating nonquantitative information</article-title>
          ,
          <source>in: Proceedings First Australasian User Interface Conference</source>
          .
          <article-title>AUIC 2000 (Cat</article-title>
          . No.
          <source>PR00515)</source>
          ,
          <year>2000</year>
          , pp.
          <fpage>95</fpage>
          -
          <lpage>102</lpage>
          . doi:
          <article-title>1 0 . 1 1 0 9 / A U I C . 2 0 0 0 . 8 2 2 0 7 3</article-title>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>