Ijtech Template
Ijtech Template
MEANS
Citra Dewi Megawati1st, Eko Mulyanto Yuniarno2nd, Supeno Mardi Susiki Nugroho3rd
1
Institut Teknologi Sepuluh November, megawati17071@mhs.its.ac.id, Surabaya Indonesia
2
Institut Teknologi Sepuluh November,ekomulyanto@ee.its.ac.id, Surabaya Indonesia
3
Institut Teknologi Sepuluh November, mardi@ee.its.ac.id, Surabaya Indonesia
ABSTRACT
Permainan membutuhkan avatar agar terlihat lebih menarik. Namun, para ilustrator sulit
menentukan avatar yang diinginkan oleh konsumen game. Avatar juga dapat mewakili
kepribadian seseorang dalam permainan. Avatar dapat berwujud hewan yang dimanusiakan,
tumbuhan yang dimanusiakan ataupun manusia baik bergenre wanita atau pria. Di dalam
penelitian ini kami akan mengelompokkan data fitur wajah wanita yang sering dipilih oleh
konsumen game. Pada penelitian ini fitur wajah tersebut seperti bentuk wajah, alis, mata,
hidung, bibir dan telinga.
Penelitian ini menggunakan metode K-means, K-means merupakan pengelompokkan
data tanpa pengawasan yang menggunakan sistem partisi terhadap kemiripan bentuknya. Kami
memartisi data kedalam 3 kelas berdasarkan bentuk kemiripannya. Hasil dari penelitian ini
adalah 39 % memilih bentuk wajah segitiga, alis kiri melingkar, alis kanan keatas, bermata
sipit, dengan hidung mancung, bibir lebar dan telinga dengan cuping panjang.
In this research the data is partitioned into 3 different classes based on the similarity of
shapes. The results of this study indicate that 39% choosing triangle face shape, circle left
eyebrow, up right eyebrow, slanted eyes with a sharp nose, wide lips and long lobe ears. Then
34% choose avatars with oval faces, triangle left eyebrows, short right eyebrows with
asymmetrical nosed, wide eyes, thick upper lips and ears with thick lobes, and the last 27%
choose avatars with square faces with thin eyebrows, round eyes with rounded noses, lips thick
and ears with small lobes. So with this it is proven that the k-means method is very effective
and fast in classifying the faces of women who are often chosen.
Keywords: Clustering; characters; female character; faces shape; K-means
1. INTRODUCTION
This game is an interactive activity, where one or more players follow rules that limit
the behavior of players, but this application is liked by consumers, besides playing they also
unconsciously learn and enter the game's story. The game has several components, one of the
most important components is the character or avatar. The game will look interesting if there is
a unique avatar.
Avatars are characters that are directly related and exist in the game world. Avatar
greatly influences the player's preference for playing games. Avatar design is one form of
illustration that comes with the concept of "human" male and female genre, "humanized
animal" or "humanized plant" with all its attributes (character, physical, professional, residential
and even destiny). In the design of the avatar, one of the important things that determine is the
face shape of the avatar. However, illustrators find it difficult to determine the face of a human
avatar as desired by the player. In this study we chose a human-shaped avatar because it was
considered more complete in terms of facial features, because this study was sulking on the
grouping of face data of female avatars that were often chosen. In this study face data in the
form of features on the avatar's face such as face shape, shape of eyebrows, eyes, nose, lips and
ears.
Users take care when creating unique avatars, even though face options are ready to use.
(Cheng, Farnham, & Stone, 2002; Taylor, 2002), The problem has been found in the adjustment
process that requires a lot of time (Cheng et al., 2002). Most of the research on avatars focuses
on how visual appearance and appearance of avatar behavior can influence viewers'
perceptions. (e.g., Garau et al., 2003; Nowak & Rauh, 2005; Nowak & Rauh, 2008). The
appearance of the avatar can also influence the perception and behavior of the owner. for
example, users who consider their avatars are more similar to their own appearance (Vasalou,
Joinson, & Pitt, 2007), proven from the quality displayed from the visual avatar can be reflected
in the behavior of the owner, because the avatar is a representation of someone who looks at the
interface. (Rauh, Polonsky, & Buck, 2004).
Research on the classification of facial shapes using 3 methods (N K Bansode and P K
Sinha and Pomthep Sarakon and Theekapun Charoenpong). Research on the classification of
facial forms using SVM, (S. C. Zhang, B. Fang, Y. Z. Liang, J. Wen, and L. Wu), research on
grouping facial data. But they only discuss for face shape, not discussing in full about other face
features such as eyes, nose, eyebrows etc.
In this research clustering face data of female avatars using the K-means method,
Kmeans is an unsupervised data clustering algorithm that uses class partitioning methods that
have similarities. The purpose of this study was to find the faces of female avatars that are often
chosen by game consumers. The game consumers here are undergraduate students from various
majors.
2. METHODS
The research process was carried out according to the K-means clustering method. The
proposed method is the k-means algorithm, which is a method of grouping algorithms that goes
into an unsupervised algorithm. K-means uses a method of partitioning data based on its
similarity in shape. Figure 1 is a block diagram of the steps to research face data.
Little ear lobe Long ear lobe Thick ear lobe Two lobe ear
3.2 Data shape vectorization
The next process is vectorizing the data on the female avatar's face features, before
manufacture on the face survey game. Vector data is needed to facilitate data processing with
the K-means algorithm. These facial data features are arranged according to similarities.
Table.7. data structure table for face shape, table.8.table for ear shape, table.9. table for
lips shape, table.10.table for eyebrows shape, table.11. table for eye shape, table.12. table for
nose shape. The point is to sort face shapes based on the similarity of data so that it is easier to
clustering using k-means.
Table.7. Data structure face shape
Face shape elbow side Curved side Blunt side Pointed side Lengthwise Round
Triangle 0 0 0 1 0 0
Diamond 0 0 0 1 1 0
Heart 0 0 1 1 0 0
Round 0 1 1 0 0 1
Oval 0 1 1 0 1 1
Square 1 0 0 1 1 0
Table.8. Data structure ear shape
Shape ear Big Wide Thick Long Thin Short Narrow Small
Little ear 0 0 0 0 1 1 1 1
Long ear 1 0 1 1 0 0 1 0
Thick ear 1 1 1 0 0 1 0 0
Two lobe ear 1 1 1 1 0 1 1 1
Table.9. Data structure lip shape
Lip type Thick up Thick down Big Wide Thin up Thin down Little
Thin lip 0 0 0 1 1 1 0
Wide lip 0 0 0 1 1 1 0
Thin upper lip 0 1 1 1 1 0 0
thick upper lip 1 0 1 1 0 1 0
Little lip 1 1 0 0 0 0 1
Heart lip 1 1 0 0 0 0 1
Thick lip 1 1 1 1 0 0 0
Where : Si: silhoutte coefficient value. Sedangkan bi: average one point distance with all data in
one cluster. Dan ai: minimum average distance from one point to another different cluster.
The calculation results of the silhoutte coefficient value have a range between -1 to 1.
The results can be said to be good if they are positive, this means the points are already in the
right cluster. Whereas if this value is negative it indicates overlapping so that the point is
between two clusters.
3. RESULTS AND DISCUSSION
The results of face data were obtained from a survey of 100 people consisting of 5
psychology students, 4 electro-education students, 5 Indonesian literary students, 11 fine arts
students, 9 English literature students, 15 dance art students, 29 visual communication design
students, 16 machine students and 6 electro students. Figure.2. is a mapping of the face data
survey results conducted with 100 student samples.