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Abstract
Academia Sinica
Introduction
Online games are booming, as they enable people to
entertain and fulfill themselves in a virtual world. In a
massive multiplayer online role playing game
(MMORPG), many players not only participate in the
game world day and night, but also share and preserve
their gaming adventures with others via blogs and
forums. Currently, media such as video, screenshots,
and text are the most popular formats used by players
to preserve and share their gaming experiences.
However, these media have some drawbacks.
The video format, for example, is not only storageconsuming but also a weak form for narration because
a Log File
Game Play
Images
(a) Game
Main Windows
1. Frame Selection
2. Layout Computing
Comic Pages
(b) User Interface
Related Work
Some studies have used the comic format to
summarize online communications [2], video content [3,
4], and game events [5, 6]. In the field of computer
graphics and entertainment technology, a few systems
have been developed to produce comic-style
summarizations automatically. For example, Shamir's
system [5] generates comics from a 3D interactive
computer game, Doom. The drawback of most existing
approaches is that the games' core engine must be
modified in order to record game events. Thus, the
general public cannot play with the gadgets.
Methodology
Figure 1 shows an overview of the approach to our
prototype. The methodology comprises the following
stages. First, a set of game events and screenshots are
collected during game play. Then, an interface
generates comics from the collected materials.
Screenshots are selected based on the importance and
frequency of events and the images are rendered into
comic pages using a layout optimization procedure.
Frame Selection
To produce a concise summary, only the most
important screenshot images are used for comic
generation. In the generation process, the number of
pages in the comic can be specified by users. When the
player assigns the number of pages and clicks the
generation button, the frame selection steps proceed as
follows: a) the total number (n) of images required for
the desired comic is estimated; b) the significance
scores of all images are evaluated; and c) the
estimated n images are selected from the image pool.
sinImg t =
(c
* wk ) .
k =1
Layout Computation
After selecting the significant frames, we compute how
to place them on the comic pages in two steps. First,
we pack several images into a group, and decide their
placement on the pages. Second, we decide each
image's shape and size on a comic page based on its
importance.
We design an algorithm to pack the images into groups,
where the number of groups is equal to the number of
pages specified by the user. Initially, the selected
images are divided into page groups based on their
significance scores in chronological order. Then, on
each page, the algorithm arranges the appropriate
image group into several rows based on their scores.
(a)
(a)
(b)
(b)
Figure
Figure2.2.(a)
(a)The
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into33
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Thenumbers
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(b)The
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a Comic Page
Future Work
We plan to extend the current system in three ways.
First, we will incorporate a better object detection
technique to pinpoint the location and size of game
characters in screenshots so that we can crop the comic
book frames and put word balloons on frames
accurately. Second, we are improving the layout
computation algorithm to make the generated comics
more similar to hand-drawn publications. Last but not
least, we are refining the interface design and adding
new features to meet users needs. We plan to release
our system for public use in the near future, and make
it a platform for experience sharing and storytelling
among players in the virtual community.
Acknowledgements
The authors would like to thank the anonymous reviewers for their
constructive comments. This work was supported in part by Taiwan
E-learning and Digital Archives Programs (TELDAP) sponsored by
the National Science Council of Taiwan under the grants NSC982631-001-011 and NSC98-2631-001-013. It was also supported in
part by the National Science Council of Taiwan under the grant
NSC97-2221-E-001-009.
Reference
[1]
Machinima
http://www.machinima.com/channel/view&id=5
[2]
Kurlander, D. and Skelly, T. and Salesin, D. Comic Chat. Proc. of
the 23rd Annual Conference on Computer Graphics and Interactive
Techniques, 225-236, 1996.
[3]
Boreczky, J. and Girgensohn, A. and Golovchinsky, G. and
Uchihashi, S. An interactive comic book presentation for exploring
video. Proc. of the SIGCHI conference on Human factors in computing
systems, 185-192, 2000.
[4]
Calic, J. and Gibson, D.P. and Campbell, N.W. Efficient Layout of
Comic-Like Video Summaries. IEEE Comper Graphics and Applications,
931, 2007.
[5]
Shamir, A. and Rubinstein, M. and Levinboim, T. Generating
Comics from 3D Interactive Computer Graphics. IEEE Comper Graphics
and Applications, 53-61, 2006.
[6]
Thawonmas, R. and Shuda, T. Comic Layout for Automatic Comic
Generation from Game Log. New Frontiers for Entertainment
Computing: IFIP 20th World Computer Congress, First IFIP
Entertainment Computing Symposium, 2008.
[7]
Blizzard Entertainment
http://eu.blizzard.com/en/press/081223.html