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1.
近年来,随着互联网的快速发展,漫画这一视觉叙事的媒介在网络上找到了属于自己的新天地。网络给予漫画的是印刷时代的作品不具备的表达手段,其视觉形态更加多样化。文章试图从视觉的角度来分析网络漫画这一新生事物,并探索漫画在网络上的可能性。  相似文献   

2.
Analogical representations based on pictures of domain objects can be used in visual programming to provide a close mapping between the program and the resulting runtime display, which can make programming easier for children and other users. The use of graphical rewrite rules with before and after pictures is an example of this approach. Graphical rewrite rules have some similarities with comics strips, which also use picture sequences of graphical objects to describe dynamics in a static form. However, the visual language of comics is not used to its full potential in visual programming. We discuss how a semiotic analysis of comics can be used to address some of the limitations of graphical rewrite rules. We use a visual programming system we have designed to illustrate that comic strips can express more general computations and be more intuitive and flexible than traditional graphical rewrites. Our conclusion is that the visual language of comics has a strong potential for increasing the expressiveness and flexibility of visual programming with analogical representations of domain objects, while maintaining a direct mapping between the program representation and the runtime representation.  相似文献   

3.
Extracting balloons has been a challenge in digital comics, in particular for complex comic books. In fact, current algorithms are seemingly adequate for simple comics, but not for complex ones. This paper proposes an algorithm based on the Sobel operator plus a modified flood fill operator to identify and extract balloons in comic book pages. Unlike other approaches, our algorithm applies to any sort of comics, no matter they are simple or complex comics, without making any assumptions regarding the line continuity of the image, color depth of the image, orientation of the text, and language. Experimental results show that our algorithm significantly improves the rate of correctly detected balloons, and simultaneously decreases the number of false positives, when compared to other algorithms.  相似文献   

4.
In recent years, copyright violations due to the illegal copying and distribution of e-comic contents have become an important issue. Although such violations can be rapidly and reliably detected by fingerprinting techniques, scanning introduces photometric and geometric distortions. This paper presents a restoration framework for reducing photometric and geometric distortions in copied comics to improve their content identification. First, the photometric distortion is reduced by conventional homomorphic filtering with histogram equalization. Next, the corner detection is improved by a consecutive pixel difference method. Once the corners are obtained for each page, the geometrical distortion is rectified by a perspective transformation method. When two adjacent pages are coupled, as often occurs in scanned and camera-captured comics, they are separated by a simple low-energy point method. The distortion-reducing performance is measured in terms of identification accuracy using the Hamming distance. In a simulation study, our proposed scheme improved the average fingerprint identification accuracy by more than 30 percentage point for single-page comics and by 28 percentage point for double-page comics, relative to conventional methods. We also analyzed the execution time of distortion reduction and page separation in low-, medium- and high-resolution images. Even for large images, the average processing time of our scheme was within 2 s, which is a sufficiently short time for commercial applications.  相似文献   

5.
绘本最早起源于欧洲,中文绘本的翻译直接取自日文。绘本即以图画作为主要表意手段,图片与图片之间暗含着叙述的逻辑关系的,文字辅助引导图片解读的,图文相结合共同叙述完整故事的书籍,并与连环画、漫画书、插画书相区别。  相似文献   

6.
Computational Visual Media - Due to the lack of color in manga (Japanese comics), black-and-white textures are often used to enrich visual experience. With the rising need to digitize manga,...  相似文献   

7.
网络时代,欧美、日本等国的动漫业都走入了低迷,究其原因是娱乐形式的多样化和信息产业的发展,电子产品、网络比之漫画能够给读者带来更刺激、更直接的感受。在这个大背景下,中国动漫业也越来越赶不上读者的需求。如何应对网络时代的困局?借鉴日本动漫业对营销策略的不断创新与新媒体的应用,为中国漫画的发展提出新的思路。  相似文献   

8.
随着科技的发展,卡通漫画的绘制已经不仅仅局限于传统绘制,还包括用数位板在绘图软件里直接绘制漫画作品。介绍了使用数位板在图像处理软件PhotoShop中绘制卡通漫画人物的方法。  相似文献   

9.
Abstract

Although computer security technologies are the first line of defense to secure users, their success is dependent on individuals’ behavior. It is therefore necessary to persuade users to practice good computer security. This interview analysis of users’ conceptualization of security password guessing attacks, antivirus protection, and mobile online privacy shows that poor understanding of security threats influences users’ motivation and ability to practice safe behaviors. An online interactive comic series called Secure Comics was designed and developed based on instructional design principles to address this problem. An eye-tracking experiment suggests that the graphical and interactive components of the comics direct users’ attention and facilitate comprehension of the information. In the evaluations of Secure Comics, results from several user studies show that the comics improve understanding and motivate positive changes in security management behavior. The implication of the findings to better understand the role of instructional design and persuasion in education technology are discussed.  相似文献   

10.
By studying what comics and film theory suggest about selecting and sequencing images, both regular slideware users and students learning about multimodal communication can find ways to use the software more effectively, creating more productive relationships among their audiences, their slides, and their rhetorical goals. Though some, like designer Edward Tufte, have suggested that programs such as Microsoft PowerPoint are too flawed to be used effectively, it is possible to create rhetorically effective slide presentations that make excellent use of visual design and take audience response into account, a fact reflected in the commentary of professional presenters and designers like Seth Godin, Nancy Duarte, and Garr Reynolds. By joining their advice to the observations of visual communication theorists such as Lev Kuleshov, Roland Barthes, and Scott McCloud, it is possible to improve slideware presentations not only on a slide-by-slide basis but also at the level of the sequence, where multiple slides work together to convey meanings and create significant audience-speaker interactions. To take note of the family resemblances among slideware, film, and comics as sequential visual forms is to begin to unlock the greater potential of slideware applications like Microsoft PowerPoint.  相似文献   

11.
Manga, a Japanese word for comics, is a worldwide popular visual entertainment. Nowadays, electronic devices boost the fast development of motion manga for the purpose of visual richness and manga promotion. To convert static manga images into motion mangas, text balloons are usually animated individually for better story telling. This needs the artists to cut out each text balloon meticulously, and therefore it is quite labor-intensive and time-consuming. In this paper, we propose an automatic approach that can extract text balloons from manga images both accurately and effectively. Our approach starts by extracting white areas that contain texts as text blobs. Different from existing text blob extraction methods that only rely on shape properties, we incorporate text properties in order to differentiate text blobs from texture blobs. Instead of heuristic parameter thresholding, we achieve text blob classification via learning-based classifiers. Along with the novel text blob classification method, we also make the first attempt in trying to tackle the boundary issue in balloon extraction. We apply our method on various styles of mangas and comics with texts in different languages, and convincing results are obtained in all cases.  相似文献   

12.
曾文英 《计算机教育》2009,(24):121-124
动漫类岗位需要很强的艺术素养和技能,才能对设计作品有较好的理解和体现。本文对动漫类课程中培养学生的艺术素养与技术能力的途径进行探讨,并对艺术素养与技术能力的综合素质训练及其体现方式进行分析。  相似文献   

13.
International Journal on Document Analysis and Recognition (IJDAR) - Most of the recent research works on comic document images have focused on the reading and distribution of comics digitally due...  相似文献   

14.
This study asks: what counts as writing in a Web 2.0 environment? How do the vocabularies, functionalities, and organizing structures of Web 2.0 environments impact our understanding of what writing is in these spaces and how that writing is performed? Results suggest that we, as scholars and teachers, need to pay more attention to, first, the interactivity that is embedded in and afforded by Web 2.0 applications and, second, the processes that are invisible to the composer. Successful compositional engagement with Web 2.0 applications requires an evolving interactive set of practices similar to those practiced by gamers, comics, and electronic literature authors and readers. What we learn about these practices has the potential to transform the way we understand writing and the teaching of writing within and outside of a Web 2.0 ecosystem.  相似文献   

15.
《Computer》2004,37(8):19-22
Many people buy books, CDs, clothes, travel, and other products and services over the Internet every day. However, after years of online purchasing, one long-promised aspect of e-commerce has remained largely unfulfilled: electronic micropayments for items that cost $5 or less. There appears to be a growing demand for e-micropayment technologies that enable the purchase of items and services such as MP3 music files, magazine and newspaper articles, Web-based comics, pay-per-view videos, database access, and driving directions. Several companies are developing e-micropayment products, including BitPass's Core BitPass System and BitPass Studios; Firstgate's Click & Buy; Payloadz's PayLoadz.com system; Paystone's personal, merchant, and group-pay accounts. The technology faces several obstacles, including the need to convince sellers and users to trust and work with e-micropayments.  相似文献   

16.
众所周知,日本作为当今动漫产业的大国,其动漫产业已经形成了一个相当具有规模,成熟度十分高的商业化产业,具有已形成一定模式规范的工作流程。而其显著特点之一就是:动画和漫画的产业整合化。本文从日本动画漫画的关联互融对动画产业的影响这一角度出发,以解析日本当代著名漫画家矢泽爱的漫画作品及其改编动画为切入点,分析了将动画与漫画作为一个关联整体模式对动画产业的发展所起到的作用及具体体现。  相似文献   

17.
近年来,社交媒体常会以漫画的形式隐喻社会现象并倾述情感,为了解决漫画场景下多模态多标签情感识别存在的标签歧义问题,文中提出基于双流结构的多模态多标签漫画情感检测方法.使用余弦相似度对比模态间信息,并结合自注意力机制,交叉融合图像特征和文本特征.该方法主干为双流结构,使用Transformer模型作为图像的主干网络提取图像特征,利用Roberta预训练模型作为文本的主干网络提取文本特征.基于余弦相似度结合多头自注意力机制(COS-MHSA)提取图像的高层特征,最后融合高层特征和COS-MHSA多模态特征.在EmoRecCom漫画数据集上的实验验证文中方法的有效性,并给出方法对于情感检测的可视化结果.  相似文献   

18.
动态对白框是动漫、游戏及社交应用中新出现的一种气氛烘托手法,但相关的研究还非常匮乏。为此提出了周期性动态对白框的数学模型,并研究了它的呈现及编辑技术。将动态对白框表达为固定基线和动态曲线的叠加,其动态曲线的每个控制点都表达为一组傅里叶系数,并通过傅里叶合成的方式实现周期性的动态效果。提出了多种对白框的渲染风格,以实现多种实时呈现效果。提出了主题模板和笔式编辑工具,为用户提供直观的方式以编辑、创作包含大量参数的周期性动态对白框模型。实现了周期性动态对白框原型创作系统,并构造出多种动态对白框特效,验证了该技术可实现新颖的、多样化的气氛烘托效果。  相似文献   

19.
This paper presents a novel concept: a graphical representation of human emotion extracted from text sentences. The major contributions of this paper are the following. First, we present a pipeline that extracts, processes, and renders emotion of 3D virtual human (VH). The extraction of emotion is based on data mining statistic of large cyberspace databases. Second, we propose methods to optimize this computational pipeline so that real-time virtual reality rendering can be achieved on common PCs. Third, we use the Poisson distribution to transfer database extracted lexical and language parameters into coherent intensities of valence and arousal—parameters of Russell’s circumplex model of emotion. The last contribution is a practical color interpretation of emotion that influences the emotional aspect of rendered VHs. To test our method’s efficiency, computational statistics related to classical or untypical cases of emotion are provided. In order to evaluate our approach, we applied our method to diverse areas such as cyberspace forums, comics, and theater dialogs.  相似文献   

20.
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