Histogram of Exclamation Marks and Its Application for Comics Analysis
This paper proposes a histogram formed by counting the number of exclamation marks in comic books for comics analysis. Exclamation marks in comic books are used for expressing character's emotion and are depicted in frequently excited scenes. Also they are easy to detect from different comic books written by various authors. Hence we represent each comic book by its distribution of exclamation marks as a histogram and use such histogram for topic change detection and visualization of relationships between comic books. Experimental results on real comic books show that our bold approach has potential for approximating of contents of comic books by using the proposed histograms.
Robust Frame and Text Extraction from Comic Books
Comic books constitute an important heritage in many countries. Nowadays, digitization allows to search directly from content instead of metadata only (e.g. album title or author name). Few studies have been done in this direction. Only frame and speech balloon extraction have been experimented in the case of simple page structure. In fact, the page structure depends on the author which is why many different structures and drawings exist. Despite the differences, drawings have a common characteristic because of design process: they are all surrounded by a black line. In this paper, we propose to rely on this particularity of comic books to automatically extract frame and text using a connected-component labeling analysis. The approach is compared with some existing methods found in the literature and results are presented.
Image Projection in Immersive 3D Visualization Laboratory
In recent years, many centers in the world attempted to build a virtual reality laboratory. The main idea of such laboratory is to allow the user to “immerse” into and move in a computer-generated virtual world. In the paper, the underlying principles of the system of virtual reality (VR) are described. The selected implementations constructed by the research centers of the world are also presented. The cave automatic virtual environment (CAVE) installation is planned to be implemented at the Gdansk University of Technology. In this solution, the images will be projected on flat screens arranged in the form of a cube. The user will be located inside a transparent sphere freely rotating inside a cube, which allows simulation of free movement without changing the position of the screens. A walking motion of the user will trigger changes in the computer-generated images on screens surrounding the sphere thus creating an illusion of motion. The problems of visualization in the planned installation are outlined and discussed.