Automatic Storytelling in Comics: a Case Study on World of Warcraft
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Automatic Storytelling in Comics: A Case Study on World of Warcraft

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This paper presents a development of our comic generation system that automatically summarizes players' actions and interactions in the virtual world. The feature of the system is that it analyzes the log and screenshots of a game, decides which events are important and memorable, and then generates comics in a fully automatic manner. Also, the interface of our system allows users to customize their own comics. As a result, users can easily use the system to share their stories and create individual comics for archival purposes or storytelling.

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Automatic Storytelling in Comics: A Case Study on World of Warcraft

  1. 1. Automatic Storytelling in Comics: a Case Study on World of Warcraft MNe t Chia-Jung Chan1, Ruck Thawonmas2, and Kuan-Ta Chen1 M 1Academia Sinica; 2Ritsumeikan University Lab Introduction User Survey Nowadays, people share and preserve their gaming adventures on the Internet. This paper presents:  An automatic comic generation system An approach that summarizes players’ interactions in the  virtual world for storytelling  A user interface with interactive editing functions for users to  create their own comics. Methodology Game Logs and Screenshots Figure 4 Frame Selection Figure 3 Some feedback from players: Estimating n, number of images required for the desired comic All players think the gadget is appealing and user‐friendly.  Evaluating the significance scores of all images  Rendering   One user suggests: “I think the frame selection mechanism still Selecting the estimated n images from the image pool  has room for improvement. Although the automatic idea is cool, Three‐layer scheme  I wish I can contribute more in the comic creating process” Layout Computation (see Fig. 2) “It would be better if the interface has more setting and editing We design an algorithm (see Fig. 1) to categorize the selected  The image  flexibility. I hope I can cut and resize some scenes.” said another. images into groups. The mask of the image The design of our system and the interface is then refined based on the The selected images are divided into page groups  The word balloons  user feedback. (see Fig. 4) On each page, the algorithm arranges the appropriate image and sound effects  group into several rows.  Figure 2 Once a page has been generated, the image set of the page, Future Works the positions and the sizes of the images on the page are fixed. Applying a better object detection technique Case Study: World of Warcraft To pinpoint the location and size of game characters in screenshots To crop the comic book frames and put word balloons on frames In the prototype, we chose World of Warcraft (WoW), an MMORPG, as  accurately the testing platform for our system. Fig. 3 shows a sample comic page. To improve the layout computation algorithm to make the generated WoW is the most prevalent MMORPG worldwide.  comics more similar to hand‐drawn publications. The WoW Players tend to share and preserve their gaming  We are refining the interface design and adding new features to experiences with each other in both real life and virtual communities. meet users’ needs. We plan to release our system for public use  Figure 1 WoW provides a sophisticated game log scheme.  in the near future  The image's shape and size on a comic page are determined    We created a WoW Addon to record the game session without  based on its importance.  modifying the game’s core engine.  Multimedia Networking and Systems Lab Institute of Information Science, Academia Sinica http://mmnet.iis.sinica.edu.tw

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