Pomics: A Computer-aided Storytelling System with Automatic Picture-to-Comics Composition
Ming-Hui Wen, Ruck Thawonmas, and Kuan-Ta Chen
Department of Digital Multimedia Design,
China University of Technology
Department of Human and Computer Intelligence,
Ritsumeikan University
Institute of Information Science, Academia Sinica
People now use photo browsing, photo and video slideshow,
and illustrated text to share stories about their lives in
pictures; however, these popular mediums are far from
perfect. Some are not expressive enough for sophisticated
storytelling, while others inevitably have a high usage
threshold and involve a great deal of efforts.
In this paper, we propose a framework for comic-based
computer-aided storytelling systems to help users become
comic storytellers. Such systems take users' photos as the
input and output comic strips that tell the story behind
the photos. We see the system as a vehicle for media
fusion, with the art of comic-making as the basis and
inspiration. We also discuss the research challenges
involved in improving such systems, and present our
proof-of-concept implementation, Pomics (available online
at http://www.pomics.net).
1 Introduction
People now use photo browsing, photo and video slideshow,
and illustrated text to share stories about their lives in
pictures. Consider the example of Mary, a student who had
just finished a self-help trip to India. During the
week-long trip, she had many new experiences, including
taking a rickshaw for the first time and unexpectedly
finding herself in a small, friendly town because she took
a wrong train. Upon arriving home, she could not wait to
share her exciting experiences with her family and friends.
She had taken about 800 photos on her digital camera, so
she uploaded them to a web album service. Now, she has to
deal with a big problem: How can she use the photos to
share the story of her trip with friends? There are four
popular options:
Photo browsing: Photos are listed
chronologically, usually as thumbnails. Viewers can browse
and view individual photos at their will.
Photo slideshow: Photos are shown one by one
with each taking around 3-5 seconds. Viewers are allowed
to manually fast forward, rewind, or pause automatic
transitions.
Video slideshow: Photos are presented
sequentially into a video clip, with a voice over or
background music, and feature transitions and pan-and-zoom
effects. Although VCR-like controls are available, such
clips are usually watched thoroughly like music videos and
films.
Illustrated text: Each photo in a set is given
a short textual description, and presented in the form of a
blog article.
Unfortunately, each of these popular strategies have
certain limitations:
Expressiveness: Illustrated text is obviously
the best choice. Video slideshow is also good for
presentation if the photos are properly paced and well
annotated with text, voiceover, or music. In contrast,
photo browsing and photo slideshow only deliver pictures
but not narrate the stories behind them.
Production threshold: A medium's production
threshold seems to be positively correlated with its
expressiveness. Illustrated text requires writers to master
words, phrases, and narration techniques, while video
slideshows require the producers to master the timing of
photo transitions and the mixing the visual and audio
elements (e.g., sound effect and music).
Viewers' control: Viewers normally like the
browse stories at their own pace and/or focus on certain
events. However, photo and video slideshows give viewers
less control on the pace and target of picture browsing.
Ubiquitousness: Except for illustrated text,
all the other media forms require an electrical device to
function, as the presentation cannot be printed on a paper
for reading anytime, anywhere.
Table I summarizes the strengths and
weaknesses of the popular media used for photo-based
storytelling. Clearly, no medium can satisfy all
requirements. Illustrated text is the most effective in
terms of expressiveness, readers' control, and
ubiquitousness, but it has a high production threshold and
viewers must be literate and willing to read text.
Therefore, we investigate whether there is another medium
that possesses the advantages of current media without
their weaknesses.
Table 1: Comparison of photo-based storytelling media
Medium
Production Threshold
Viewers' Requirement
Viewers' Control
Expressiveness
Ubiquitousness
Photo browsing
Low
Low
High
Low
Low
Photo slideshow
Low
Low
Moderate
Low
Low
Video slideshow
Moderate
Low
Low
Moderate
Low
Illustrated text
High
High
High
High
High
Comic
High
Low
High
High
High
Comic: An Alternative Medium
A comic can be regarded as an advanced collocation of
visual material, with balloons, onomatop ias, and a
volatile two-dimensional layout. Comics have a reputation
of being shallow and oriented towards younger age groups;
however, we believe that they provide an ideal medium for
visual storytelling because of the following
characteristics: rich expressivity, medium
portability, reading flexibility, and
readability. The rich expressivity is due to the
fact that relative importance of photographs and the
story's progression shown by the photographs can be
expressed with various frame sizes and shapes (e.g.,
rectangles, quasi-squares, and trapezoids). A picture
depicting a critical moment can be given larger space, and
an action sequence may be framed in matching trapezoids.
Comics often use zig-zag reading lines to guide the reader.
This style is more interesting and more efficient than
slideshows presented in straight-lines slideshows and
line-less galleries, while retaining the planar
browseability of the latter. Thus, comics can be
conveyed by any display medium without information loss.
Moreover, readers have full control over their
reading pace and target as no temporal restrictions are
imposed. In terms of the reader's literacy level, available
time, and patience, comics require less effort than
illustrated text because a significant part of the
information is conveyed in pictorial form.
Nevertheless, comic creation is not an easy task,
especially the storyboarding and layout planning phases.
Storyboarding requires creators to select the most
informative and representative photos; layout planning
involves arranging the photos (i.e., frames) on a fixed
rectangular page, where a frame's size and shape are
related to its contribution (in terms of storytelling) and
graphical content. In addition, editing a comic's
two-dimensional layout is much more challenging than
editing one-dimensional content, such as a slideshow.
Specifically, inserting or removing frames in the middle of
a storyboard means that the layout of all subsequent frames
must be modified.
Because of the above reasons, comic creation is seldom
considered by ordinary computer users, even with the help
of comic authoring software such as ComicLife. It seems
that only professional comic writers and amateurs, who are
skilled in image processing packages, are capable to create
comics. When faced with the same dilemma as Mary, i.e.,
using photos to share personal stories, most users can only
resort to photo browsing, slideshow, or illustrated text.
The comic format, as a potential pictorial
storytelling medium, is seldom used because of its high
production threshold.
Simplifying the Comic Creation Process
To address the challenges involved in comic creation, we
propose a framework for comic-based computer-aided
storytelling systems that would simplify the comic
storytelling process for users. We envisage that such
systems would have the following capabilities:
Take a sequence of digital pictures as input;
Identify the events and the storyline in the pictures, and quantify
such semantic information;
Accept input from creators, including the desired number of pages, the
markup style, picture attributes, captions, and conversations;
Convert pictures' attributes to visual vocabulary and generate a
comic;
Allow the creator to fine tune the presentation of the generated comic
and re-iterate the process from Step 2 with his/her feedback.
The objective of such systems is not only the
semi-automatic generation of comics from photographs of
trips, social events, or humorous incidents in life. The
systems should be able to accept and deal with any
form of visual media, such as game screenshots, scanned
documents, home videos, and demonstrations/tutorials. In
this regard, we see the software as a vehicle for
media fusion, with the art of comic making as a
basis and an inspiration.
There has been comparatively few researches in this area,
which can be classified into two types. The first type
focus on methods for authoring comics, e.g., Comic
Life [9] and Manga Studio [11],
while the second type focus on automatic summarization of
text conversation [7],
video [5], and interactive 3D
games [10,[2] in comics.
While the researches in the second category is similar to
this work, they are either based on representation-level
information (e.g., color features [5]) or
application-specific
logs [7,[10]). On
the contrary, this work focuses on helping users illustrate
their own stories using pictures with the assistance of
image analysis and understanding techniques.
In the remainder of this paper, we discuss the challenges
involved in developing comic-based computer-aided
storytelling systems in Section II. We
then present our proof-of-concept implementation in
Section III and summarize our conclusions in
Section V.
2 Research Challenges
Designing a comic-based computer-aided storytelling system
involves a number of fundamental challenges which can be
classified into two categories: image understanding and
automatic comic creation.
2.1 Image Understanding
To facilitate automatic storytelling, a system needs to be
capable of identifying the storyline from a set of
time-ordered photographs. While complete understanding of
images may not be possible at the moment (even humans
cannot always succeed), some clues about the time and place
a photo was taken as well as clues about objects and people
(e.g., their emotions and behavior) in photos would enhance
the automatic narration process significantly. Next, we
consider the challenges involved and explain why these
challenges are worth taken:
Human recognition: Since most stories involve humans, it is
important to identify (automatically) the people (if any) in a
photo [3]. Even if we do not know who is the "lead"
character in a story, photos containing humans normally have more
storytelling elements than scenic phtographs.
Emotion recognition: The emotions of people in a photo,
revealed by facial expressions, gestures, and postures [4],
could help decide the importance of pictures. For example, photos of a trip
with people smiling are normally worth remembering.
Behavior recognition: How people in a photo behave and
interact also provides a great deal of information. For example, a group of
people giving a victory sign may indicate that they were at a celebration or
party. Interactions like shaking hands, shouting, fighting, or raising wine
glasses also yield clues about the plot or scenario associated with a
picture.
Object recognition: The objects in a photo may indicate the
context of an event [8]. For example, sun umbrellas and
surfboards may imply a surfing trip; a cake and color balloons may imply a
birthday party; and a large number of vehicles and traffic signs may
indicate a city intersection during rush hour.
Location identification: Even with a global positioning
system, in many cases, image-based location identification is helpful or
even necessary to determine the location of an event, especially for indoor
environments. For example, if a photo shows pots, pans, a stove, and a
microwave, it was probably taken in a kitchen.
Natural language processing (NLP): If a picture is
accompanied by a sound recording, NLP techniques could be used to translate
the verbal dialogue into text. This would help us recognize the events
associated with the photos and could be used later to annotate comic frames
with word balloons and onomatop ias.
2.2 Automatic Comic Creation
The second major task of a computer-aided storytelling system involves
extracting appropriate pictures automatically from the input photo stream
and narrating the story in a comic format. We discuss the steps of the
process in the following sub-sections.
2.2.1 Significant photo selection
Normally, a comic page has between 4 and 16 frames, each of which contains a
photo with layered word balloons (e.g., captions and dialogue) and
onomatop ias. A creator usually has a lot more photos than he/she would
use in comic storytelling, e.g., a five-page comic may be created from 200
photos. For this reason, the first step of comic creation is to
automatically select m representative photos from n available photos,
where the set m can reasonably describe the story covered by the n
photos [6]. Identifying which photos are more
representative than others is complex and depends on 1) the story the
creator wishes to tell, and 2) the context and semantic details captured in
each picture.
In some events, certain moments are typically more memorable or impressive
than others; for example, the moment everyone raises their wine glasses at a
celebration or the moment a runner crosses the finish line in a race.
However, such judgments can be rather subjective. Some people may consider
that the silhouette of a couple hand-in-hand couple is romantic and the
picture should be part of a comic narrative, while others may think the
picture is unsuitable because the couple's faces are hidden.
2.2.2 Pagination and page layout
Pagination groups the extracted pictures m into k (user-specified)
pages. This is a critical step because panels of various shapes cannot be
inserted or deleted as easily as paragraphs in a text document without
affecting the layout. Thus, pagination must be considered in conjunction
with the frame layout on each page. The page layout step arranges comic
frames on the k pages so that the frame order is chronological and each
frame's size is approximately proportional to its relevance (in terms of
narration capability). In addition, a frame's shape must be decided based on
the associated picture's content and layout. For example, a horizontal frame
would be better for a picture of a car, while a vertical frame would be more
suitable for a picture of a high-rise office building.
2.2.3 Narrative design
Finally, we have to consider the temporal control and annotation of the
narrative elements. Temporal control decides the pace of storytelling.
Usually, the pace of a story is not even or steady. For example, assuming a
creator wishes to describe five interesting events during a trip, for the
best narration, the most memorable event would probably span three pages and
the other events would be covered by two pages. The concept of time control
also applies to specific aspects of an event. In other words, more frames
can be used to narrate memorable moments, and less important moments can be
dealt with briefly or even omitted.
The annotation of narrative elements, e.g., word balloons, monologues,
conversations, and onomatop ias, also plays an important role in
storytelling. Sometimes a user-provided picture may contain too much
information (e.g., the information may not be relevant to the subject), so a
degree of picture clipping may be required. For example, when describing a
birthday party, a frame that only shows the birthday cake (cropped from a
wide-angle picture) would be especially meaningful. Word balloons and
onomatop ias can convey the spirit of an event or special occasion and
make a comic vivid as though readers were actually attending the event.
However, the graphical elements should not cover up meaningful areas of the
frame, such as people's faces and important objects. Understanding the
meaning of each pixel in a picture is also quite
challenging [1].
3 Proof-of-Concept Implementation
To realize the proposed comic-based computer-aided
storytelling system, we have developed a proof-of-concept
implementation called Pomics, which is available online at
http://www.pomics.net. In the following, we
explain how we address the challenges in Pomics.
Pomics implements a two-phase comic creation process: photo
scoring and comic editing. Figure 1 shows
the photo-scoring interface, which consists of a toolbar, a
gallery of photographs with their assigned scores, and a
scrolling index of thumbnails. When a set of photos is
loaded, the system automatically assigns a score to each
photo according to the following rules. A photo is deemed
representative if it 1) contains people, 2) contains more
than one person, 3) is one of a series of shots, 4) shows a
new location, and 5) the exposure is acceptable. To detect
the presence of humans and human faces, we use OpenCV and
its modules. Successive shots and location changes are
determined from the time and exposure information in EXIF
records; and a color histogram of the pixels is used to
judge whether the exposure setting is reasonable. The user
interface (Figure 1) displays the computed
score (1-9) of each photo so that the user can tune the
results and give appropriate descriptions to the pictures.
Figure 1: Scoring interface
Figure 2: Editing interface
When the user is satisfied with the score and descriptions,
he/she selects the desired number of comic pages, k, and
presses the "Generate" button to generate a comic. The
effectiveness of computer-aided storytelling now becomes
evident. No matter how many photos the user provides, the
system always creates k comic pages using the most
representative pictures. For instance, the user can create
a 20-page comic for himself and a 5-page version to share
with friends without any extra effort. Specifically,
the system calculates the number of photos required to
create the desired comic (with a certain degree of
randomness) and implements an algorithm similar to Huffman
coding to subgroup the photos into rows and pages. At the
same time, it ensures that the frame size of a picture is
approximately proportional to its significance score. When
overlaying word balloons on a picture, the system decides
the location and size of balloons based on a salience
map [6] of the picture so as not to cover
informative areas, such as people's faces. The generated
comics are then displayed on the comic editing interface,
as shown in Figure 2. At this point, the
photographs are in place, with the user-given titles and
descriptions converted to balloons and text boxes. The user
only needs to refine the format by adding onomatop ias,
revising the dialogues and narratives, altering panel
borders, rotating pictures, or replacing pictures if the
result is not satisfactory.
As an example, in Figure 3, we show two sample pages that were
generated automatically from a set of 60 travel photos. The pages were not
edited manually, so the quality could certainly be improved by some degree
of fine-tuning.
Figure 3: Sample auto-generated comics
4 Related Work
Video Manga [5] similarly saw the feature of
comics and adopted the medium for video summarization. A
video is automatically analyzed and represented with
different-sized key frames packed in a visually pleasing
form reminiscent of a comic book, allowing users to get a
quick overview of a video's contents at a glance without
watching the video from beginning to end. Video Manga's
algorithm is based on the color features of each frame,
which clusters them according to their similarities. The
authors introduced an importance score to rank the
segments, where a segment is considered to be important if
it is long and rare. The key frames are extracted from
highly ranked segments and sized according to their scores
so that more important key frames are presented as bigger
frames. As for authoring support, the generated comics can
be enhanced by adding captions to its frames. Text data for
captions may be retrieved from transcripts of the video or
embedded closed-caption data.
The authors of [10] succeeded in
creating sequences of comic-like images summarizing the
main events in a virtual world environment and presenting
them in a coherent, concise, and visually pleasing manner.
Their system can extract important events from a continuous
temporal story line using image processing techniques and
convert the events into a graphical representation
automatically. The system is based on principles of comic
theory and can produce different comic sequences on the
basis of user-provided semantic parameters like viewpoint
and granularity.
On the other hand, Comic Life [9] and Manga
Studio [11] are commerical comics authoring
software respectively targeted to amateur and professional
users. The former boasts its easy-to-use
interface-picture drag-and-drop, fancy balloons and
onomatop ias, layout templates, and styling
filters-while the latter gives very much the appearance
of Adobe Photoshop, with more functionality and less
restrictions than Comic Life, and imaginably a heavier
creation workload.
5 Conclusion
In this paper, we have proposed a framework for
computer-aided storytelling in comics. The system takes
users' photos as input and outputs nearly-complete comic
strips for further refinement or direct publishing.
Although using the comic format for completely automated
storytelling may be not practical at present, the output of
the developed proof-of-concept implementation, Pomics,
satisfied most field testers. The prototype saved the
testers a significant amount of time and effort in creating
comics (especially selecting photos, paginating, and
arranging the page layout). We have demonstrated that a
comic-based computer-aided storytelling system can make it
easier for people to share personal stories by using their
own photos presented in comic format. In our future work,
we will continue to develop and improve
Pomics1 in the
hope that end users can easily use comics to keep note and
share their own life stories with the world.
6 Acknowledgement
The authors would like to thank Chien-Hung "Kevin" Lu and
Wei-Ju "KK" Chen for their efforts in developing Pomics.
We also appreciate Hwai-Jung Hsu, De-Yu Chen, and Yen-Chen
"Erin" Tu for their technical and administrative support.
This work was supported in part by the National Science
Council under the grant NSC101-2221-E-001-012-MY3.
References
[1]
I. Biederman, "Recognition-by-components: A theory of human image
understanding," Psychological review, vol. 94, no. 2, pp. 115-147,
1987.
[2]
C.-J. Chan, R. Thawonmas, and K.-T. Chen, "Automatic Storytelling in Comics: A Case Study on World of Warcraft," in Proceedings of ACM CHI 2009
(Works-in-Progress Program), 2009.
[3]
R. Chellappa, C. Wilson, S. Sirohey et al., "Human and machine
recognition of faces: A survey," Proceedings of the IEEE, vol. 83,
no. 5, pp. 705-740, 1995.
[4]
R. Cowie, E. Douglas-Cowie, N. Tsapatsoulis, G. Votsis, S. Kollias, W. Fellenz,
and J. Taylor, "Emotion recognition in human-computer interaction,"
IEEE Signal Processing, vol. 18, no. 1, pp. 32-80, 2001.
[5]
Video manga. FX Palo Alto Laboratory, Inc. Http://www.fxpal.com/?p=manga.[6]
L. Itti, C. Koch, and E. Niebur, "A model of saliency-based visual attention
for rapid scene analysis," IEEE Transactions on pattern analysis and
machine intelligence, vol. 20, no. 11, pp. 1254-1259, 1998.
[7]
D. Kurlander, T. Skelly, and D. Salesin, "Comic chat," in Proceedings
of ACM SIGGRAPH'96, 1996, p. 236.
[8]
D. Lowe, "Object recognition from local scale-invariant features," in
IEEE International Conference on Computer Vision, 1999, p. 1150.
[9]
Comic life. plasq. Http://plasq.com/comiclife/.[10]
A. Shamir, M. Rubinstein, and T. Levinboim, "Generating comics from 3D
interactive computer graphics," IEEE Computer Graphics and
Applications, pp. 53-61, 2006.
[11]
Manga studio. Smith Micro Software, Inc. Http://manga.smithmicro.com/.