Automatic depiction of onomatopoeia in animation considering physical phenomena
Tsukasa Fukusato, Shigeo Morishima
Motion in Games, November 2014, pp. 161--169.
Abstract: This paper presents a method that enables the estimation and depiction of onomatopoeia in computer-generated animation based on physical parameters. Onomatopoeia is used to enhance physical characteristics and movement, and enables users to understand animation more intuitively. We experiment with onomatopoeia depiction in scenes within the animation process. To quantify onomatopoeia, we employ Komatsu's [2012] assumption, i.e., onomatopoeia can be expressed by n-dimensional vector. We also propose phonetic symbol vectors based on the correspondence of phonetic symbols to the impressions of onomatopoeia using a questionnaire-based investigation. Furthermore, we verify the positioning of onomatopoeia in animated scenes. The algorithms directly combine phonetic symbols to estimate optimum onomatopoeia. They use a view-dependent Gaussian function to display onomatopoeias in animated scenes. Our method successfully recommends optimum onomatopoeias using only physical parameters, so that even amateur animators can easily create onomatopoeia animation.
Article URL: http://dx.doi.org/10.1145/2668064.2668096
BibTeX format:
@inproceedings{Fukusato:2014:ADO,
  author = {Tsukasa Fukusato and Shigeo Morishima},
  title = {Automatic depiction of onomatopoeia in animation considering physical phenomena},
  booktitle = {Motion in Games},
  pages = {161--169},
  month = nov,
  year = {2014},
}
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