TY - GEN
T1 - Automatic depiction of onomatopoeia in animation considering physical phenomena
AU - Fukusato, Tsukasa
AU - Morishima, Shigeo
PY - 2014/11/6
Y1 - 2014/11/6
N2 - 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.
AB - 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.
KW - Onomatopoeia vector
KW - Phonetic symbol vectors
KW - Quantification of onomatopoeia
KW - View-dependent onomatopoeia depiction
UR - http://www.scopus.com/inward/record.url?scp=84915754306&partnerID=8YFLogxK
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U2 - 10.1145/2668064.2668096
DO - 10.1145/2668064.2668096
M3 - Conference contribution
AN - SCOPUS:84915754306
T3 - Proceedings - Motion in Games 2014, MIG 2014
SP - 161
EP - 169
BT - Proceedings - Motion in Games 2014, MIG 2014
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
T2 - 7th International Conference on Motion in Games, MIG 2014
Y2 - 6 November 2014 through 8 November 2014
ER -