Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm

Detalhes bibliográficos
Autor(a) principal: Barbosa, Marcelo de Barros
Data de Publicação: 2016
Outros Autores: Barbosa, Cecília, Barbosa, André
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/666
Resumo: This paper introduces a tool to semi-automatically generate meta-data from game sprite sheets. MuSSE is a tool developed to extract XML data from sprite sheet images with non-uniform – multi-sized – sprites. MuSSE (Multi-sized Sprite Sheet meta-data Exporter) is based on a Blob detection algorithm that incorporates a connected-component labeling system. Hence, blobs of arbitrary size can be extracted by adjusting component connectivity parameters. This image detection algorithm defines boundary blobs for each individual sprite in a sprite sheet. Every specific blob defines a sprite characteristic within the sheet: position, name and size, which allows for subsequent data specification for each blob/image. Those blobs are carefully optimized through an imbued threshold selection. This work also presents a parser to organize these meta-data into a readable solution for game engines. The parser is built to read XML metadata generated through MuSSE and allow developers to set up game objects that can be used by an engine. Several examples on real images illustrate the performance of the proposed algorithm and working tool.
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spelling Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithmThis paper introduces a tool to semi-automatically generate meta-data from game sprite sheets. MuSSE is a tool developed to extract XML data from sprite sheet images with non-uniform – multi-sized – sprites. MuSSE (Multi-sized Sprite Sheet meta-data Exporter) is based on a Blob detection algorithm that incorporates a connected-component labeling system. Hence, blobs of arbitrary size can be extracted by adjusting component connectivity parameters. This image detection algorithm defines boundary blobs for each individual sprite in a sprite sheet. Every specific blob defines a sprite characteristic within the sheet: position, name and size, which allows for subsequent data specification for each blob/image. Those blobs are carefully optimized through an imbued threshold selection. This work also presents a parser to organize these meta-data into a readable solution for game engines. The parser is built to read XML metadata generated through MuSSE and allow developers to set up game objects that can be used by an engine. Several examples on real images illustrate the performance of the proposed algorithm and working tool.Nenhum resumo disponívelBrazilian Computer Society2016-11-18info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/66610.5753/jis.2016.666Journal of Interactive Systems; v. 7 n. 1 (2016)Journal on Interactive Systems; Vol. 7 No. 1 (2016)2763-7719reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/666/661Barbosa, Marcelo de BarrosBarbosa, CecíliaBarbosa, Andréinfo:eu-repo/semantics/openAccess2020-09-05T16:09:10Zoai:ojs2.sol.sbc.org.br:article/666Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2020-09-05T16:09:10Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
title Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
spellingShingle Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
Barbosa, Marcelo de Barros
title_short Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
title_full Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
title_fullStr Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
title_full_unstemmed Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
title_sort Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
author Barbosa, Marcelo de Barros
author_facet Barbosa, Marcelo de Barros
Barbosa, Cecília
Barbosa, André
author_role author
author2 Barbosa, Cecília
Barbosa, André
author2_role author
author
dc.contributor.author.fl_str_mv Barbosa, Marcelo de Barros
Barbosa, Cecília
Barbosa, André
description This paper introduces a tool to semi-automatically generate meta-data from game sprite sheets. MuSSE is a tool developed to extract XML data from sprite sheet images with non-uniform – multi-sized – sprites. MuSSE (Multi-sized Sprite Sheet meta-data Exporter) is based on a Blob detection algorithm that incorporates a connected-component labeling system. Hence, blobs of arbitrary size can be extracted by adjusting component connectivity parameters. This image detection algorithm defines boundary blobs for each individual sprite in a sprite sheet. Every specific blob defines a sprite characteristic within the sheet: position, name and size, which allows for subsequent data specification for each blob/image. Those blobs are carefully optimized through an imbued threshold selection. This work also presents a parser to organize these meta-data into a readable solution for game engines. The parser is built to read XML metadata generated through MuSSE and allow developers to set up game objects that can be used by an engine. Several examples on real images illustrate the performance of the proposed algorithm and working tool.
publishDate 2016
dc.date.none.fl_str_mv 2016-11-18
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/666
10.5753/jis.2016.666
url https://sol.sbc.org.br/journals/index.php/jis/article/view/666
identifier_str_mv 10.5753/jis.2016.666
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/666/661
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 7 n. 1 (2016)
Journal on Interactive Systems; Vol. 7 No. 1 (2016)
2763-7719
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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