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Webtoon Creator PDF

This document provides instructions for creating WebToons, which are cartoon-style tables of contents for websites using pictures of people in word balloons as links. It discusses organizing the content, creating a storyboard, taking photos, editing the images in Photoshop by adding layers for people, balloons and words, and making each panel an imagemap for navigation. The goal is to make websites more approachable and easier to navigate through a comic-like format.

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Morena Rotarescu
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© © All Rights Reserved
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0% found this document useful (0 votes)
479 views32 pages

Webtoon Creator PDF

This document provides instructions for creating WebToons, which are cartoon-style tables of contents for websites using pictures of people in word balloons as links. It discusses organizing the content, creating a storyboard, taking photos, editing the images in Photoshop by adding layers for people, balloons and words, and making each panel an imagemap for navigation. The goal is to make websites more approachable and easier to navigate through a comic-like format.

Uploaded by

Morena Rotarescu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

http://science.nas.nasa.

gov/Pubs/TechReports/NASreports/NAS-98-014

How To Make A WebToon


Pamela P. Walatka
NAS-98-014
December 1998

[email protected]
MRJ Technology Solutions
NASA Ames Research Center
Mail Stop T27A-2
Moffett Field, CA 94035-1000

Abstract

A WebToon is a cartoon-style table of contents for HTML


documents on the web, using imagemaps that are pictures of people
talking. The people have word balloons above their heads; the word
balloons serve as links to relevant pages. A WebToon adds the
human touch to web interfaces, and makes web pages more
approachable, interesting, and easier to navigate.

Basically, to make a WebToon, you create a one-page collection of


imagemaps featuring people talking. The talk is in word balloons
that link to a relevant part of a document. The imagemaps are
combined in a table that fits on one page.
First organize your long document into chapters. Sketch a
storyboard with one panel (image) for each chapter. Take photos of
people acting out your storyboard. Use image-processing software
such as Adobe Photoshop to crop and enhance your photos. Use a
new image layer to add words that briefly describe each chapter. Use
another layer to put white balloons behind the words. Make each
image into a client-side imagemap. Organize the imagemaps with an
HTML table.

This report explains the details of how to make a WebToon.

1
Table of Contents
The ’Toon About the ’Toons

In the on-line version of this report, the WebToons link to parts of the report. The
user clicks on a word balloon and is taken to the relevant section.

2
Chapter One
WebToons Are Imagemaps

Introduction
The purpose of WebToons is to humanize and organize the interfaces to long
documents. WebToons enhance the usability of the web interface. WebToon
imagemaps are like normal imagemaps (which are explained below; what is
different is the use of pictures of people, and the cartoon-style word balloons.
The people and the cartoon style make the interface more approachable.

The creation of a WebToon forces you to organize your long document, in order
to be able to condense it into a few logical words that fit into word balloons.

In a WebToon, each panel is a separate imagemap. Working with separate


imagemaps gives you the option of making quick corrections to a small image
and the flexibility to rearrange the images. Alternately, it could be argued that
working with one composite of the images is easier. This point will be addressed
at the end of the Photoshop section.

Basic Imagemap
Imagemaps are images that contain multiple links. The user clicks somewhere in
the image, and a new resource is retrieved: it could be another image, another
page, a sound or anything else that can be represented by a URL. Just as a normal
image can link to a single URL, an imagemap links to multiple URLs. You, the
page creator, must map out the areas of the image that you want to relate to each
specific link.

Here is a client-side imagemap. See the online version at


http://science.nas.nasa.gov/Pubs/TechReports/NASreports/NAS-98-014/chapter1.html

to see how it works.

In client-side imagemaps, the list of map coordinates is embedded in the HTML


document. For details, see Chapter 5.

3
Chapter Two
Storyboards and Photos
First Make a Storyboard

A storyboard is a *rough* sketch of how the WebToon is going to look. I use


paper and pencil. Points to keep in mind:

It all has to fit on one page, because, by definition, WebToons condense


documents into just a few sentences. A central idea of the WebToons is that
they force the document author to present ideas in brief logical bits.
First sketch out some boxes (panels). Generally nine boxes are the
maximum that fit on one page. Five is good, with the middle one long.

See Appendix A for sample storyboard layouts you


can use.
Rough in some word balloons.
Start filling in the word balloons with the major points of your document.
This is *very* hard, and may require several iterations. Get a new sheet of
paper and start over. Or you could make copies of the boxes and balloons

4
and try different ways of filling in the words. If you are the author of the
document, you might find yourself reorganizing the chapters to make more
sense. Each panel should represent one chapter or section. The words have
to fit in the balloons; you MUST condense. Take some time; do it many
times until you have the essence.
If you have an idea of what the actors should be doing, sketch them in,
without worrying about how good they look. For example, when I was
sketching frame two of these Toons, I knew I needed Joel to be using a
camera.
You are finished with the storyboard when you have a set of simple,
easy-to-understand word balloons that show the key ideas of your document,
along with the positions of your actors.

Creating a WebToon Image


The next phase involves creating the WebToon digital images based on the
storyboard. Now you have a style choice to make: do you want photographic
images or traditional-cartoon drawings?

You could draw the images

There is no requirement for the images used in WebToons to be photographic. I


originally tried drawing them in Adobe Illustrator, but the results were poor, due
to my drawing ability. One of the hardest parts was getting the characters to look
consistent from panel to panel. If you can draw, I encourage you to try it,
electronically or on paper (and then scan). Eventually, the images must be digital
in order to be made into imagemaps on the web.

Photos are fast

I found photography a quick and easy means of getting images of people.

Taking Photographs for WebToons


Before you start taking pictures, make sure you have a COMPLETED storyboard
and you therefore know what you want your actors to do. This will expedite the
filming process. For actors, use your friends and colleagues. Give your actors at
least a day’s warning so that they can prepare what to wear. Perhaps solid color
clothing would be easier to "select" when you are working with the images, later.
Use a setting with plenty of light.

Digital camera is fastest

The fastest and most technically elegant way to get the digital images for
WebToons is to use a digital camera of good quality. You will need a
resolution of at least 400 x 300 pixels; this gives you the chance to crop
down to 200 x 150. Another alternative would be to use a regular film

5
camera and then scan in the photographs. My final images are 200 x 150 at
96 dpi.

Note: be sure to test your camera, in the room that you will be using, and
download a few test images to make sure that the camera settings are
correct.

Leave room over the actors’ heads

This is easy to forget. When you are taking the photos, imagine the word
balloons over the heads. The general rule of thumb is to leave the top
HALF of the image for the balloons.

Take twice as many snapshots as you think you need

More is better. You can choose which ones to use later. You may have to
take many shots before the actors relax. Sometimes the best shots will
surprise you.

Use props

Whenever possible, have something in the picture to illustrate what you are
talking about. If you are talking about fire extinguishers, show the people
holding up a fire extinguisher. (Later, when you make imagemaps, have
significant parts of the fire extinguisher be links to relevant information.) If
you are talking about something with visible-physical steps, show the steps
in your images.

6
Chapter Three
Working With the Images
Get the images into your computer
From digital camera

Many digital cameras come with an A/V line that you hook up to a
computer that has the appropriate software for loading the images. Other
cameras write the photos to a removable disk.

From film

You can have your film developed onto a CD ROM, or get prints and then
scan at medium resolution. You want to have at least 400 pixels wide by
300 high; this gives you room to crop.

From drawings

If you drew the images on paper, scan them. If you drew them
electronically, they are already in your computer.

Image Processing
At this point, you are ready to start working with the images in your computer.
First you will make backups, then load your files into an image processing
program, pick out which images to use, and crop them to get just the important
parts of the images. Then you will create layers: background, people, balloons,
and words. You will save your layered files for future revisions, and save out
each panel as a non-layered GIF file.

Photoshop from Adobe works well as an image processing program for


WebToons. The following instructions include details about using Photoshop.
NAS staff and users: Photoshop is available on the NAS SGIs; just type
photoshop at the Irix prompt. The latest version for the SGI is 3.0.1, which these
instructions are based on. A later version of Photoshop is also available on the
machines in the NAS Multimedia Lab.

Pick and crop the images you want to use


Make extra copies

You may mess up your images and want to go back to the originals, or
need to copy a part of the image out of the original. Make and save copies
of all your originals.

7
Look, list, pick

Load your image files into an image processing program such as


Photoshop. Spend some time looking at the images you have. Bring as
many as possible up on your screen at the same time. Give each one a
representative name, and make a list of what you have. Pick the most
expressive and interesting shots, and decide which will go where. That is,
pick one image for each panel of your storyboard. (A cartoon panel is one
frame or box or picture-- nine or fewer panels make one page or one
WebToon).

Crop, leaving extra space on top

Use your image processing program to crop all the images to the same (or
coordinated) size(s). In this WebToon, I used 200 x 150 pixels at 96 dpi for
each panel, except for the extra-wide middle panel, which is 400 x 150.
The size will depend on your storyboard; remember that you want the
entire WebToon to fit on one browser screen. In Photoshop, you can set the
cropping tool to repeat the same dimensions and resolution. Double-click
on the Crop tool and the Cropping Tools Options dialog box will
appear. Click Fixed Target Size. Crop down to the most interesting parts of
the image. Remember to leave room--the top half of the image--for the
word balloons.

Add layers to your images, and enhance


If your image processing program offers layers, you can create several different
layers of your image, and work separately on each layer. Working on layers
allows you to make changes to one layer without destroying the pixels on the
other layers. It would be possible but treacherous to make WebToons without
layers, because without layers each one of your changes would leave permanent
changes on the whole image.

Photoshop (3 or above) offers layers

Layers make it possible, for example, to rewrite the words without


changing the pixels on the other parts of the image. This is important; you
may need to write the words many times before you get them to fit your
available space. When you are working with layers, you put the words on a
separate layer and the balloons on a separate layer to facilitate adjustments
and corrections.

The first thing to do is make a copy of the background layer. In Photoshop,


select Window/Palettes/Show Layers to get the Layers palette. Drag the
rectangle representing the Background layer down to the new-layer icon.
You now have two layers. The top one is titled "Background copy,"
the bottom one "Background." Next, click the eye of the Background layer

8
off, and never look at or work on the background again, unless you need to
replace messed-up pixels. The active layer is highlighted in the layer
palette--click on a layer name to highlight it and make it the layer you are
working on. (When you get a message like "no-pixels-selected," you
probably are not working on the layer you think you are.)

By the time you are done, your image should have the following layers
(from the top down):
1. Words
2. Balloons
3. People
4. Background copy
5. Background
See the snapshot of a Photoshop session at the top of Chapter Four to see
how the layer palette looks.

Remember that each panel is a separate image which will become a


separate imagemap which you will assemble into a table with borders. You
do not need to make borders on your images; HTML will do it for you,
through the TABLE tag.

Use layers to pop the colors (people)

When an artist draws cartoons, the artist can make the characters stand out
from the background by making the characters bigger than normal, and
more vividly colored. With photographs, there are ways to make the
characters stand out. One way is called "popping the color." To pop the
color means to isolate the subject of interest and then make the rest of the
image grayscale. To do that in Photoshop:
1. Drag the Background copy layer to the new layer icon. Name the new
layer People.
2. Select the characters
Check to see that the People layer is highlighted in the Layers
palette, to indicate that it is the active layer.
Make a very rough selection of one of the people by choosing
the lasso tool , holding down Alt or Option, and clicking
around the person.
Enter Mask mode: make the foreground color black by clicking

on the tiny black box near the color indicator boxes

. Go into mask mode by clicking on the right-hand


mask icon.
Refine your selection in Mask mode: use the paintbrush. Click

9
Refine your selection in Mask mode: use the paintbrush. Click
on the paintbrush and paint away any areas of the
background that are not under the red mask. Use the Brushes
palette to change the size of your brush as necessary. If parts of
the person are covered by the mask, click on the tiny arrows
near the color indicator boxes to change the current color to
white. (Also click the tiny boxes if the background color was
not white.) Using white removes the mask. Keep working until
you have a pretty good selection of the person. Remember,
brushing with black adds to the mask; brushing with white
removes the mask. The areas not under the mask are the areas
that will become selected as you exit mask mode. That is, mask
mode enables you to brush in the details of any selection you
are trying to make. You can adjust the edge of your selection
back and forth until you get it right.
Exit Mask mode: when you click on the left-side quick mask
icon the mask goes away and your unmasked areas
are selected. That is, you have used Mask mode to create a
precise selection.

Then choose Select/Save Selection (the default #4 is fine). You


now have a reusable selection of your person or character.

Review of Photoshop Quick Mask. The red area is the mask. The
not-red areas become the selection when you exit Quick Mask mode.
To add to the mask area, paint with black. To add to the selection,
paint with white. Note that the palette showing on the right is the
Channels palette (not Layers). You choose which palette to show,
from the Windows menu.

3. Repeat the mask-selection process with any remaining person or


persons or characters in that image.

10
4. When you have finished selecting the areas (characters) that you want
to "pop" in the first image, retrieve the first selection you saved
(channel 4) by choosing Select/Load Selection/OK. If you saved
more than one mask-selection, repeat Load Selection, changing the
channel number on the Load Selection dialog box to the next one up,
and clicking Add to Selection. Repeat until you have loaded all the
selections you saved for this image.
5. All your people should now be selected. Choose Select/Save
Selection to save the combined selections for possible future use.
6. Choose Select/Inverse to select the area around the people.
7. Hit the Delete or Backspace key to remove the background from this
layer. You will not see any difference, because the background is still
on the layer underneath. To verify that the background was removed
from the people layer, click on the eye by the Background Copy layer
in the layers palette to make the background layer invisible. Then
click the eye again.
8. In the layers palette, click on the Background Copy layer to make it
active. Choose Image/Adjust/Desaturate, which will turn your
colored background to gray. Your people should now be popped.

Also, you can now add a halo around the people. On the Layers palette,
click the new layer icon, and then, still in the Layers palette, drag the
new layer so that it is between the People layer and Background Copy
layer. Select the paintbrush icon, and choose a fuzzy brush from the
Brushes palette, and white paint as the foreground color. With the new
layer active (highlighted), just brush at the edge of the people on the image.

Adjust levels; enhance as necessary

With the People layer active, choose Image/Adjust/Levels. In the middle of


the Levels dialog box, under Input Levels, you will see a histogram (graph)
representing the brightness and darkness levels in your people layer. Drag
the little black triangle on the left about half an inch toward the middle.
Click OK. Do the same with the white triangle on the right--drag toward
the middle. Adjusting the levels like this makes your grayish tones more
black and white, increasing punch.

Depending on your available time and talent, make other enhancements


such as using the Photoshop filters to create effects, or using the Photoshop
Image/Adjust options to give the colors more punch.

At this point, I would recommend that you go back and bring your other
images up to this stage before adding the words and balloons. Be sure that
all your images receive the same treatments; there should be a consistent
look to your images. Remember that you should have at least three and not
more than nine images, one for each panel of the WebToon, and that the
panels will be assembled into a table. The table supplies the borders.

11
Add the words
Use your storyboard as a guide, but feel free to revise.

Use a new layer!!!!

Do not start typing on any of your other layers. I find I need to type the
words several times to get them to fit right. When they have their own
layer, this is no problem. Also, I find I need to be able to revise. As time
goes by, the facts change and I need to be able to change the words without
destroying background pixels. Therefore, use a separate layer just for
words. Remember that you have saved copies of your originals if you
accidentally type on your background. Notice that you do not have the
balloons yet--they come later.

1. Create a new empty layer named Words.


2. Set foreground color to black.
3. Select the Type tool .
4. Click in the top middle of where you want the text.
5. The Text dialog box will open. Select Family = Helvetica, Face =
Medium, Size = 12 points, Alignment = centered. Anti-aliased = yes.
These settings are somewhat optional, but you want optimum clarity,
nothing fancy, and no smaller than 12 points. Whatever settings you
choose, write them down somewhere permanent, to avoid guesswork
when you revise the text next year.
6. Where the blinking cursor is in the dialog box, type your text, using
all caps as is the convention in cartoons. Then Click OK.
7. The text will be a floating selection. Use your arrow keys to position
the text. Click anywhere in the image to paste it into the layer. If you
don’t like it, select Edit/Undo Deselect and then Backspace and select
the Type tool again and start over. Text in Photoshop is just pixels;
you cannot edit it as you would if the text were objects. This is where
you are going to be glad you are working with layers; otherwise you
would be embedding the text-pixels in your image.

Be brief

You may have to condense the words several times to get them to fit into
the panel. Simplify!

Be legible

Check to see that you are using a plain font such as Helvetica in at least 12
point size, in all caps, in black. No italics!

12
Consider an alternative

If your handwriting is great and you have a digitizing pen, you could
hand-letter the words using the paintbrush in Photoshop.

Add balloon layer


New layer, *under* words

Use a separate layer for the balloons--you will want to redraw them without
having to redo your words. In Photoshop, on the Layers palette, click the
new layer icon and name the layer Balloon, then drag the Balloon
layer icon between the Words layer and the People layer. Doing this will
put the balloon layer behind the words. Use white paint, with a big hard
brush and paint in solid balloons around (behind) the words. (If the Brushes
palette is not already showing, choose Window/Palettes/Show Brushes.) To
make the triangle to the mouth, hold down Alt (or Option) while clicking a
triangle with the lasso. Then choose Edit/Fill/ to fill with white. To make a
black line around the balloon, change the foreground color to black and
then hold down Control + Alt (or Option) while typing the letter T on the
keyboard to select the balloons (this selects everything on the layer). With
the balloons selected, choose Edit/Stroke and in the dialog box select one
pixel, inside. Then do Control D (or Select/None) to undo the balloon
selection. If you need to revise the balloons, select the balloon layer, select
the balloons with the marquee tool, delete, and brush them in again.

13
Composite Alternative
The WebToons in existence so far are composed of separate images made into
separate imagemaps, arranged in tables. It could be argued that working with one
big composite of the images would be easier. If you want to try that, composite
your images at this point. Copy and paste your layered images into one big image
with appropriate borders around the images. Save the layered composite for
future revisions of the WebToon. I would appreciate knowing how this works out
for you: [email protected]
Adobe Photoshop is a registered trademark of Adobe Systems
Incorporated

14
Chapter Four
Saving Your Files
Save the Layers in Your Files!
You will need your layers
You will make changes

One of the great things about the web is the ease with which you can update your
documents. The need for revision arises. To facilitate future changes, you will
want to be sure and retain the layers in your images. In Photoshop version 3.x
and higher, this usually is not a problem; just be careful not to make the mistake
of flattening your image, or merging layers and then saving the file to the same
filename you used for the layered image. Make a point of saving the layered files
and saving backups to another machine or removable media.

Export GIF
Photoshop/File/Export/Gif89a
CompuServe GIF is a graphic image format that works well for imagemaps
and is readable on all graphics-capable web browsers. Interlaced GIF gives
the user something to look at while the file is downloading. Alternately, if
image quality were a big issue, you could use JPEG.

Photoshop version 3.0 and higher offers a safe and convenient method for
saving GIF files.
1. Use File/Export/Gif89a. This works well and leaves your layered file
unaltered. Gif89a gives you the option to interlace your gif file,
which makes it appear to load faster because the user can see the gist
of the image as it loads. Leave Interlace clicked on.
2. Sometimes, mysteriously, Gif89a is not available (for example, with
grayscale). You can use File/Save a copy/CompuServe GIF. This
method also protects your layered files, but your files will be bigger
than Gif89a files and interlace is not offered.

If you are not familiar with the gif file format, look it up in the Glossary at
http://science.nas.nasa.gov/Pubs/TechReports/NASreports/NAS-96-002/glossary.html

15
Chapter Five
Imagemaps, Tables and the Future of WebToons
WebToons Are Imagemaps
See our introduction to imagemaps in Chapter One if you are unclear on the basic
idea of imagemaps.

WebToons are imagemaps arranged in tables. Each image (panel) is a separate


imagemap. A typical WebToon has from five to nine imagemaps, arranged in a
table to fill one web browser screen.

The Easy Way


If you are using a visual web page layout tool (such as Dreamweaver), you can
make imagemaps by dragging, dropping and clicking. Then mouse some more to
put the imagemaps into a table. Use your storyboard as a guide for the table.

Tables are optional; you could just insert a list of imagemaps into your HTML
and let the user’s browser arrange them according to space available.

Also, you may find it easier to composite all your images into one big imagemap.
See information at Composite near the end of Chapter Three. Experience so far
indicates that using separate imagemaps facilitates revisions, but this is debatable.

The Hard Code Way


If you like to write your own HTML, read this section. Otherwise, skip ahead to
Sound, Motion and Depth.

Essentially there are two types of imagemaps: client-side and server-side.


Client-side imagemaps are the newer and preferred technology. The instructions
below are for client-side imagemaps. Note: in changing my old server-side imagemap files
to client-side files, I found that I needed to move the "default" line to the bottom of the map list, in
order for the imagemaps to work on both major brands of browsers.

What You Need to Make an Imagemap


Once you have created your WebToon images you are ready to turn each of your
images into an imagemap. Remember that in a WebToon, each panel (image) is a
separate imagemap.

1. Subdivide the image into clickable regions--in WebToons, the word


balloons are the clickable regions. I usually use each panel to represent one
chapter, and each balloon in the panel represents one section within the

16
chapter.
2. For each region (word balloon) you will need the following:
1. The URL to the section of the document the region represents
2. The region coordinates.

The URL

Each clickable region of your WebToon image will link to a specific URL
(Uniform Resource Locator, web address). If your HTML files are within the
same directory as the WebToons, you only have to use relative URLs, not
absolute path URLs. For example, if all your files are in the
http://science.nas.nasa.gov/~walatka/WebToonsdirectory or folder, your
URL for Chapter Three could be just chapter3.html instead of the full
pathname.

<A NAME> Anchor

In order to link to a section within your HTML document, you will need to edit
your HTML document and add anchor tags, with NAME attributes, at the top of
the section. For example, <a name="section2"> </A> That is, your imagemap can
link to a particular section within the file if the section has an <a name> tag and
closing </A> tag, usually on a line by themselves just above the title of the
section. In the URL in your imagemap, use the value (for example, section2) of
the A NAME anchor, preceded by a pound (#) sign. Like this:
href="chapter3.html#section2"

Region coordinates

You need to get the pixel coordinates of your clickable regions (the word
balloon). Your image must be in its final dimensions. I use the UNIX utility xv or
Photoshop to measure image coordinates. It is important that your clickable
regions do not overlap or share coordinates. You can find automatic mapping
programs on the web; see the References section for some suggestions.

Image coordinates are two-dimensional, measured in pixels. The origin


(zero-zero) is at the upper-left corner of the image, with X increasing from left to
right, and Y increasing from top to bottom.

The diagram below may clarify. I have sketched in temporary rectangles to


roughly approximate the balloons. (The imagemap creator has the option of using
rectangles, circles, or polygons. For now, let’s use rectangles for simplicity, and
because some browsers do not yet recognize the other shapes).

Rectangles are defined by their upper-left and lower-right coordinates. In the


figure below, the upper-left corner of the first rectangle is at x=11 and y=0. That
is, the upper-left corner of the clickable rectangle is 11 pixels over and zero pixels
down from the upper left-hand corner of the image.

17
The lower-right
corner of the
clickable rectangle
is located 160
pixels over
(x-direction) and
111 pixels down
from the upper
left-hand corner of
the image.
Balloon Layer, Image for Chapter 3
The x,y coordinates are separated by commas, and pairs of coordinates are
separated by commas. The coordinates for the first rectangle look like this:
coords="11,0,160,111"

Do not overlap your coordinates. If one rectangle is 0,0,200,75 then the one below
it would start at 0,76 not 0,75.

Details: I determine the coordinates by looking at the image in Photoshop, and setting the
cross-hair section of the Show Info palette to pixels. [If the Info palette is not showing, choose
Window/Palettes/Show_Info, then click-and-hold on the cross in the x-y box at the bottom of the
Info palette and choose "Pixels."] I draw (or imagine) temporary rectangles on a new layer, and
put my cursor in the upper-left corner of the rectangle. Then I note the pixel coordinates in the
cross-hair section of the Info palette. Next I note the coordinates of the lower-right corner. This
process is repeated for each clickable region.

When you have your A NAME tags, and your region coordinates and
corresponding URLs, you are ready to write the HTML code for the imagemaps.
(Mapping programs probably help you with this.)

Imagemap HTML Code


To write HTML for an imagemap, first you declare the imagemap and then you
have your image use the map. There are three elements of an imagemap (details
follow):

1. The map name


2. The list of coordinates for clickable areas (regions) and their corresponding
target URLs
3. The map image, in GIF format

Here is a sample

<map name="3toon.map"> <area shape="rect" coords="11,0,160,111"


href="chapter3.html">
<area shape="rect" coords="213,0,365,164"
href="chapter3.html#section2">
<area shape="default" href="chapter3.html">
</map> <img src="toon3.gif" width="576" height="288"

18
USEMAP="#toon3.map" ALT="toon3.map">

Note the # sign before the map name.

The map name

Give the map a name. This is done via the map tag’s NAME attribute, for
example:
<map name="3toon.map">

The region list

For *each* of the imagemap clickable regions, create an area tag:


<area shape="option" coords="coords_list" URL>

1. The area tag has a shape attribute. Its value may be:
rect for rectangular areas
circle for circular areas
poly for polygonal areas
default for background areas--in case the user clicks inside the
imagemap but outside of the defined regions. **Always put the
default line last in your list of regions.**
Some current browsers recognize only the rectangular shape and default.

2. The area tag has a coords attribute. See the "Region Coordinates" section
above for instructions on getting the pixel coordinates. For rects, give the
upper left and lower right coordinates in pixels. That is, in pixels, how far
away is the upper left corner of the region from the upper left corner (origin)
of the image? And how far from the origin is the lower-right corner? For
circles, give the x and y for the center point and the radius in pixels. For
polygons, the format is x comma y comma for each point of the polygon,
going all the way around the polygon.

3. href -- give the URL you want to link to, in standard href format; for a file
in the same directory, just give the filename. For a specific section within
the file, use the filename, a pound (#) sign, and the section’s <a name> tag
(see the "The URL" section above).

The code for a polygon clickable region looks like this


<area shape="poly"
coords="79,51,145,53,146,93,133,95,61,87"
href="myfile2.html#header6">

Quiz

In the diagram in the previous section, if the first balloon were meant
to link to the top of Chapter 3, the imagemap HTML code for the first
balloon would look like this:
<area shape="rect" coords="11,0,160,111"

19
href="chapter3.html">

See if you can figure out the code for linking the second balloon to
chapter3.html, section2. The answer is in Appendix B.

The image and the end of the imagemap

In addition to giving the map name and a list of regions, you will need to call the
image and close the map. See the example below.
<map name="3toon.map"> <area shape="rect" coords="11,0,160,111"
href="chapter3.html">
<area shape="rect" coords="213,0,365,164"
href="chapter3.html#section2">
<area shape="default" href="chapter3.html">
</map> <img src="toon3.gif" width="576" height="288"
USEMAP="#toon3.map" ALT="toon3.map">

Note the # sign before the map name.

Trouble shooting: If your map does not seem to work,

1. Double-check the punctuation of each set of coordinates:


x comma y comma x comma y comma.
2. Check that your regions do not overlap.
3. Check that your default line is last in your area list.

Putting the Imagemaps Together in Tables


WebToons put imagemaps into tables, because you can get nice borders and
good alignment of panels. This section reveals how to create the table of
imagemaps via a set of progressively more detailed examples.

Alternative: Instead of using a table, you could just put the imagemaps into your
HTML, one after another, and let the user’s browser arrange them according to
space available. HTML is designed to give design authority to the browser, not
the page creator.

For introductory table information, see the Table Section in WebPrep at


science.nas.nasa.gov/Pubs/TechReports/NASreports/NAS-96-002/WebPrepChp4.html#HDR7
Most HTML editing programs will make tables for you--or you could borrow the
sample code in the Appendix. If you want to know how to hard-code a table, read
on.

Start with a hard copy of your storyboard--your layout plan for your WebToon.
Sketch in (or merely notice) the layout of the rows. The example shown has three
rows.

20
This means the HTML document for your WebToon page will have a table with
three rows. This first example is just the framework of the table rows; we will fill
in the cells later.

<!-- ***TABLE of IMAGEMAPS for WEBTOONS*** -->


<table border width="414" >
<tr> <!-- Top Row -->

</tr> <!-- End Top Row-->


<tr> <!-- Middle Row = all one toon-->

</tr> <!-- End Middle Row -->


<tr> <!-- Bottom Row -->

</tr> <!-- End Bottom Row -->


</table>

21
When you have your rows coded, as above, you
are ready to add your table data cells. Notice in
the sketch to the right that this layout has two
cells in the top row, one cell in the middle, and
two cells in the bottom row. Also note that one
cell in the middle row spans two columns.

The cell sketch


Here is the same table code as above but with the cell code added. Notice that
each cell is delimited by a TD tag.
<!-- ***TABLE of IMAGEMAPS for WEBTOONS***--->
<table border width="414" >
<tr> <!-- Top Row -->
<td> <!-- ***Toon 1 = cell 1*** -->

</td>
<td> <!-- ***Toon 2 = cell 2*** -->

</td>
</tr> <!-- End Top Row-->

<tr> <!-- Middle Row = all one toon--just one cell -->
<td colspan="2" > <!-- ***Toon 3 = cell 3*** -->

</td>
</tr> <!-- End Middle Row -->

<tr> <!-- Bottom Row -->


<td> <!-- ***Toon 4 = cell 4*** -->

</td>
<td> <!-- ***Toon 5 = cell 5*** -->

</td>

22
</tr> <!-- End Bottom Row-->
</table>

The indents are for clarity, not required.

Take a look at the HTML above and get a feel for the structure of the table.
When you understand how the rows and cells are arranged, you are ready to plug
in your imagemap code, as follows.

<!-- ---COMPLETE TABLE of IMAGEMAPS for WEBTOONS--- -->


<table border width="414" >
<tr> <!-- Top Row -->
<td> <!-- ***Toon 1*** -->
<map name="1toon.map">
<area shape="rect" coords="0,0,200,68" href="index.html">
<area shape="rect" coords="0,69,200,130" href="chapter1.html">
<area shape="rect" coords="0,131,200,150" href="../home.html">
</map>
<img src="1toon.gif" width="200" height="150" USEMAP="#1toon.map"
ALT="First ’Toon">
</td>
<td> <!-- ***Toon 2*** -->
<map name="2toon.map">
<area shape="rect" coords="0,0,200,68" href="chapter2.html">
<area shape="rect" coords="0,69,200,150" href="chapter2.html#photo">
</map>
<img src="2toon.gif" width="200" height="150" USEMAP="#2toon.map"
ALT="Second ’Toon">
</td>
</tr> <!-- End Top Row -->

<tr> <!-- Middle Row = all one toon--just one cell -->
<td colspan="2" > <!-- ***Toon 3*** -->
<map name="3toon.map">
<area shape="rect" coords="0,0,107,88" href="chapter3.html#getin">
<area shape="rect" coords="108,0,182,107" href="chapter3.html#pick">
<area shape="rect" coords="183,0,305,63" href="chapter3.html#enhance">
<area shape="rect" coords="306,0,410,79" href="chapter3.html#words">
<area shape="rect" coords="87,64,308,138" href="chapter3.html#balloon">
<area shape="default" href="chapter3.html">
</map>
<img src="3toon.gif" HEIGHT=150 WIDTH=410 USEMAP="#3toon.map" ALT="Third Toon">
</td>
</tr> <!-- End Middle Row -->

<tr> <!-- Bottom Row -->


<td> <!-- ***Toon 4*** -->
<!-- in my sample WebToon this one is just a linked image, not an imagemap -->
<a href="chapter4.html"> <img src="4toon.gif" width="200" height="150"
ALT="Fourth Toon"></a>
</td>

23
<td> <!-- ***Toon 5*** -->
<map name="5toon.map">
<area shape="rect" coords="0,0,200,64" href="chapter5.html">
<area shape="poly" coords="70,70,150,70,170,90,170,130,
150,130,70,140,50,130,50,90,70,70" href="chapter5.html#html">
<area shape="default" href="chapter5.html">
</map>
<img src="5toon.gif" width="200" height="150" USEMAP="#5toon.map" ALT="Fifth Toon">
</td>
</tr> <!-- End Bottom Row -->
</table>

Summary of Imagemaps-in-Table HTML


1. (Remember that tables are optional; you could let the user’s browser
arrange your imagemaps.)
2. Make an HTML table that corresponds to the WebToon storyboard. For
each horizontal row of the storyboard, there should be a corresponding row
(TR) in the table. For each panel (image) in the row, there should be a
corresponding table cell (TD).
3. Place the HTML code for one imagemap within each table cell.
Open the cell <TD>.
Name the map: <map name="1toon.map">
Add the area tags: shape, coords, and href for each clickable area
within the toon image (each word balloon) plus an area called
"default" linking to the top of the chapter, for the regions outside of
your defined areas (default is optional).
Close the map: </map>
Call the image, giving width, height, alt, and
USEMAP="toon-name.map".
Close the </TD>.
4. When you are at the end of the row, close the TR.
5. When you are at the end of the Toon, close the table.

What About Sound and Motion and Depth?


This is being written in 1998. I think that the current average user’s bandwidth
calls for quiet, static, flat WebToon images. Plain images are neither too much
nor too little to download.

In the very near future, the average user’s bandwidth, coupled with multimedia
delivery technology, will allow WebToons to add sound; the WebToons could
talk out loud. Also, the WebToons could move; there is no inherent reason for
them to be static images. Animation is a cornerstone of modern cartoons. And
then we could add depth; why not have 3D WebToons?

For the time being, quiet, static, flat WebToon images get the job done.

24
Summary of How To Make WebToons
Make a storyboard summarizing your document.
Create digital images of people talking.
Copy, save, pick, crop the images.
Enhance the images in Photoshop or other image processing software.
Add words on new layers and balloons on new layers.
Save layered files and GIF files.
Create an imagemap for each GIF image.
Assemble the imagemaps into an HTML table (optional).
Place the table (or series of imagemaps) into an HTML document that will
serve as your Table of Contents. Optional: also provide a text-only Table
of Contents, on another page, for those who prefer reading plain text.
Alternately, you could composite your Photoshop images into one big
image, and make one imagemap from that.

Summary of Why to Make a WebToon


A WebToon adds the human touch to your long document on the web. Images of
people make your document more approachable. Also, the creation of a
WebToon forces you to organize your document such that you can condense it
into logical words that fit into word balloons. Thus, WebToons help humanize
and organize your long documents. WebToons enhance the usability of your web
site.

If you have any questions, comments or recommendations, please write to me:


[email protected]. If you succeed in making a WebToon, I would be
interested in hearing about it. Good luck!

25
Acknowledgments
I am indebted to Sandy Johan, Val Watson and Sharon Marcacci for excellent
suggestions, and to Sam Uselton for guidance, and to Randolph Kaemmerer for
help with the manuscript. IHiP provided good imagemap information on the web.

I thank all the readers of this document, especially those who try to make a
WebToon.

Annotated References
1. An outline of this paper was published in: Walatka, Pamela P.,"WebToons:
A Method for Organizing and Humanizing Web Documents," Visual
Proceedings, The Art and Interdisciplinary Programs of SIGGRAPH96,
Computer Graphics Annual Conference Series 1996, Association for
Computing Machinery, New York, ISBN 0-89791-784-7, ACM Order No.
428961, p. 156.

2. IHiP, at http://www.ihip.com/cside.html gives good information and


links to mapping tools.

3. www.yahoo.com/Computers_and_Internet/Internet/World_Wide_Web/Imagemaps/ has links to imagemap


information, including imagemap editors.

4. is part of my guide
science.nas.nasa.gov/Pubs/TechReports/NASreports/NAS-96-002/WebPrepChp4.html

to putting scientific reports on the web. Chapter Four is about imagemaps;


the Glossary explains many of the terms used in this document.

5. The NAS Webweaver’s page


science.nas.nasa.gov/Services/Education/Resources/webweavers.html
links to good resources for web workers, including guides to HTML.

6. Rick Darnell, et al., HTML 4, Sams.net Publishing, 1998, is a thick,


complete book on HTML, including tables and imagemaps. See page 222
for imagemap tools.

This is http://science.nas.nasa.gov/Pubs/TechReports/NASreports/NAS-98-014

Updated: February 18, 1999


WebWork: Pam Walatka
NASA Responsible official:
Lisa Reid

26
Appendix A
Sample Storyboards

27
28
29
Appendix B
Map Coordinates Quiz Answer

<area shape="rect" coords="213,0,365,164" href="chapter3.html#section2">

30
Appendix C
Sample HTML for Imagemap Tables for WebToons
<!-- ***TABLE of IMAGEMAPS for WEBTOONS***--->
<table border width="414" >
<tr> <!-- Top Row-->
<td>
<!-- ***Toon 1***-->
<map name="1toon.map">
<area shape="rect" coords="0,0,200,68" href="index.html">
<area shape="rect" coords="0,69,200,130" href="chapter1.html">
<area shape="rect" coords="0,131,200,150" href="../home.html">
</map>
<img src="1toon.gif" width="200" height="150" USEMAP="#1toon.map"
ALT="First ’Toon">
</td>
<td>
<!-- ***Toon 2***-->
<map name="2toon.map">
<area shape="rect" coords="0,0,200,68" href="chapter2.html">
<area shape="rect" coords="0,69,200,150" href="chapter2.html#photo">
</map>
<img src="2toon.gif" width="200" height="150" USEMAP="#2toon.map"
ALT="Second ’Toon">
</td>
</tr> <!-- End Top Row-->

<tr> <!-- Middle Row = all one toon-->


<td colspan="2">
<!-- ***Toon 3***-->
<map name="3toon.map">
<area shape="rect" coords="0,0,107,88" href="chapter3.html#getin">
<area shape="rect" coords="108,0,182,107" href="chapter3.html#pick">
<area shape="rect" coords="183,0,305,63" href="chapter3.html#enhance">
<area shape="rect" coords="306,0,410,79" href="chapter3.html#words">
<area shape="rect" coords="87,64,308,138" href="chapter3.html#balloon">
<area shape="default" href="chapter3.html">
</map>
<img src="3toon.gif" HEIGHT=150 WIDTH=410 USEMAP="#3toon.map"
ALT="Third Toon">
</td>
</tr> <!-- End Middle Row-->

<tr> <!-- Bottom Row-->


<td>
<!-- ***Toon 4***-->
<!-- this one is just a linked image, not an imagemap-->
<a href="chapter4.html"> <img src="4toon.gif" width="200" height="150"
ALT="Fourth Toon"></a>
</td>
<td>
<!-- ***Toon 5***-->
<map name="5toon.map">
<area shape="rect" coords="0,0,200,64" href="chapter5.html">
<area shape="poly" coords="70,70,150,70,170,90,170,130,
150,130,70,140,50,130,50,90,70,70" href="chapter5.html#html">

31
<area shape="default" href="chapter5.html">
</map>
<img src="5toon.gif" width="200" height="150" USEMAP="#5toon.map"
ALT="Fifth Toon">
</td>
</tr> <!-- End Bottom Row-->
</table>
<!-- End WEBTOON-->

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