漫畫分鏡直接影響故事劇情的傳達,可謂為漫畫頁面設計的藍圖,是漫畫創作過程中的一個重要步驟。本研究為利用眼動追蹤技術對受試者進行量測之實徵性研究,探討漫畫分鏡的分格數量、分格造形,以及間白寬度對漫畫分鏡的易讀性所產生的影響。研究結果發現:分格數量確實會影響漫畫分鏡的易讀性,分格數量較少的分鏡易讀性較差,其原因推測與分鏡能提供給讀者的資訊量較少有關;而分格造形與間白寬度對分鏡易讀性所造成的影響,尚待更進一步的研究驗證。另外,透過眼動實驗也發現:許多讀者閱讀漫畫的實際路徑,並非遵循創作者預設的閱讀路徑,然而是否遵照預設路徑閱讀並不影響讀者對劇情的理解。讀者閱讀漫畫時的閱讀順序亦受到個人閱讀經驗的影響,有長期閱讀美漫、韓漫、條漫等經驗的讀者,以及習慣以電子產品閱讀網路漫畫、漫畫電子書的讀者,有較大的機率以違反「逆Z字型」原則的路徑閱讀漫畫;而長期閱讀日本漫畫雜誌、日本漫畫單行本的讀者,閱讀時則通常遵守日本漫畫的「逆Z字型」閱讀原則。
Comic page layouts directly affects the communication of the story. It can be described as the blueprint for the comic page design, and it is an important step in the comic creation process. This study is an empirical research using eye tracking technology to measure subjects. It explores the influence of the number of panels, the shape of panels, and the widths of gutters of manga page layouts on readability. The research shows that the number of panels does affect the readability of manga page layouts. The pages with fewer panels are less readable. The reason is speculated that the layout with less divisions provide less information to readers. The impact of the panel-shapes and the gutter-widths on readability of manga page layouts needs further research and verification. In addition, the eye tracking experiments also found that many readers do not follow the reading path set by the creator. However, whether they follow the default path does not affect the readers' understanding of the story. Readers' reading sequence for comics is also affected by their personal reading experience. Readers with more experience in reading American comics, Korean comics, and webtoons, as well as readers who are accustomed to reading online comics, comic e-books with electronic products, have a greater chance of reading comics in a way going against the "reverse Z-path" principle; Readers who have been reading manga magazines and manga tankobon (books published for independent volumes) for a long time usually follow the "reverse Z-path" reading principle of manga.
日本漫畫 ; 漫畫分鏡 ; 易讀性 ; 眼動追蹤
Comics ; manga ; page layout ; readability ; eye tracking