Digital Comics: Harder, Better, Faster, Stronger?
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Designing Motion Comic About Information of Indonesian's
Designing Motion Comic About Information of Indonesian’s Traditional Medicine (Case Study: Djammoe) Y Satrio1* and A Zulkarnain2 1,2Visual Communication Design Department, Faculty of Design, Universitas Pelita Harapan, Jl.MH. Thamrin Boulevard Lippo Village 1100, Tangerang 15810, Indonesia *E-mail: [email protected] Abstract. Jamu is an Indonesian traditional health beverage, but among young people, it is deemed out-of-date and a drink for old people. These images take form because young people only get minimal exposure to jamu and because there are modern beverages that they prefer. In this project, the theme of information about jamu will be presented in the form of a digital comic, because the interest in reading textbooks among young people has been gradually diminishing and they prefer reading entertainment books, such as comic books. This project uses a literature study. The literature study is conducted to get information about the theme and the design theories that are going to help with the process of designing the project. The final product of this project is a motion comic. Visual research study and keywords are adjusted to the target audience of this project. The result of the research is used as a guide in the whole process of making the digital comic, from the pre-production to the post-production process. This paper focuses on discussing the application of several design theories in the motion comic project. Keywords. Health, Traditional, Jamu, Young People, Digital Comic 1. Introduction Jamu according to the National Agency of Drug and Food Control of Indonesia is categorized as traditional medicine. -
Potentiality of Designing and Developing Mobile a Comic Application As a Way of Learning for Dyslexic Children
Latest Advances in Educational Technologies Potentiality of Designing and Developing Mobile A Comic Application As A Way Of Learning For Dyslexic Children RONALDI SALEH UMAR1, SUHAILA KHALIP1, SHARUDDIN AWANG KECHIL1, NOR AZIAH ALIAS2 Faculty of Information Science and Engineering1, Faculty of Education2 Management and Science University1, Universiti Teknologi Mara2 40100 Shah Alam1, 40450 Shah Alam2 MALAYSIA [email protected] Abstract: Dyslexic children have their own characteristics such as simple task, motivation oriented, and multi- sensory preference. Intervention for dyslexia is possible and some research has been done to help dyslexic children to learn better. Here, the researchers have done a preliminary research by looking at possibilities of implementing mobile comic application as a way of learning for dyslexic children. Interview, survey, and observation amongst teacher and students have been done at two schools for dyslexia students . The findings revealed that there is potentiality to design and develop the mobile comic application. Following this study, the researchers will investigate further on the comic style and the use of interactive multimedia elements as instruction. Key-Words: - Mobile comic, Dyslexia, Interactive Comic, Mobile Application, Comic for Learning, Dyslexic children 1 Introduction Dyslexia is a difficulty in the acquisition of fluent Keates (2000) believed that ICT (Information and accurate reading, spelling and writing a skill Communication Technology) is an area where it is that is of neurological origin (Smythe, 2006). In his possible to support and facilitate dyslexic students. book, Smythe (2010) suggested that dyslexia is She reported that dyslexic students use ICT because caused by lower efficiencies in some areas of it is an area where they generally have not cognitive processing needed for reading and writing previously failed. -
September 2014 Abstract
Creating a User-centred Metadata Schema for Digital Comics A study submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Management at THE UNIVERSITY OF SHEFFIELD by Jeongha Son September 2014 Abstract Background. Due to the lack of research and commercial interest of digital comic metadata schemas, readers could face difficulties in finding digital comics. Therefore, a domain specific metadata schema should be considered and developed for supporting information seeking process digital comics. Aims. The research aimed to create user-centred metadata for digital comics by investigating the information seeking process of digital comic users. Methods. The research used a mixed methods approach including a combination of domain analysis and questionnaire. Domain analysis techniques were used to collect potential metadata elements for describing digital comics. A number of developed metadata schemas, commercial digital comic related websites and library catalogs were investigated. A questionnaire was also designed to investigate the information seeking process of digital comics’ users and was piloted with five digital comic readers. The URL link of the revised online questionnaire was distributed mainly by e-mail (the University of Sheffield student volunteer lists) to recruit digital comic readers (non-probability sampling). Finally, sixty-five digital comic readers took part in the survey. Results. Firstly, using the domain analysis technique a total of sixty-nine elements were collected. These were divided mainly in to two parts (elements for general description and elements for series, volume and episode (issue) description) to describe the hierarchical structures of digital comics. Secondly, a number of findings were made about digital comic users by analysing the result of the questionnaire. -
The Development Status of China's Comic Industry Platforms in the Context of New Media
Advances in Social Science, Education and Humanities Research, volume 497 Proceedings of the 2nd International Conference on Literature, Art and Human Development (ICLAHD 2020) The Development Status of China’s Comic Industry Platforms in the Context of New Media 1,a Chen Qianqian 1Department of Fine Arts, School of Drama, Film and Television, Communication University of China, Chaoyang District, Beijing, China a [email protected] ABSTRACT In the 21st century, the development of the Internet has provided new ideas for China’s comic industry and the progress of new media has created noticeable impact on the comic publishing industry. The coverage, audience, production and many other aspects of the comic industry have been greatly changed. According to the current status, this paper analyses the development status of China’s comic industry platforms in the context of new media. Keywords: new media, the development of comic industry, industryy chain, industry research 1. INTRODUCTION 2.1. Comic Enterprise Development Comics go through a way of combining pictures into The number of comic enterprises has increased. According sequential or nonsequential stationary frames to realize to the data from the professional version of Tianyancha, in narration with descriptive text such as dialogues or narration. China, there are more than 540,000 companies whose names Comic has a lofty position in the history of French literature. or business scopes contain "animation and comics" and As a literary form, it is regarded as the "ninth art" to a certain status is in operation, continuation, immigration or degree. China’s comic industry has seized the opportunities emigration. -
Oasis Digital Studios and Apex Comics Group Partner with Comic-Book Industry Legends for New Multimedia Experiences and Nfts
Oasis Digital Studios and Apex Comics Group partner with Comic-Book Industry Legends for New Multimedia Experiences and NFTs Famed former Marvel Editor-in-ChiefTom DeFalco andartists Ron Frenz and Sal Buscema launch comic books, avatars, and AR enhanced NFT collectibles. Toronto / Vancouver, Canada / Erie PA / New York, NY – April 12, 2021 –Liquid Avatar Technologies Inc. (CSE: LQID / OTC:TRWRF / FRA:4T51) (“Liquid Avatar Technologies” or the “Company”,), a global blockchain, digital-identity and fintech solutions company, together with ImagineAR Inc. (CSE:IP / OTCQB:IPNFF), an Augmented Reality platform company, are excited to announce that Oasis Digital Studios (“Oasis”) has partnered with Apex Comics Group to publish Mr. Right, a new multimedia project by legendary Marvel Entertainment and pop culture veterans Tom DeFalco, Ron Frenz, and Sal Buscema. The program will consist of printed and digital comic books, digital avatars produced for the Liquid Avatar Mobile App and Marketplace, and AR enhanced NFT collectibles with Oasis. A sneak preview of the program will be made virtually on April 13th at the special presentation “NFTs Myths, Market, Media & Mania," hosted by Liquid Avatar, ImagineAR and Oasis Digital Studios: https://hello.liquidavatar.com/oasis-webinar-registration. The integrated campaign, expected to launch in early summer, will feature a series of limited- edition print and digital comic books, along with collector-enhanced NFTs, Liquid Avatar digital icons available in the Liquid Avatar Marketplace, and a fully immersive Augmented Reality multimedia program. A pre-sale waiting list is available for prospective purchasers and NFT collectors at the Oasis website: www.oasisdigitalstudios.com Mr. Right is led by Tom DeFalco, who was Marvel’s 10th Editor-in-Chief. -
Comixology and the Future of the Digital Comic Book
ComiXology and the Future of the Digital Comic Book Hannah Johnston Abstract Since its launch in 2007, comiXology has been a key player in the digital comic book industry. ComiXology acts as a mediator between readers and texts, offering unique features with a profound effect on the reading experience in a digital environment. The Guided View interface alters the relationship between content and form, and introduces a level of editing distinct from the physical comic book. Similarly, comiXology’s DRM-free backups and subscription service provide different models for ownership of digital content. ComiXology’s model can also be understood through analysis of e-book distribution; Amazon’s Kindle provides a salient counterpoint. This paper incorporates the theories of multiple digital humanities scholars in order to explore how comiXology is influencing the future of the comic book. Keywords: Comic books, digital humanities, distribution platforms, comiXology The digital comic book distribution platform comiXology is a valuable generative example in comparing various theoretical approaches to the medium. In this paper, I will analyze what reading experiences the comiXology interface inspires, and what relationship to the text it generates. By examining the digital comic book as a specific genre within wider discourse on the future of the book, this paper will engage with multiple salient topics: interface theory, e-commerce, and ownership of digital content. This holistic approach to digital comic books both examines how the medium is theorized in the digital humanities, and facilitates an exploration of its marketing and consumption as a mass-market product. ComiXology is an online distribution platform for digital comic books and graphic novels. -
PDF Download Reinventing Comics How Imagination and Technology
REINVENTING COMICS HOW IMAGINATION AND TECHNOLOGY ARE REVOLUTIONIZING AN ART FORM 1ST EDITION PDF, EPUB, EBOOK Scott McCloud | 9780060953508 | | | | | Reinventing Comics How Imagination and Technology Are Revolutionizing an Art Form 1st edition PDF Book That said, this is a fascinating book for a number of reasons. TM: You made a point in Understanding Comics about how time equals space in comics. But there is a stunning jewel in the surrounding stone, and if you chipped away everything else the book would still be worth whatever you paid for it these days probably like a quarter for this chapter alone. We have in stock every item we list. This is a very long book, so people have time to adjust to my style. Whereas Understanding Comics was a timeless philosophical study for the sake of the art, Reinventing Comics moors itself firmly in the late 90s, exhaustively studying the history and industry of comics as it stood in the 90s and how it may shape up in the then-future. SM: I agree with you to an extent about there being a fundamental reader participation component to comics and that achieving that transparency in comics is a lot harder than it is in novels. But I was looking for a strong emotional effect. As others have noted, "Reinventing Comics" is more a product of its time and thus less timeless than McCloud's "Understanding Comics. May 09, zilby rated it it was ok Shelves: kw. That I put enough speed bumps [in] the growing complexity of those pages, that people would more naturally slow down. -
Foregrounding Narrative Production in Serial Fiction Publishing
University of Rhode Island DigitalCommons@URI Open Access Dissertations 2017 To Start, Continue, and Conclude: Foregrounding Narrative Production in Serial Fiction Publishing Gabriel E. Romaguera University of Rhode Island, [email protected] Follow this and additional works at: https://digitalcommons.uri.edu/oa_diss Recommended Citation Romaguera, Gabriel E., "To Start, Continue, and Conclude: Foregrounding Narrative Production in Serial Fiction Publishing" (2017). Open Access Dissertations. Paper 619. https://digitalcommons.uri.edu/oa_diss/619 This Dissertation is brought to you for free and open access by DigitalCommons@URI. It has been accepted for inclusion in Open Access Dissertations by an authorized administrator of DigitalCommons@URI. For more information, please contact [email protected]. TO START, CONTINUE, AND CONCLUDE: FOREGROUNDING NARRATIVE PRODUCTION IN SERIAL FICTION PUBLISHING BY GABRIEL E. ROMAGUERA A DISSERTATION SUBMITTED IN PARTIAL FULLFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IN ENGLISH UNIVERSITY OF RHODE ISLAND 2017 DOCTOR OF PHILOSOPHY DISSERTATION OF Gabriel E. Romaguera APPROVED: Dissertation Committee: Major Professor Valerie Karno Carolyn Betensky Ian Reyes Nasser H. Zawia DEAN OF THE GRADUATE SCHOOL UNIVERSITY OF RHODE ISLAND 2017 Abstract This dissertation explores the author-text-reader relationship throughout the publication of works of serial fiction in different media. Following Pierre Bourdieu’s notion of authorial autonomy within the fields of cultural production, I trace the outside influence that nonauthorial agents infuse into the narrative production of the serialized. To further delve into the economic factors and media standards that encompass serial publishing, I incorporate David Hesmondhalgh’s study of market forces, originally used to supplement Bourdieu’s analysis of fields. -
Internet Memes and Their Significance for Myth Studies
PALACKÝ UNIVERSITY, OLOMOUC FACULTY OF ARTS DEPARTMENT OF ENGLISH AND AMERICAN STUDIES INTERNET MEMES AND THEIR SIGNIFICANCE FOR MYTH STUDIES DOCTORAL DISSERTATION Author: Mgr. Pavel Gončarov Supervisor: Prof. PhDr. Marcel Arbeit, Dr. 2016 UNIVERZITA PALACKÉHO V OLOMOUCI FILOZOFICKÁ FAKULTA KATEDRA ANGLISTIKY A AMERIKANISTIKY INTERNETOVÉ MEMY A JEJICH VÝZNAM PRO VÝZKUM MYTOLOGIÍ DIZERTAČNÍ PRÁCE Autor práce: Mgr. Pavel Gončarov Vedoucí práce: Prof. PhDr. Marcel Arbeit, Dr. 2016 ANNOTATION Pavel Gončarov Department of English and American Studies, Faculty of Arts, Palacký University, Olomouc Title: Internet Memes and their Significance for Myth Studies Supervisor: Prof. PhDr. Marcel Arbeit, Dr. Language: English Character count: 347, 052 Number of appendices: 65 Entries in bibliography: 134 KEY WORDS myth, mythology, archaic revival, poetry, concrete poetry, semiotics, participatory media, digital culture, meme, memetics, internet memes, rage comics, Chinese rage comics, baozou manhua, baoman ABSTRACT This dissertation posits that the heart of myth rests with the novelizing and complexifying ritual of post-totemic sacrifice. As it makes an example of its delivery through poetry it tries to show the changing nature of poetry and art through history towards a designated act of whichever content. Transhumanism is seen as a tendency and so the dissertation imagines a poet whose practical exercise in the workings of typewriter produced concrete poetry are then tied to the coded ASCII table, emoticons and polychromatic glyphs which are subject to default visual modifications by manufacturers of technology. The dissertation then offers a view at memetic information transmission which is worked into a model that draws on Jacque Derrida’s différance. From a construction of a tree of hypothetical changes in the evolution of a state of culture of the primitive Waorani tribe, the dissertation moves to a logical exercise about hypernyms and hyponyms. -
Manga Vision: Cultural and Communicative Perspectives / Editors: Sarah Pasfield-Neofitou, Cathy Sell; Queenie Chan, Manga Artist
VISION CULTURAL AND COMMUNICATIVE PERSPECTIVES WITH MANGA ARTIST QUEENIE CHAN EDITED BY SARAH PASFIELD-NEOFITOU AND CATHY SELL MANGA VISION MANGA VISION Cultural and Communicative Perspectives EDITED BY SARAH PASFIELD-NEOFITOU AND CATHY SELL WITH MANGA ARTIST QUEENIE CHAN © Copyright 2016 Copyright of this collection in its entirety is held by Sarah Pasfield-Neofitou and Cathy Sell. Copyright of manga artwork is held by Queenie Chan, unless another artist is explicitly stated as its creator in which case it is held by that artist. Copyright of the individual chapters is held by the respective author(s). All rights reserved. Apart from any uses permitted by Australia’s Copyright Act 1968, no part of this book may be reproduced by any process without prior written permission from the copyright owners. Inquiries should be directed to the publisher. Monash University Publishing Matheson Library and Information Services Building 40 Exhibition Walk Monash University Clayton, Victoria 3800, Australia www.publishing.monash.edu Monash University Publishing brings to the world publications which advance the best traditions of humane and enlightened thought. Monash University Publishing titles pass through a rigorous process of independent peer review. www.publishing.monash.edu/books/mv-9781925377064.html Series: Cultural Studies Design: Les Thomas Cover image: Queenie Chan National Library of Australia Cataloguing-in-Publication entry: Title: Manga vision: cultural and communicative perspectives / editors: Sarah Pasfield-Neofitou, Cathy Sell; Queenie Chan, manga artist. ISBN: 9781925377064 (paperback) 9781925377071 (epdf) 9781925377361 (epub) Subjects: Comic books, strips, etc.--Social aspects--Japan. Comic books, strips, etc.--Social aspects. Comic books, strips, etc., in art. Comic books, strips, etc., in education. -
CELSYS Holds Third Annual International Comic and Illustration Contest for Art Students
November, 12, 2019 CELSYS,Inc CELSYS Holds Third Annual International Comic and Illustration Contest for Art Students November 12, 2019 - CELSYS, creators of the acclaimed Clip Studio Paint creative software, will host their third annual international comic and illustration contest for art students, the “International Comic/Manga School Contest,” with submissions accepted beginning Thursday, January 9, 2020. Through this contest, students of all ages receive the opportunity to have their works critiqued by a panel of professional artists and even have their art published for viewers across the globe to see. Contest winners are additionally eligible for cash prizes and digital art goods. This year, the theme of the International Comic/Manga School Contest is “Promise.” The contest is made possible in part through the generous sponsorship and support of a number of entities well -known in the worlds of comics, manga, pop culture and digital art. This year, three entities have pledged special sponsorship. These entities are digital art tablet and pen manufacturer Wacom and Japanese comics and manga publishing giants Shueisha and KADOKAWA. 2019’s contest saw participation from 639 schools in 67 countries with over 1,400 individual pieces submitted for consideration across multiple categories. The 2020 contest is expected to further grow the number of participating schools and submitted works. See below for a list of categories, sponsors and an introduction to 2020’s special guest judges. Contest official website: https://www.clipstudio.net/promotion/comiccontest/en/ -
Enhanced Webcomics”: an Analysis of the Merging Of
University of Amsterdam Spring Semester 2015 Department of Media Studies New Media and Digital Culture Supervisor: Dr. Erin La Cour Second reader: Dr. Dan Hassler-Forest MA Thesis “Enhanced Webcomics”: An Analysis of the Merging of Comics and New Media Josip Batinić 10848398 Grote Bickersstraat 62 f-1 1013 KS Amsterdam [email protected] 06 264 633 34 26 June 2015 Table of Contents 1. Introduction .......................................................................................................................... 1 2. Defining Comics, Webcomics, and Enhanced comics ....................................................... 6 3. Literary Basis ...................................................................................................................... 11 4. Analysis ................................................................................................................................ 27 4.1 Infinite Canvas ................................................................................................................................. 27 4.2. Moving Image and Sound ............................................................................................................... 37 4.3 Co-Authorship and Reader-Driven Webcomics ............................................................................... 43 4.4 Interactivity ...................................................................................................................................... 49 5. Epilogue: A new frontier for comics ................................................................................