The Grammar and Vocabulary of Comics, Supported by Examples from a Range of Existing Comics
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Writing About Comics
NACAE National Association of Comics Art Educators English 100-v: Writing about Comics From the wild assertions of Unbreakable and the sudden popularity of films adapted from comics (not just Spider-Man or Daredevil, but Ghost World and From Hell), to the abrupt appearance of Dan Clowes and Art Spiegelman all over The New Yorker, interesting claims are now being made about the value of comics and comic books. Are they the visible articulation of some unconscious knowledge or desire -- No, probably not. Are they the new literature of the twenty-first century -- Possibly, possibly... This course offers a reading survey of the best comics of the past twenty years (sometimes called “graphic novels”), and supplies the skills for reading comics critically in terms not only of what they say (which is easy) but of how they say it (which takes some thinking). More importantly than the fact that comics will be touching off all of our conversations, however, this is a course in writing critically: in building an argument, in gathering and organizing literary evidence, and in capturing and retaining the reader's interest (and your own). Don't assume this will be easy, just because we're reading comics. We'll be working hard this semester, doing a lot of reading and plenty of writing. The good news is that it should all be interesting. The texts are all really good books, though you may find you don't like them all equally well. The essays, too, will be guided by your own interest in the texts, and by the end of the course you'll be exploring the unmapped territory of literary comics on your own, following your own nose. -
Mcwilliams Ku 0099D 16650
‘Yes, But What Have You Done for Me Lately?’: Intersections of Intellectual Property, Work-for-Hire, and The Struggle of the Creative Precariat in the American Comic Book Industry © 2019 By Ora Charles McWilliams Submitted to the graduate degree program in American Studies and the Graduate Faculty of the University of Kansas in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Co-Chair: Ben Chappell Co-Chair: Elizabeth Esch Henry Bial Germaine Halegoua Joo Ok Kim Date Defended: 10 May, 2019 ii The dissertation committee for Ora Charles McWilliams certifies that this is the approved version of the following dissertation: ‘Yes, But What Have You Done for Me Lately?’: Intersections of Intellectual Property, Work-for-Hire, and The Struggle of the Creative Precariat in the American Comic Book Industry Co-Chair: Ben Chappell Co-Chair: Elizabeth Esch Date Approved: 24 May 2019 iii Abstract The comic book industry has significant challenges with intellectual property rights. Comic books have rarely been treated as a serious art form or cultural phenomenon. It used to be that creating a comic book would be considered shameful or something done only as side work. Beginning in the 1990s, some comic creators were able to leverage enough cultural capital to influence more media. In the post-9/11 world, generic elements of superheroes began to resonate with audiences; superheroes fight against injustices and are able to confront the evils in today’s America. This has created a billion dollar, Oscar-award-winning industry of superhero movies, as well as allowed created comic book careers for artists and writers. -
Cohn, Neil. "Un-Defining 'Comics.'" International Journal of Comic Art, Vol
Cohn, Neil. "Un-Defining 'Comics.'" International Journal of Comic Art, Vol. 7 (2). October 2005. Un-Defining “Comics”: Separating the cultural from the structural in “comics” By Neil Cohn Perhaps the most befuddling and widely debated point in comics scholarship lies at its very core, namely, the definition of “comics” itself. Most arguments on this issue focus on the roles of a few distinct features: images, text, sequentiality, and the ways in which they interact. However, there are many other aspects of this discussion that receive only passing notice, such as the industry that produces comics, the community that embraces them, the content which they represent, and the avenues in which they appear. The complex web of categorization that these issues create makes it no wonder that defining the very term “comics” becomes difficult and is persistently wrought with debate. This piece offers a dissection of the defining features that “comics” encompass, with aims to understand both what those features and the term “comics” really mean across both cultural and structural bounds. Un-defining Comics The most prominent positions of debate in this issue focus on the “form” or “medium” of comics. Simply, comics consist of images and text, most often with the images in sequence. However, comics utilize these forms in a variety of different ways. In most, a sequence of images clearly exists to define a narrative, integrating text throughout, though this is not the only interplay between these elements. Single panel comics such as The Family Circus and The Far Side have been fully recognized as comics for decades. -
Comics As Literature
LIT 151S.01 (Summer 2009) Instructor: Gerry Canavan MTuTh 5:00-7:05 PM Email: [email protected] Location: Languages 207 Office Hours: by appointment Comics as Literature Beginning with Batman and Superman, passing through R. Crumb, Harvey Pekar, and Maus, and moving into the contemporary era of Persepolis and Dykes to Watch Out For, this course will survey the history and reception of graphic narrative as the genre moves from a predominantly American, predominantly male fixation on the superhero towards an increasingly popular international art movement that crosses gender, class and ethnic lines. Likely texts will include Siegel and Shuster’s Superman, Bob Kane’s Batman, Stan Lee’s Iron Man, Art Spiegelman’s Maus, Harvey Pekar’s American Splendor, Chris Ware’s Jimmy Corrigan: The Smartest Kid on Earth, Marjane Satrapi’s Persepolis, Alison Bechdel’s Fun Home, Osamu Tezuka’s Buddha, and Alan Moore’s Watchmen, as well as selected excerpts and Scott McCloud’s Understanding Comics. Course Objectives Upon completion of this course, students will be able to: • Identify and understand various formal characteristics of comic art • Apply techniques of literary analysis to comics and graphic novels • Demonstrate understanding of the cultural and historical contexts in which various comics and graphic novels have been written • Use literary study to develop skills for careful reading and clear writing • Read and discuss comics on the levels of both form and content Required Texts (available at the Regulator Bookshop on Ninth Street) Scout McCloud, Understanding Comics (978-0060976255) Alan Moore, Watchmen (978-0930289232) Art Spiegelman, Maus I and II (978-0679406419) Marjane Satrapi, Persepolis 1 and 2 (978-0375714832) Joe Sacco, Palestine (978-1560974321) Osamu Tezuka, Buddha 1 (978-1932234565) Alison Bechdel, Fun Home (978-0618871711) Posy Simmonds, Gemma Bovary (978-0375423390) Chris Ware, Jimmy Corrigan: The Smartest Kid on Earth (978-0224063975) Selected articles and comics will also be distributed via Blackboard and on the class CD. -
Cartooning & Comic Book Illustration
UW-Green Bay Summer Art Studio June 16-21, 2019 Cartooning & Comic Book Illustration Prof. Thomas J. Wallestad, Instructor Welcome Cartooning & Comic Book Illustration Students! ART SUPPLIES Necessary Supplies: *Note: I have listed many optional items below. Prices will vary on art supplies, as does quality. Choices should be based on your wants and needs, as beginners or dabblers need not get the most expensive items. Historically, professionals have used all grades of supplies. It doesn’t matter whether the supplies are expensive or more affordable; it is the results you desire and your ideas that matter. Paper Supplies • Sketchbook- approx. 14” x 17” white sulfite drawing pad suggested (e.g. Strathmore) – for planning the design, before working on good paper for finished art • Choose ONE paper type for finished inked art (2 to 3 sheets): 1. 11” x 17” or bigger- Bristol board (2-ply, hot-pressed smooth) {Best} -OR- 2. 11” x 17” or bigger- non-photo/ non-reproductive blue lined comic art boards (e.g. Blue Line Art) http://www.bluelinepro.com/ Manga size is also available. -OR- 3. 11” x 17” or bigger- any quality smooth and firm drawing paper • Tracing paper (pad or roll) – Vellum (parchment) and Onionskin paper also acceptable Drawing Tools & Drafting Instruments* • An art supply box (e.g. fishing tackle box, tool box, Tupperware, cardboard box, etc) • Several (2H or #4) pencils – Optional other grades of lead hardness (e.g. HB / #2, 3B) • 1 Staedtler or Prismacolor Col-Erase non-photo blue pencil (non-repro) – sketching • Metal pencil -
Adapting the Graphic Novel Format for Undergraduate Level Textbooks
ADAPTING THE GRAPHIC NOVEL FORMAT FOR UNDERGRADUATE LEVEL TEXTBOOKS DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Brian M. Kane, M.A. Graduate Program in Arts Administration, Education, and Policy The Ohio State University 2013 Dissertation Committee: Professor Candace Stout, Advisor Professor Clayton Funk Professor Shari Savage Professor Arthur Efland Copyright by Brian M. Kane 2013 i ABSTRACT This dissertation explores ways in which the graphic narrative (graphic novel) format for storytelling, known as sequential art, can be adapted for undergraduate-level introductory textbooks across disciplines. Currently, very few graphic textbooks exist, and many of them lack the academic rigor needed to give them credibility. My goal in this dissertation is to examine critically both the strengths and weaknesses of this art form and formulate a set of standards and procedures necessary for developing new graphic textbooks that are scholastically viable for use in college-level instruction across disciplines. To the ends of establishing these standards, I have developed a four-pronged information-gathering approach. First I read as much pre factum qualitative and quantitative data from books, articles, and Internet sources as possible in order to establish my base of inquiry. Second, I created a twelve-part dissertation blog (graphictextbooks.blogspot.com) where I was able to post my findings and establish my integrity for my research among potential interviewees. Third, I interviewed 16 professional graphic novel/graphic textbook publishers, editors, writers, artists, and scholars as well as college professors and librarians. Finally, I sent out an online survey consisting of a sample chapter of an existing graphic textbook to college professors and asked if the content of the source material was potentially effective for their own instruction in undergraduate teaching. -
Understanding Comics Pdf
Understanding comics pdf Continue 1993 224 pages. Black and white with 8-page color section. A 215-page comic book about comics that explains the inner workings of the medium and examines many aspects of visual communication. Understanding Comics has been translated into 16 languages, excerpts in textbooks, and its ideas are used in other areas such as game design, animation, web development, and interface design. Winner of the Harvey and Eisner Award, the Alph'art Award at Angoulême, and a New York Times Remarkable book for 1994 (mass market edition). Topics include: Definitions, history and potential. Visual iconography and its effects. Closing, reader participation between the panels. Word-image dynamics. Time and movement. The psychology of line styles and color. Comics and the artistic process. With Scott McCloud's Understanding Comics, the dialogue about and about what comics are, and more importantly, what comics can be, has begun. If you read, write, teach, or draw comics; if you want to; or if you just want to see a master explainer at work, read this book. - Neil Gaiman, Coraline, The Graveyard Book If you've ever felt bad about wasting your life reading comics, check out Scott McCloud's classic book right away. You may still feel like you've wasted your life, but you want to know why, and you'll be proud. - Matt Groening, The Simpsons Understanding Comics is simply the best analysis of the medium I've ever met. With this book Scott McCloud has taken breathtaking leaps towards establishing a critical language that the comedic art form can work with and build on in the future. -
Drawing Inferences Between Panels in Comic Book Narratives
The Amazing Mysteries of the Gutter: Drawing Inferences Between Panels in Comic Book Narratives Mohit Iyyer∗1 Varun Manjunatha∗1 Anupam Guha1 Yogarshi Vyas1 Jordan Boyd-Graber2 Hal Daume´ III1 Larry Davis1 1University of Maryland, College Park 2University of Colorado, Boulder fmiyyer,varunm,aguha,yogarshi,hal,[email protected] [email protected] Abstract Visual narrative is often a combination of explicit infor- mation and judicious omissions, relying on the viewer to supply missing details. In comics, most movements in time and space are hidden in the “gutters” between panels. To follow the story, readers logically connect panels together by inferring unseen actions through a process called “clo- sure”. While computers can now describe what is explic- itly depicted in natural images, in this paper we examine whether they can understand the closure-driven narratives conveyed by stylized artwork and dialogue in comic book panels. We construct a dataset, COMICS, that consists of Figure 1. Where did the snake in the last panel come from? Why over 1.2 million panels (120 GB) paired with automatic is it biting the man? Is the man in the second panel the same as textbox transcriptions. An in-depth analysis of COMICS the man in the first panel? To answer these questions, readers form demonstrates that neither text nor image alone can tell a a larger meaning out of the narration boxes, speech bubbles, and comic book story, so a computer must understand both artwork by applying closure across panels. modalities to keep up with the plot. We introduce three cloze-style tasks that ask models to predict narrative and sort of strange cult initiation. -
Comprehending Comics and Graphic Novels: Watchmen As a Case for Cognition Travis White-Schwoch Northwestern University
SANE journal: Sequential Art Narrative in Education Volume 1 Article 2 Issue 2 Teaching the Works of Alan Moore 1-1-2011 Comprehending comics and Graphic Novels: Watchmen as a Case for Cognition Travis White-Schwoch Northwestern University David. N. Rapp Ph.D. Northwestern University Follow this and additional works at: http://digitalcommons.unl.edu/sane Recommended Citation White-Schwoch, Travis and Rapp, David. N. Ph.D. (2011) "Comprehending comics and Graphic Novels: Watchmen as a Case for Cognition," SANE journal: Sequential Art Narrative in Education: Vol. 1: Iss. 2, Article 2. Available at: http://digitalcommons.unl.edu/sane/vol1/iss2/2 This Article is brought to you for free and open access by DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in SANE journal: Sequential Art Narrative in Education by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. White-Schwoch and Rapp: Comprehending comics and Graphic Novels: Watchmen as a Case for C 1 Comprehending Comics and Graphic Novels: Watchmen as a Case for Cognition By Travis White-Schwoch and David N. Rapp Northwestern University Reading Watchmen : A cognitive perspective In the opening sequence of Watchmen , by Alan Moore and Dave Gibbons (1986-1987), a disheveled man wanders the streets of New York, carrying a sign warning of the end of the world. He steps through puddles on the sidewalk, while a blood-stained smiley face pin lies in the street. Through panel narration we are introduced to Rorschach’s journal, and although we do not yet know it, we see Rorschach himself. The mystery of who murdered the Comedian begins, and over the course of the comic book’s twelve issues we become familiar with dozens of characters through flashbacks, text sequences, action scenes, setting shifts, and text supplements. -
Writing About Comics and Graphic Novels
Writing About Comics and Graphic Novels Visual Rhetoric/Visual Literacy Series Whether in the Sunday paper or a critically acclaimed graphic novel, comics have been a staple of American culture since the turn of the last century. Only recently, however, have scholars begun turning any sustained attention to comics as an art form, a specific print medium, and a cultural artifact. For this reason, many of us are familiar with the basics of reading comics, but not with any critical vocabulary for deciphering or discussing them. This handout offers advice on how to approach the medium of comics. Overview: What are Visual Rhetoric and Visual Literacy? The simplest definition for visual rhetoric is how/why visual images communicate meaning. Note that visual rhetoric is not just about superior design and aesthetics but also about how culture and meaning are reflected, communicated, and altered by images. Visual literacy involves all the processes of knowing and responding to a visual image, as well as all the thought that might go into constructing or manipulating an image. What are Comics? Comics are easy to recognize but difficult to define. Will Eisner used the term “sequential art” to describe comics, a definition later modified by Scott McCloud into “juxtaposed pictorial and other images in deliberate sequence” (McCloud 9). The focus in each of these definitions is sequence: a string of images that are read one after another to produce meaning. Comics may or may not incorporate text, and differ from single cartoons by producing a more complicated pattern (most often narrative) through sequential spatial arrangement. -
Reading Comics As Literature
NACAE National Association of Comics Art Educators Reading Comics as Literature In the last two decades, comics, a medium that most Americans had long dismissed as pulp fantasy and cheap entertainment, has begun to mature into an impressive and promising literary form. The 1980s saw the emergence of the “graphic novel,” the long- form comic that aspires not only to narrative coherence and closure, but to formal complexity and psychological depth. The current generation of comics artists has built on this foundation, and is now in the process of creating what may be the major literary medium of the twenty-first century. These so-called graphic novels are the texts we will be studying. In order to understand the ways in which these comics create and manipulate meaning, we will be concerning ourselves (especially in the first weeks of class) with questions about comicsí formal practice. Here, we will take our cue (when possible) from Scott McCloud's remarkable Understanding Comics. As the term progresses, you will learn habits and skills of active reading that will help you be aware of literary meaning and what the author has done to create or suggest what you understand. Comics, as you will see, is both a very accessible medium and a very subtle one: this is one of the reasons McCloud calls it “the invisible art.” The skills and habits of active reading that you develop this summer should be highly portable: they will improve your performance in other humanities courses, your enjoyment of other literary and artistic media, and (possibly) your discernment as a citizen outside the classroom. -
Rachelle Cruz EXPERIENCING COMICS
EXPERIENCING COMICS An Introduction to Reading, Discussing, and Creating Comics Experiencing Comics is a visionary introduction to an emerging field— the study and creation of comics—that has been waiting for a treatment like this. Accessible, engaging, provocative, and inspiring, Experiencing Comics assembles some of the most potent and fascinating authorities in comicsdom, including creators, researchers, historians, and teach- ers. It presents a portrait of comics as the diverse, wide-ranging, and culture-shaping medium that it is today, the vibrant birthplace of block- buster imaginations and underground possibilities. Rachelle Cruz is just the right teacher to wisely select resonant voices from the cutting edge of comics study, and present them in an engaging way to students, whether fresh to comics or familiar with only some sliver of the craft. The text will sharpen critical lenses while opening eyes to comics’ variety. The questions will reinforce understanding and deepen analysis. The activities will unleash the creative language of comics for students themselves. I can’t wait to use this book in my classroom. —Paul Lai, Comics Educator and Host of Comics Syllabus, a Multiversity Podcast EXPERIENCING COMICS An Introduction to Reading, Discussing, and Creating Comics Written and edited by Rachelle Cruz Bassim Hamadeh, CEO and Publisher Mieka Portier, Acquisitions Editor Sean Adams, Project Editor Emely Villavicencio, Senior Graphic Designer Alisa Munoz, Licensing Coordinator Natalie Piccotti, Director of Marketing Kassie Graves, Vice President of Editorial Jamie Giganti, Director of Academic Publishing Copyright © 2019 by Cognella, Inc. All rights reserved. No part of this publication may be reprinted, reproduced, transmitted, or utilized in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopy- ing, microfilming, and recording, or in any information retrieval system without the written permission of Cognella, Inc.