Toward a Theory of Comic Book Communication
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The History of Web Comics Pdf Free Download
THE HISTORY OF WEB COMICS PDF, EPUB, EBOOK T. Campbell | 192 pages | 06 Jun 2006 | Antarctic Press Inc | 9780976804390 | English | San Antonio, Texas, United States The History of Web Comics PDF Book When Alexa goes to put out the fire, her clothes get burnt away, and she threatens Sam and Fuzzy with the fire extinguisher. Columbus: Ohio State U P. Stanton , Eneg and Willie in his book 'The Adventures of Sweet Gwendoline' have brought this genre to artistic heights. I would drive back and forth between Massachusetts and Connecticut in my little Acura, with roof racks so I could put boxes of shirts on top of the car. I'll split these up where I think best using a variety of industry information. Kaestle et. The Creators Issue. To learn more or opt-out, read our Cookie Policy. Authors are more accessible to their readers than before, and often provide access to works in progress or to process videos based on requests about how they create their comics. Thanks to everyone who's followed our work over the years and lent a hand in one way or another. It was very meta. First appeared in July as shown. As digital technology continues to evolve, it is difficult to predict in what direction webcomics will develop. The History of EC Comics. Based on this analysis, I argue that webcomics present a valuable archive of digital media from the early s that shows how relationships in the attention economy of the digital realm differ from those in the economy of material goods. -
Igncc18 Programme
www.internationalgraphicnovelandcomicsconference.com [email protected] #IGNCC18 @TheIGNCC RETRO! TIME, MEMORY, NOSTALGIA THE NINTH INTERNATIONAL GRAPHIC NOVEL AND COMICS CONFERENCE WEDNESDAY 27TH – FRIDAY 29TH JUNE 2018 BOURNEMOUTH UNIVERSITY, UK Retro – a looking to the past – is everywhere in contemporary culture. Cultural critics like Jameson argue that retro and nostalgia are symptoms of postmodernism – that we can pick and choose various items and cultural phenomena from different eras and place them together in a pastiche that means little and decontextualizes their historicity. However, as Bergson argues in Memory and Matter, the senses evoke memories, and popular culture artefacts like comics can bring the past to life in many ways. The smell and feel of old paper can trigger memories just as easily as revisiting an old haunt or hearing a piece of music from one’s youth. As fans and academics we often look to the past to tell us about the present. We may argue about the supposed ‘golden age’ of comics. Our collecting habits may even define our lifestyles and who we are. But nostalgia has its dark side and some regard this continuous looking to the past as a negative emotion in which we aim to restore a lost adolescence. In Mediated Nostalgia, Ryan Lizardi argues that the contemporary media fosters narcissistic nostalgia ‘to develop individualized pasts that are defined by idealized versions of beloved lost media texts’ (2). This argument suggests that fans are media dupes lost in a reverie of nostalgic melancholia; but is belied by the diverse responses of fandom to media texts. Moreover, ‘retro’ can be taken to imply an ironic appropriation. -
On Jack's Revisions and Transfictional Crossing from Fables To
Second-degree Rewriting Strategies: On Jack’s Revisions and Transfictional Crossing from Fables to Jack of Fables Christophe Dony Introduction Bill Willingham, Mark Buckingham, et al.’s Vertigo series Fables (2002-2015), as its name suggests, revolves around the present-day lives of known fables, legends, and folk- and fairytale characters such as Snow White, Mowgli, Cinderella, and the Big Bad Wolf (Bigby) after they have been forced to leave their magical “native” fairytale homelands. As a result of their forced migration, these folk- and fairytale characters—who are referred to as Fables in the series—have found refuge in “our reality,” in which they have established a New York stronghold. This refugee facility of sorts for fictional characters is known as Fabletown; it is magically protected and concealed from humans who are, consequently, unable to detect the presence of Fables in the “real world.” This process of re-narrativization1 governing Fables, i.e. how known characters and their attendant storyworlds are re-configured in a new narrative, goes hand in hand with genre- meshing practices. Fables’ characters are articulated in other “pulpy” genres and settings than those they are generally associated with, i.e. the fairytale and the marvelous. As comics critic and narratologist Karin Kukkonen explains at length in her examination of comics storytelling strategies (see Kukkonen, Contemporary Comics Storytelling 74-86), Fables meshes fairytale traditions and narratives with, for example, noir/detective fiction in the first story arc “Legends in Exile” (Fables #1-5), and with the political fable/thriller canvas of George Orwell’s Animal Farm in the series’ eponymous story arc (Fables # 6-10). -
Running Head: EFFECTS of VIOLENCE in CARTOONS 1 The
Running head: EFFECTS OF VIOLENCE IN CARTOONS 1 The Effects of Violence in Popular Culture Cartoons Leanne Thomas Art Education 703 Professor Ivashkevich Running head: EFFECTS OF VIOLENCE IN CARTOONS 2 The Effects of Violence in Popular Culture Cartoons “The average child who watches 2 hours of cartoons a day may see nearly 10,000 violent incidents each year, of which the researchers estimate that at least 500 pose a high risk for learning and imitating aggression and becoming desensitized to violence” (The Henry J. Kaiser Family Foundation, 2003). Children and imitating television aggression is an on going debate since the 1930’s, though the recent technical advancements pose a greater reason to address the effects that violence in cartoons have on today’s youth. This curriculum addresses the effects of cartoon violence while allowing middle school students to deconstruct popular culture cartoon programs. Students will be able to create an alternative sequence that will be presented in a logical progression that correlates stop motion animations, storyboarding, comic strips and animation stills with positive violence- free cartoons. The correlation between violence in cartoons and youth responses has always been a hot debate topic since the 1960’s, and is still a leading topic, which now can be tied to the more recent anti-bullying campaign. A Kaiser Family Foundation (2003) study showed direct association between bullying and a child’s exposure to media. This study, and many more like it, help to aid children’s television program networks, such as Cartoon Network, create an anti-bullying campaign called Stop Bullying: Speak Up. -
List of Terms for Comics Studies
LIST OF TERMS FOR COMICS STUDIES Andrei Molotiu I put together the following list of terms, for the use of my students at Indiana University, Bloomington and at the University of Louisville, over the more than a decade that I have been teaching courses on comics. An earlier, shorter version of it was published in 2006 on the website of the National Association of Comic Art Educators (nacae.org; no longer extant) as part of the syllabus for my course at IU, Art History H 150, “The History of Comic-Book Art.” The list is not intended to be exhaustive: I compiled it primarily to be used in connection to my courses, and its emphases (and possible exclusions) reflect my own pedagogical interests. There is a simple explanation for the bold lettering on some of the terms: it indicated to my students the notions for which they were responsible on their exams. The list was put together mostly from notions in common use in the comics industry, terms in Scott McCloud’s Understanding Comics (which I used as a textbook), terms adapted from film and literary studies, and new terms I have introduced myself for notions that seemed particularly important in my teaching. In a couple of further instances, the sources of terms are credited in the body of the entry. To the best of my knowledge, the formulations of all definitions, as written, are my own. For this publication, I have also incorporated into some of the definitions more detailed discussions based on my lecture notes. I teach in an art history department, and have also used in discussing the art of comics many art-historical terms such as “chiaroscuro,” “baroque,” “idealization,” etc. -
Mason 2015 02Thesis.Pdf (1.969Mb)
‘Page 1, Panel 1…” Creating an Australian Comic Book Series Author Mason, Paul James Published 2015 Thesis Type Thesis (Professional Doctorate) School Queensland College of Art DOI https://doi.org/10.25904/1912/3741 Copyright Statement The author owns the copyright in this thesis, unless stated otherwise. Downloaded from http://hdl.handle.net/10072/367413 Griffith Research Online https://research-repository.griffith.edu.au ‘Page 1, Panel 1…” Creating an Australian Comic Book Series Paul James Mason s2585694 Bachelor of Arts/Fine Art Major Bachelor of Animation with First Class Honours Queensland College of Art Arts, Education and Law Group Griffith University Submitted in fulfillment for the requirements of the degree of Doctor of Visual Arts (DVA) June 2014 Abstract: What methods do writers and illustrators use to visually approach the comic book page in an American Superhero form that can be adapted to create a professional and engaging Australian hero comic? The purpose of this research is to adapt the approaches used by prominent and influential writers and artists in the American superhero/action comic-book field to create an engaging Australian hero comic book. Further, the aim of this thesis is to bridge the gap between the lack of academic writing on the professional practice of the Australian comic industry. In order to achieve this, I explored and learned the methods these prominent and professional US writers and artists use. Compared to the American industry, the creating of comic books in Australia has rarely been documented, particularly in a formal capacity or from a contemporary perspective. The process I used was to navigate through the research and studio practice from the perspective of a solo artist with an interest to learn, and to develop into an artist with a firmer understanding of not only the medium being engaged, but the context in which the medium is being created. -
A New Storytelling Era: Digital Work and Professional Identity in the North American Comic Book Industry
A New Storytelling Era: Digital Work and Professional Identity in the North American Comic Book Industry By Troy Mayes Thesis submitted for the degree of Doctor of Philosophy in the Discipline of Media, The University of Adelaide January 2016 Table of Contents Abstract .............................................................................................. vii Statement ............................................................................................ ix Acknowledgements ............................................................................. x List of Figures ..................................................................................... xi Chapter One: Introduction .................................................................. 1 1.1 Introduction ................................................................................ 1 1.2 Background and Context .......................................................... 2 1.3 Theoretical and Analytic Framework ..................................... 13 1.4 Research Questions and Focus ............................................. 15 1.5 Overview of the Methodology ................................................. 17 1.6 Significance .............................................................................. 18 1.7 Conclusion and Thesis Outline .............................................. 20 Chapter 2 Theoretical Framework and Methodology ..................... 21 2.1 Introduction .............................................................................. 21 -
Andrew Wendel Artist Resume
Andrew Wendel 183 Franklin Street, Apt 6 Brooklyn, NY 11222 (347) 228-6082 [email protected] Obiective Freelance, long-term and short-term contract work in illustration, particularly storyboarding, comics, and editorial. Open to the possibility of a full-time or part-time position in illustration, art direction, or creative direction. Qualifications Highly skilled in rendering the human figure, with emphasis on mood, lighting, credible body language and anatomical accuracy. Expert at composition, design, and storytelling. Production artwork has been fully digital since 2011, but I remain proficient in a variety of traditional media: pencil, pen and ink, marker, oil, and gouache. Excellent conceptual and language abilities. Familiar with art history, cinema, and underground/countercultural esthetics. Experience Storyboard, Advertising, and Production Artist Brooklyn Roasting Company 2017-present Wayart, Inc. 2015-present Famous Frames New York, NY 1999-2015 Black & white and color storyboards and comps for a variety of clients, including Barbarian Group, Barker DZP, Mustache Agency, PMI, Humble, Darren Aranofsky, BBDO, Big Picture, Bradley and Montgomery, New Science, Totem, 360i, Lippincott, Wee Beastie, AdPeople, Saatchi & Saatchi, Publicis, Viewpoint Studios, Curious Pictures, Digital Kitchen, Comedy Central, EyebalINYC, and many others. Emphasis on quick turnaround, high productivity, and ability to meet deadlines. Freelance Illustrator, Cartoonist, and Designer Ongoing From the age of fifteen, l have worked for a variety of clients in many capacities, from "big-foot" cartoons to painted album covers, logo and label designs, photorealistic portraiture, and virtually every visual art application. Clients have included Brown University, Polygram Records, Nascar, The New Yorker, DC Comics, Crusade Comics, Doig Eliot Schur, Phoenix Design, Coca-Cola, Mercedes, and numerous rock bands and concert promoters. -
THE MULTIFACETED YOUNG ADULT NOVEL Hanna Dorn HON400
TEXT TO FILM TO GRAPIC NOVEL: THE MULTIFACETED YOUNG ADULT NOVEL Hanna Dorn HON400: Thesis January 19, 2017 Introduction: In Spring of 2015, I was inspired by secondary and and collegiate educators who encouraged me to foster my writing skills and write a young adult fantasy novel. Working with Dr. Robert Otten within the English department via an independent study course, I completed a rough draft amounting to about 51,000 words. The work is tentatively titled The Mortal Eternal. The premise involves a group of supernatural beings, the Novae, who reincarnate periodically in human bodies, tasked with watching over the human race to protect humanity from itself. A rebellion arises within the group who deem that humans are cursed by their free will, and are no longer worth protecting. The rebels take openly hostile actions, including kidnapping the protagonist Jaeson’s romantic partner, Victoria. Jaeson and his friends must infiltrate the rebels and discover their plans while continuing to carry out the tasks delegated by their leader. With a manuscript of my own completed, I then looked at comparable young adult fantasy works, particularly those on bestseller lists. Massively successful young adult novels are developing a multifaceted approach to marketing and distributing their work across digital platforms and audiences. A frequent next step for a published novel is adapting the work into film, and increasingly, a graphic novel format. This is a continuing trend that is exemplified by a multitude of works. I will draw from these examples and their processes to synthesize an appropriate multifaceted approach to marketing my own work. -
Aviv Or 07455 562536 [email protected] Illustrator, Character Designer, Concept Artist
Central London Aviv Or 07455 562536 http://www.avivor.com [email protected] Illustrator, Character Designer, Concept Artist I'm a London-based 2D artist, with a strong affinity for character design. I've been drawing for over 15 years, and have done concept art and game art for social games, illustrated books and card games, co-created a gaming culture webcomic and published several comic books. I also have experience with web & UI design. I work primarily with Photoshop, but have plenty of experience with Flash as well. My influences come from comic books, fantasy art and animated films, and an awesome game – whether digital or tabletop – is always an inspiration. Illustrator & Concept Artist 2014 Chucklefish Games Concepts and initial game art for a new indie pixel-art game; promotional illustrations for the studio's flag product, “Starbound” [Samples of work: concept art, wallappers and promotional art] 2011 – 2013 Self-Employed. Project highlights: • The Hunger Games Adventures [Link] by Funtactix Initial concept art and in-game character portraits and chapter illustrations for the Webby award winner social game, based on the successful franchise [Samples of work: character portraits, key art and chapter illustrations] • Viber sticker market Several sticker packs (from concept to final art) for the mobile messaging app [Samples of work: character design processes and finished packs] • Scratch That! [Link] by Playtika & Jelly Button Games Concept & game art for a scratching cards Facebook game, including backgrounds, splash screen illustrations, -
Authorship, Collaboration, and Art Geography
CLCWeb: Comparative Literature and Culture ISSN 1481-4374 Purdue University Press ©Purdue University Volume 12 (2010) Issue 3 Article 6 Authorship, Collaboration, and Art Geography Martin de la Iglesia German National Library of Economics Follow this and additional works at: https://docs.lib.purdue.edu/clcweb Part of the Comparative Literature Commons, and the Critical and Cultural Studies Commons Dedicated to the dissemination of scholarly and professional information, Purdue University Press selects, develops, and distributes quality resources in several key subject areas for which its parent university is famous, including business, technology, health, veterinary medicine, and other selected disciplines in the humanities and sciences. CLCWeb: Comparative Literature and Culture, the peer-reviewed, full-text, and open-access learned journal in the humanities and social sciences, publishes new scholarship following tenets of the discipline of comparative literature and the field of cultural studies designated as "comparative cultural studies." Publications in the journal are indexed in the Annual Bibliography of English Language and Literature (Chadwyck-Healey), the Arts and Humanities Citation Index (Thomson Reuters ISI), the Humanities Index (Wilson), Humanities International Complete (EBSCO), the International Bibliography of the Modern Language Association of America, and Scopus (Elsevier). The journal is affiliated with the Purdue University Press monograph series of Books in Comparative Cultural Studies. Contact: <[email protected]> Recommended Citation de la Iglesia, Martin. "Authorship, Collaboration, and Art Geography." CLCWeb: Comparative Literature and Culture 12.3 (2010): <https://doi.org/10.7771/1481-4374.1436> This text has been double-blind peer reviewed by 2+1 experts in the field. The above text, published by Purdue University Press ©Purdue University, has been downloaded 940 times as of 11/ 07/19. -
Research Best Practices
Research Best Practices Instrumental Language and ICT Resources Content and Language Integrated Learning RESEARCH BEST PRACTICES INSTRUMENTAL LANGUAGE AND ICT RESOURCES FOR CONTENT AND INTEGRATED LANGUAGE LEARNING An Educational Proposal by María Cuquerella CONTENT Language and Literature LEVEL Secondary Research Best Practices CLIL and ICT Group http://www.uv.es/clil University of Valencia Copyleft, 2016 – María Cuquerella Table of content BASIC DESCRIPTORS ............................................................................................................... i UNIT DESCRIPTORS ......................................................................................................................... i LESSON DESCRIPTORS ................................................................................................................... ii ABSTRACT ................................................................................................................................ ii CONTENT ................................................................................................................................... 1 GLOSSARY (A – Z) .................................................................................................................... 2 INDEX .......................................................................................................................................... 4 SELF-ASSESSMENT.................................................................................................................. 4 DOUBLE