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Breve Historia Del Cómic Digital
CÓMIC DIGITAL HOY breve historia del cómic digital Gerardo Vilches Una introducción producción y, sobre todo, la difusión de los webcómics está estrechamente ligada al LA ELABORACIÓN DE UNA HISTORIA del webcómic desarrollo de la tecnología de la información, entraña las mismas di!cultades que la de hasta el punto de que muchos de los hitos de cualquier otro medio artístico, lo cual implica esta aún breve historia tienen relación directa necesariamente prestar una atención especial a con los avances en la comunicación telemática todos los aspectos técnicos, dado que la y la con!guración de la actual internet. Es por 1 BREVE HISTORIA DEL CÓMIC DIGITAL | GERARDO VILCHES ello que tenemos que remontarnos muchos una serie de cientos de entregas. Como sucede años antes de que el primer webcómic fuera con el término «cómic», no tiene ninguna concebido. implicación valorativa en cuanto a su contenido. Pero antes de empezar con este relato de la historia del webcómic, se hace necesario El origen de Internet aclarar el uso de dos términos: cómic digital y webcómic. En este texto se entenderá por Los orígenes de la red de redes se encuentran cómic digital todo cómic, realizado con en las investigaciones llevadas a cabo en herramientas analógicas o digitales, que se Estados Unidos durante los años sesenta en ofrece en un soporte digital, ya sea un CD-Rom ARPA, una agencia militar que tenía por o un archivo .pdf o .cbr descargable desde una objetivo desarrollar las comunicaciones a página web o una aplicación para móviles. Por través de redes de ordenadores conectados su parte, el término de webcómic se aplicará a remotamente, para lo cual se emplearían las los cómics digitales alojados en páginas web líneas telefónicas. -
Perancangan Webcomic Terinspirasi Dari Puisi Wiji Thukul Berjudul —Bongkar“
1 Perancangan Webcomic Terinspirasi dari Puisi Wiji Thukul Berjudul —BongNar“ Yohanes Christian N., Obed Bima W., Aniendya Christiana Program Studi Desain Komunikasi Visual, Fakultas Seni dan Desain Universitas Kristen Petra Surabaya Email: [email protected] Abstrak Pemilih pemula merupakan sasaran favorit bagi para kandidat pemimpin yang mengincar jabatan publik karena sikap mereka yang cenderung apolitis dan mengabaikan rekam jejak para calon pemimpin. Ramainya sosial media dan internet menjelang pemilu adalah salah satu indikasi adanya upaya untuk menjaring suara pemilih muda termasuk pemilih pemula. Melalui media webcomic ini, para pemilih muda terutama pemilih pemula dapat terinspirasi oleh gagasan yang terNandung dalam puisi —BongNar“ Narya Wiji Thukul. Sebuah gagasan yang menuntut agar publik bersikap kritis dan menanyakan segala sesuatu Kata kunci: Webcomic, Wiji Thukul, Bongkar Abstract Title: Design of WeEcomic inspired Ey Wiji ThuNul ”s 3oetry: —BongNar“ Young voters are realtively favorite targets for candidates that are seeking for public official position due to their ignorance of both political situation and the candidates‘ track records. Increasing activities on social media right before the election implies that there are efforts made by candidates to get young voters attention including first-time voters in particular. With the webcomic as medium, young voters including first-time voters would get inspired Ey the idea within Wiji Thukul‘s poetry: —Bongkar“. The idea which demands public to be more critical and questioning -
Perancangan Webcomic Terinspirasi Dari Puisi Wiji Thukul Berjudul “Bongkar”
1 Perancangan Webcomic Terinspirasi dari Puisi Wiji Thukul Berjudul “Bongkar” Yohanes Christian N., Obed Bima W., Aniendya Christiana Program Studi Desain Komunikasi Visual, Fakultas Seni dan Desain Universitas Kristen Petra Surabaya Email: [email protected] Abstrak Pemilih pemula merupakan sasaran favorit bagi para kandidat pemimpin yang mengincar jabatan publik karena sikap mereka yang cenderung apolitis dan mengabaikan rekam jejak para calon pemimpin. Ramainya sosial media dan internet menjelang pemilu adalah salah satu indikasi adanya upaya untuk menjaring suara pemilih muda termasuk pemilih pemula. Melalui media webcomic ini, para pemilih muda terutama pemilih pemula dapat terinspirasi oleh gagasan yang terkandung dalam puisi “Bongkar” karya Wiji Thukul. Sebuah gagasan yang menuntut agar publik bersikap kritis dan menanyakan segala sesuatu Kata kunci: Webcomic, Wiji Thukul, Bongkar Abstract Title: Design of Webcomic inspired by Wiji Thukul ‘s Poetry: “Bongkar” Young voters are realtively favorite targets for candidates that are seeking for public official position due to their ignorance of both political situation and the candidates’ track records. Increasing activities on social media right before the election implies that there are efforts made by candidates to get young voters attention including first-time voters in particular. With the webcomic as medium, young voters including first-time voters would get inspired by the idea within Wiji Thukul’s poetry: “Bongkar”. The idea which demands public to be more critical and questioning -
NETTISARJAKUVA LIIKETOIMINTANA Katsaus Nettisarjakuvien Ansaintamalleihin
Tomi Taskila NETTISARJAKUVA LIIKETOIMINTANA Katsaus nettisarjakuvien ansaintamalleihin NETTISARJAKUVA LIIKETOIMINTANA Katsaus nettisarjakuvien ansaintamalleihin Tomi Taskila Opinnäytetyö Syksy 2010 Viestinnän koulutusohjelma Oulun seudun ammattikorkeakoulu TIIVISTELMÄ Oulun seudun ammattikorkeakoulu Viestinnän koulutusohjelma, kuvallisen viestinnän suuntautumisvaihtoehto _______________________________________________________________ Tekijä: Tomi Taskila Opinnäytetyön nimi: Nettisarjakuva liiketoimintana Työn ohjaaja: Heikki Timonen Työn valmistumislukukausi ja -vuosi: Syksy 2010 Sivumäärä: 33 _______________________________________________________________ TIIVISTELMÄ Nettisarjakuvia on ollut jo internetin alkuajoista asti. Internetistä muodostui käte- vä julkaisupaikka harrastajille ja itsenäisille sarjakuvantekijöille. Internetin kau- pallistuessa nettisarjakuvilla saattoi tienata rahaakin. Tekniikan ja palveluiden kehityksen myötä nettisarjakuvia on tullut jatkuvasti lisää, mutta vain muutama tusina on menestynyt kaupallisesti niin hyvin, että sarjakuva elättää tekijänsä. Opinnäytetyöni tavoitteena on kartoittaa eri keinoja, joilla nettisarjakuvilla voi ansaita rahaa. Tarkastelen keinojen hyviä ja huonoja puolia sekä niiden sovel- tuvuutta nettisarjakuvan käyttöön. Alustuksena on lyhyesti nettisarjakuvien his- toriaa sekä muutama esimerkkitapaus hyvin menestyneistä nettisarjakuvista. Nettisarjakuvien yleisin ansaintakeino on mainonta, jonka avulla sarjakuvanteki- jä saa rahaa sivuillaan näkyvien mainosten näyttökerroista tai klikkauksista. -
The Tools of Webcomics: the “Infinite Canvas” and Other Innovations
The tools of Webcomics: The “infinite canvas” and other innovations Håvard Knutsen Nøding A 60 pt. Master’s Thesis for English Literature, American and British Studies Presented to the Department of Literature, Area Studies and European Languages At the University of Oslo Spring term 2020 Thesis supervisor: Rebecca Scherr 1 2 The tools of Webcomics: The “infinite canvas” and other innovations Håvard Knutsen Nøding 3 Copyright Håvard Knutsen Nøding 2020 The tools of Webcomics: The “infinite canvas” and other innovations Håvard Knutsen Nøding https://www.duo.uio.no/ Print: Reprosentralen, University of Oslo 4 Abstract The main focus of this thesis is to introduce and offer insight into the new and innovative ways webcomics build on and diverge from their print counterparts, as well as how these new tools can make telling new kinds of stories and making new kinds of comics possible. I have divided the thesis into three chapters, each with a focus on one aspect of the comics medium which webcomics bring innovations to through a new, medium-specific tool. The first chapter looks at time and motion, and how webcomics change the readers perception of the passage of time in the comic through the use of tools like the “infinite canvas”, as well as others, such as animation. The second chapter discusses composition, and how the fundamental design of the page and the structure of the storytelling is altered through the use of tools like the “infinite canvas”. Finally, the third chapter analyzes how webcomics can sometimes move away from, or outright break the conventional relationship between text and image. -
Self Publishing: Comics in the 80S and Early 90S
Self Publishing: Comics in the 80s and Early 90s By: Emily, Iris, & Patrick Introduction Self-Publishing is not a new phenomena. In comic publication, however, the Self-Publishing Movement officially started in the 1980s, and ran into the early 1990s, covering a swath of fantastic writing and illustrating, while creating a lasting impact on the medium. Picture Source: https://sites.google.com/site/applebasketarlibrary/ Changes in the Publishing Industry and the Rise of Self-Publishing ● 1980s: Department stores were known as booksellers in addition to clothing and housewares. However, by the mid-80s, national book retailer chains, such as Walden, Dalton, and Crown rose in popularity. During this time news media drew attention to authors’ advance payments. Publishing agents from rival companies would bid against each other to acquire promising new titles (Osnos, 2011). ● 1990s: Barnes & Nobles grew to dominate the retail market and absorbed Dalton and Walden. Crown went out of business. Smaller independent book sellers struggle to compete with superstores (Osnos, 2011). Changes in the Publishing Industry and the Rise of Self-Publishing ● 1990s continued: Consolidation also occurred in the publishing market as companies were absorbed into the entertainment divisions of larger profit-driven companies. Publishers were pressured to acquire titles that would create profit for the parent company. This made it especially difficult for authors, new and seasoned, to get their books published (Dilevko & Dali, 2006). ● Since publishers did not want to take risks, authors began to explore self-publishing in earnest. Print-on-demand (POD) became an option to authors as internet-based services, such as AuthorHouse, iUniverse, and Xlibris, began to appear in the mid-90s. -
Digitale Seriar, Sosiale Rammer
Olaf Moriarty Solstrand DDiiggiittaallee sseerriiaarr,, ssoossiiaallee rraammmmeerr – ei studie av digitale teikneseriar frå eit brukarperspektiv DOK-3940: Mastergradsoppgåve i dokumentasjonsteori Mastergradsprogram i dokumentasjonsvitskap Institutt for kultur og litteratur Det humanistiske fakultet Universitetet i Tromsø Vår 2009 Føreord Målet med denne avhandlinga har vore å kartleggja korleis det norske nettbaserte teikneseriemiljøet ser ut frå eit brukarperspektiv. Eg hadde aldri sett for meg at det kunne bli så interessant som det blei. Det har vore eit stressande og hektisk år, og teksten hadde vore ein heilt annan om eg ikkje hadde fått all den hjelpa eg fekk frå ulike hald, men kvart einaste augeblikk har vore både gøy og spennande. Det finst ikkje noko slikt som ein objektiv tekst. Eg er aktiv deltakar i det norske internetteikneseriemiljøet, og dei syna eg presenterer i denne teksten vil sannsynlegvis vera farga av posisjonen eg har i dette miljøet (om ikkje anna umedvitent). Spesielt føler eg at eg bør opplyse lesaren allereie her om at ei av dei nettsidene som er omtalt i teksten, Nettserier.no , er det eg som driver og har økonomisk interesse i. Eg har sjølvsagt gjort mitt beste for at dette ikkje skal påverke teksten, men for å få alle kort på bordet synest eg likevel at det er på sin plass at eg nemner dette i føreordet. Takk til min svært tålmodige og hjelpsame rettleiar Per Bäckström ved Universitetet i Tromsø, og til alle andre forelesarar eg har hatt ved universitetet dei siste fem åra, spesielt vil eg nemne Niels Windfeld Lund, Roswitha Skare og Gaute Barlindhaug. Takk til min gode ven Arne Bye som eg har utveksla mange idear med og som har vore ein uvurderlig kollokviekamerat. -
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A M E R I C A N H Y P E R C O M I C S i n t h e 2 1 st C E N T U R Y An Independent Study Project CSU East Bay Multimedia Graduate Program © 2005 Lee Marrs HYPERCOMICS in the 21st CENTURY INTRODUCTION Have current American hypercomics cartoonists used web techniques to reveal their content in the most effective way to convey their stories? Just as the arrival of the digital age has effected a sea change on all other media, the use of computers to generate, alter and deliver comic strips, comic zines, single panel cartoons and graphic novels has caused a profound alteration to this art form. Currently in its infancy, comics on the internet – hypercomics – is a new mode of graphic storytelling that offers wider possibilities than any of its 20th century incarnations. As with all technological art form leaps, the initial stages of this manifestation largely exhibit a continuation of the previous form!s appearance, aesthetic and content. The same was true for illuminated manuscripts and printed books, stage to screen, silent film to sound, acoustic music to electric. Think how long video has been judged based on its fidelity (or lack of) to the look of film. As an early adapter to computer animation production from its film/video predecessor, I endured years of complaints about the results being “nowhere near as good as film”. And most weren!t. It took many creators delving into the constraints and advantages of that new form to develop the quality product that has in some ways outstripped its predecessors. -