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The penciller or inker essentially, has to take a script or any literary work and give it form. I have been keen on comic books since I was very young mainly because I admire how the artists can translate a story into beautiful visuals. The illustrations of a comic book are meant to transport the readers into the story in a way that words cannot.
2013 •
Superhero Synergies
From motion line to motion blur: The integration of digital coloring in the superhero comic bookInternational Journal of Comic Art
A Collaborative Journey: Malcolm Whyte, Troubador Press, and the Cartoon Art Museum, San Francisco2016 •
The longest running independent museum of comic art, the Cartoon Art Museum in San Francisco, was forced out of its space in September 2015, and is still looking for a home. This is the story of the museum's founder, the author and publisher Malcolm Whyte. His amazing career began in the Navy when he and a partner started Troubador Press, which began with greeting cards and grew to high quality activity books illustrated by Greg Irons, Larry Todd, and Edward Gorey, In the mid-80's he founded the Cartoon Art Museum, and was the director for about ten years. Key exhibitions and catalogs are discussed. Following this he moved back into publishing with the Cottage Classics books. These were illustrated by artists like S. Clay Wilson, Maxon Crumb and Spain Rodriquez. Often these publications were coordinated with exhibitions.
The project asks: What can we learn about comics and graphic novels by looking at the “back end” of the text? How do the material conditions in the studio and the particularities of the cartoonist’s body influence the published outcome of a cartooning project? The exegesis: (i) investigates methodological approaches to the study of cartoon- ing practice, demonstrating how phenomenological anthropology, graphic anthropology and auto-ethnography may help us understand the graphic storyteller’s skillset as a form of practical knowledge (Jackson 1996); (ii) examines the comic book or graphic novel as a “built environment” demonstrating the structural influence that drawing materials have on graphic and literary style in comics; (iii) drawing on the semiotic theory of Thierry Groensteen (2009), it explores similarities between text and textile, comparing the process of pencilling comic to weaving fabric; (iv) suggests a natural kinship between East Asian calligraphy and the practice of inking comics with a brush or quill, demonstrating how we might read and discuss the marks on the comic book page as the trace of a moving body; and (v) begins unpacking a performance approach to comics studies. By shifting the critical gaze away from the ‘finished’ text and toward the studio as the key site of critical investigation in comics studies, this thesis argues that cartoon- ing is indelibly a technology of the moving body and that comics and graphic novels should be critically appraised in this light. The creative components of the project have been published and can be purchased in hard copy. Online versions can also be found in the links below: BLUE ---> www.boltonblue.com TOORMINA VIDEO ---> www.patgrantart.com/toominavideo/toorminavideo.html The exegesis attached here contains some 150 images. You can follow this link below to download a better quality, print ready version (650mb) ---> https://dl.dropboxusercontent.com/u/78485906/Thesis-for-print.pdf
Most educators are unfamiliar with ways to use comics and cartooning, thus classroom opportunities for students to engage in a medium they love are uncommon. In this study, I investigate integrating the language of comics into classroom learning strategies and research some of the ways writing//cartooning can help students negotiate conceptions of identity. I wrote a lesson plan that weaved connections between making comics and curriculum, and taught the participants sequential narratives through freehand cartooning. This study investigates some of the ways drawing fictional comics support bilingual grade four students’ learning and negotiations of identity in the classroom. This is a qualitative research project that gathers data in the form of student-generated art and one-on-one audio interviews with three participants. A/r/tography, semiotics and life-writing inform the study’s hybrid methodology as I research grade four students’ understandings through comics. Conceptions of identity emerge in the participants’ comics, as well as in my own autographics. A class of twenty-five bilingual students participated in this study. Due to time constraints and the large volume of data generated, I narrowed the scope of the study to three participants, thus creating opportunities for more detailed analysis of information. Data tracking was supported by theories of authorship such as l’auteur complet [the complete author](Groensteen, 2012a; Uidhir, 2012) and l’écriture féminine [the feminine writing](Cixous & Clément, 1986; Sellers, 1996; Taylor, 2014). Deeper analysis of the students’ comics reveals that the perception/drawing/meaning systems (Cohn, 2012) involved with image-making create unconscious (Hancock, 2009; Jung & Franz, 1964) pathways for students to engage and negotiate identity. In this way, they are personally invested in the narratives they create and thus engaged to learn and explore. This engagement is amplified when their works are to be displayed and, especially, printed, as they were in this study. Students can tell stories, express concerns, and resolve issues when they make comics. Thus, implications for practice include, but are not limited to, finding methods to incorporate more comics into curriculum, legitimizing academic departments of comics studies, and investigating the intersectional, unconscious and multimodal relationships students negotiate when they draw comics by hand.
Comic books and graphic novels are an amalgamation of artwork and literature. It is an interesting medium which can be used to tell a story in an alternative way from other mediums. The medium itself is so distinctive because of the measured way in which it combines visuals and words. We live in a visually driven digital age. Different media channels have benefitted from this. Films, TV, Newspapers and magazines- are available on hand held gadgets. And there are readers who believe in the traditional experience of these mediums. Even comic books are now available digitally. But according to trade figures, the comic book industry throughout the world is struggling despite the digital convenience. Its appeal is niche and the Industry isn’t exactly a money spinner like Films. The Indian Comic book industry has managed to exist and prosper in by far; one of the toughest commercial environments in the world. The distribution channels for comic books are non-existent in India. The readership is miniscule. For years, they have told stories influenced by Western comic books. They were bound by the harshness of the market. They managed to exist and survive. The situation has now changed for the better. Indian comic book industry is now a different animal altogether: a perseverant beast; to be precise. Numerous comic cons (pop culture conventions) have been successful in India. The Industry has embraced elements which are rooted deep in its countries culture. Stories have been spun around sadhus, goddesses, mystiques, warriors, ghosts, pop culture icons, unusual creatures and even social issues. This has added to the existent crop of superheroes and detective based comic books. Apart from this, there is also a dedicated Graphic novel industry now. This research delves into contemporary comic books and graphic novels which are an indicator of this change. The metamorphosis has been backed by narrative, aesthetic and distinctive qualities of these comic books and graphic novels. This inquiry attempts to provide a definitive compilation of distinctive conceptual, visual and storytelling elements that make the Indian Comic book Industry what it is today. 107 contemporary comic books/graphic novels by 28 publishers were a part of this study. Patterns, range and uniqueness emerged amongst the chosen material. The research also identified other dimensions for further research of Indian comic books.
2018 •
The turn towards the medium’s past in contemporary comics and graphic novel production has been critically assessed as an instance of a broader ‘nostalgia’ or ‘retro culture’ (Baetens/Frey 2015). In this view, phenomena like facsimile reprints, stylistic references or narratives focussing on obscure or lost works are all symptomatic of a nostalgic longing – which provides us with a commodified, selective view of the past, and thus defies a ‘true’ sense for the history of comics. Such critiques resonate with oft-cited accounts of postmodern nostalgia and its alleged lack of ‘genuine historicity’, i.e., failure to identify the actual agents of historical change (Jameson 1991). However, nostalgia itself is not devoid of agency; its relevance to restorative agendas trying to reinstate an ideal lost home or past has repeatedly been discussed (Davis 1979; Hutcheon 2000). The perils of these politics, Svetlana Boym argues, can only be avoided once nostalgia is relegated to a ‘reflective’ role and acknowledges that what it longs for must remain perpetually irretrievable (Boym 2006). Critically reviewing these notions, this paper will show how nostalgia is involved in transformations of comics’ mediality: I will argue that the changing status of comics as a medium is affected by the past in ways that can neither be confined to identical repetition nor perpetual reflection. Using Lewis Trondheim and Nicolas Keramidas’s Mickey’s Craziest Adventures as an example, I will show how nostalgia as an emotional orientation towards the past (Ahmed 2004) informs how artists and readers, but also non-human actors, are defined by their respective agency to shape the medium of comics in the present. First published in 2016, Mickey’s Craziest Adventures poses as a reissue of a long-lost series from the late 1960s, using aspects like paper quality, printing technology, traces of usage and lost issues to assemble the characteristics of comics from a bygone era. This further relates to a renegotiation of authorship and ownership – of comics as well as their characters – and the elements that are mobilised to assert them. References Ahmed, S. 2004. The Cultural Politics of Emotion. Edinburgh: Edinburgh University Press. Baetens, J., and H. Frey. 2015. The Graphic Novel. An Introduction. New York: Cambridge University Press. Boym, S. 2001. The Future of Nostalgia. New York: Basic Books. Davis, F. 1979. Yearning for Yesterday. A Sociology of Nostalgia. New York: The Free Press. Hutcheon, L. 2000. “Irony, Nostalgia, and the Postmodern.” In Methods for the Study of Literature as Cultural Memory, edited by R. Vervliet and A. Estor, 189–207, Amsterdam/Atlanta, GA: Rodopi. Jameson, F. 1991. Postmodernism, or, The Cultural Logic of Late Capitalism. Durham: Duke University Press. Trondheim, L., and N. Keramidas. 2016. Mickey’s Craziest Adventures. Translated by I. Hahnenberger. San Diego, CA: IDW Publishing.
Comics is a narrative form that combines two other forms of expression, words and pictures. During the creation of a comic story you might work alone or you might have to work with others as a collaborative and co-creation oriented-team, building on diverse backgrounds, knowledge, experiences and skills (script writer and penciler, inker, letterer etc). Comics creation is nevertheless a co-creation process. Either you work alone, or you work inside a team you always interact with your audience and external environment. We use comics storytelling as a tool to foster collaboration, teamwork and creativity. In this paper we will describe the methodology of collaborative comics storytelling as having been applied to: - elementary school children with a focus on creativity - companies and leaders with a focus on team building, brainstorming, collaboration and creative problem solving We will also present and discuss findings of an ongoing research regarding the dynamics of the medium of comics as an educational tool promoting leadership skills (creativity, team building, collaboration, creative problem solving). Key Words: comics, storytelling, co-creation, creativity, leadership, collaboration The paper was presented at 7th Art of Management Conference: CBS: Creativity and Design Stream : The Disruptive Potential of Arts Based Approaches August 2014
Proceedings of the 5th …
Sketching, Scaffolding, and Inking: a Visual History for Interactive 3D Modeling2007 •
Linguistique et Langues Africaines 9(2)
A partial reconstruction of Berber (Amazigh) deictics (2024)2024 •
2010 •
Bulletin of Materials Science
Processing-structure-property relations of chemically bonded phosphate ceramic composites2011 •
Journal of Food Engineering
Residence times of multiple particles in non-newtonian holding tube flow: Effect of process parameters and development of dimensionless correlations1995 •
Revista Produção Online
Co-produção de serviço na pós-graduação: uma análise do comportamento do mestrando no contexto brasileiro2014 •
2011 •
Reaction Kinetics, Mechanisms and Catalysis
Manganese(II) catalyzed periodate oxidation of p-toluidine: a kinetic and mechanistic study2010 •
2018 •
1970 •
2018 •
ETD: Educação Temática Digital
Conversando sobre investigações e relações entre escola, currículo e cultura/A "talk" about investigation and relationship school, curriculum and culture2008 •
2009 •
International Journal of Emerging Science and Engineering
Real-Time Lime Quality Control through Process Automation2021 •
Osteoarthritis and Cartilage
Platelet-rich plasma to stimulate cartilage healing, which product? A comparative in vitro study2014 •
2015 •
Journal of Fluorine Chemistry
CH3CF3−nCln haloalkanes and CH2=CF2−nCln halo-olefins on γ-alumina catalysts: reactions, kinetics and adsorption1995 •
2008 International Conference on Computer Engineering & Systems
Blind shot-based watermarking of RGB video stream in the wavelet domain2008 •