Spelling suggestions: "subject:"12graphic novels -- distory anda criticism."" "subject:"12graphic novels -- distory ando criticism.""
1 |
Where do the pictures fit in the overall picture? : graphic novels as literatureHardy-Vallée, Michel January 2007 (has links)
Numerous artists and scholars advocate a literary consideration of graphie novels. However, their arguments seldom present a clear analysis of what makes graphie novels literary, let alone a clear definition ofliterature. This thesis seeks to fill in these explanatory gaps by arguing for the literary consideration of graphie novels, understood as a genre within comics, on the basis of an institutional theory of literature. As this theory posits a shared practice of production and appreciation of artistic value, the value of a literary work is not exclusively tied to the linguistic medium. On the contrary, pictures can significantly contribute to the particular value that literature affords. Nevertheless, the particular use of pictures in graphie novels exemplifies artistic conventions that are conceptually distinct from those of literature. A literary analysis can therefore explain partially, but not exhaustively, the artistic value of graphie novels. / De nombreux artistes et acteurs du milieu académique défendent une considération littéraire du roman graphique. Cependant, leurs arguments offrent rarement une analyse précise de ce qui rend le roman graphique littéraire, encore moins une définition claire de la littérature. Le présent mémoire vise à combler ces lacunes en justifiant la considération littéraire du roman graphique, défini comme un genre de la bande dessinée, sur la base d’une théorie institutionnelle de la littérature. Comme cette dernière postule une pratique partagée entre artistes et audiences de production et d’appréciation d’une valeur artistique, la valeur de l’ oeuvre littéraire n’est pas exclusivement déterminée par son texte. Néanmoins, l’usage particulier des images dans un roman graphique démontre la présence de conventions artistiques qui sont conceptuellement distinctes de celles qui gouvernent la littérature. Une analyse littéraire du roman graphique peut donc expliquer partiellement, mais non pas totalement, sa valeur artistique.
|
2 |
Where do the pictures fit in the overall picture? : graphic novels as literatureHardy-Vallée, Michel January 2007 (has links)
No description available.
|
3 |
Reading the distance : decoding the autobio(graphic) novel, Portrait in piecesGauche, Catherine 03 1900 (has links)
Thesis (MPhil (Visual Arts. Illustration))--University of Stellenbosch, 2009. / The aim of this thesis is to decode my autobiographic graphic novel, Portrait in Pieces (a narrative of a mother / daughter relationship), utilising a genealogical mode of analysis. This takes place, firstly, through a discussion of the themes of photography, memory and repetition which occur in the graphic novel; secondly, through a consideration of the role of language and difference within a specific mother / daughter relationship; and thirdly, through the study of autobiography and the self as performative entities. In this thesis I interrogate the autobiographic genre in a manner that questions internalised notions of femininity and (patriarchal) cultural constructs, which precede and influence the performance of our ‘life scripts’. I posit Portrait in Pieces as a transitional object between my mother and myself, and language as a medium which can both Otherise and close the distance between us. Translation is the medium by which one reads this distance, turning miscommunication into communication, and misunderstanding into understanding. The illustrations and text constituting the graphic novel have been produced through creative play, representing the ‘post talking’ required for the process of healing, empathising, and taking ownership of one’s ‘life script’.
|
4 |
Distopie in die grafiese roman : V for Vendetta as voorbeeldNienaber, J. E. 03 1900 (has links)
Thesis (MPhil)--Stellenbosch University, 2008. / ENGLISH ABSTRACT: This thesis examines the genre of dystopian fiction in the graphic novel, V for
Vendetta in which a futuristic police state, run by a totalitarian regime is portrayed.
Since V for Vendetta draws on a number of other dystopian texts, New Historicist
theory is employed which begins its analysis of literary texts by attempting to look at
other texts as well as the historical context in which it originated, to aid in the
understanding of that text. Therefore, V for Vendetta with its thorough character
development and multi-dimensional storyline that the larger format of the graphic
novel allows, is studied alongside other highly regarded novels. The characteristics of
the nightmarish anti-utopia is identified and analysed in V for Vendetta by looking at
real examples of totalitarian regimes from history. The chapters are divided into what
I identified as the main themes of the totalitarian dystopia.
Chapter one explains the concept of the utopia in order to grasp the concept of
dystopia, and more specifically, the Totalitarian dystopia. Chapter two looks at the
social structure of V for Vendetta as well as the common Totalitarian dystopia.
Chapter three discusses the issue of censorship which is a recurring theme in
dystopian fiction. Chapter four examines the manner in which the totalitarian regime
manipulates the populace of the dystopia through propaganda. Chapter five discusses
the systems of surveillance and lack of privacy in the Totalitarian dystopia and a
chapter on the protagonist in dystopia concludes this study. / AFRIKAANSE OPSOMMING: In hierdie studiestuk word die genre van distopiese fiksie in die grafiese roman, V for
Vendetta behandel, wat ’n futuristiese polisiestaat teen die agtergrond van ’n totalitêre
staatsbestel uitbeeld. Omdat V for Vendetta by soveel ander distopiese tekste leen,
word dit vanuit die teoretiese oogpunt van New Historicism bestudeer, wat in die
ontleding van ’n roman ander tekste asook die geskiedkundige konteks van daardie
roman ondersoek, ten einde dit beter te begryp. Daarom word V for Vendetta, wat
vanweë die grafiese roman se langer formaat wat ruimte skep vir deeglike
karakterontwikkeling en ’n veelvlakkige storielyn, as volwaardige roman naas ander
hoogaangeskrewe romans behandel. Aan die hand van ware voorbeelde van totalitêre
regimes uit die geskiedenis word die eienskappe eie aan ’n nagmerriestaat in V for
Vendetta geïdentifiseer en geanaliseer en dit is waardeur ek my laat lei het ten opsigte
van die hoofstukindeling.
In hoofstuk een word die begrip van utopie eers duidelik gemaak om die distopie, en
meer spesifiek die Totalitêre distopie te verstaan. In hoofstuk twee word daar gekyk
na die sosiale samestelling en magstruktuur binne V for Vendetta en die Totalitêre
distopie in die algemeen. Hoofstuk drie bespreek die kwessie van sensuur - ’n
gewilde tema in distopiese fiksie. In hoofstuk vier word ondersoek ingestel na die
manier waarop die Totalitêre-distopie die burgery breinspoel deur propaganda.
Hoofstuk vyf bespreek die verskynsel van bewaking en die skending van privaatheid
in die totaliêre distopie en in die sesde hoofstuk word daar gefokus op die protagonis
in die distopie.
|
5 |
Batman: Arkham Asylum - a cultural icon seen through the looking glassSmith, David January 2016 (has links)
Thesis (M.A. (English))--University of the Witwatersrand, Faculty of Humanities, 2016. / This dissertation examines how particular combinations of image and text in
sequential art reflect specific social, historical and political contexts. The analysis of
how meaning is constructed is done through consideration of three iterations of the
Batman superhero character, and argues for an eventual postmodernisation of the
character.
The first case study presented is the original version of Batman as it debuted in 1939,
which naturally established much of the substance from which later depictions would
take their cues. The second case study used is the “camp” 1960s TV series starring
Adam West, which was influenced by the highly restricted Batman comics under the
Comics Code Authority established in 1954. The main case study, and the central
focus of this dissertation, is Batman – Arkham Asylum (1989), a graphic novel by
Grant Morrison and Dave McKean, the latest of the three iterations, which represents
the eventual disruption of the enforced or constructed harmony evident in the earlier
versions of the character into a fracturing and fragmentation both of the world and the
self. It is a version of Batman that privileges the interiority and psychological
complexity of the character, representing a culmination of the 1980s shift toward a
more mature audience with its incorporation of horror, violence and mental turmoil.
These three examples are compared and contrasted, showing how each constructs a
particular meaning using its own unique combination of image and text.
Having established a historicity for the character and having constructed an argument
for how Batman as a cultural icon echoes shifts in society, the focus of the dissertation
is transferred to a deeper analysis of Arkham and attempts to trace more explicitly its
status as a postmodern text by examining its fragmentary nature, its use of
intertextuality and how meaning in Arkham is constructed in the mind. Following this,
an exploration of the central theme of madness in the graphic novel is provided in
order to show how the work both critiques the representation of madness in fiction as
well as how the liminal setting of the asylum functions as part of the
postmodernisation of Batman by creating a “landscape of madness” where
irrationality and the uncanny dominate reality, in contrast to the logical, “left-brain”
treatment of Batman which had become common prior to Arkham Asylum.
The analysis of the three iterations is shaped by WTJ Mitchell’s theories on imagetext
relationships and additionally by the principles of sequential art outlined by Scott
McCloud. The postmodern theoretical framework is informed by John Docker’s
explorations of fragmentation, intertextuality, inversion and the Carnivalesque.
Additionally, the writings of Lillian Feder and Michel Foucault will inform the
discussion of madness in Arkham. / GR2017
|
6 |
Representations of trauma in autobiographical graphic narrativesJohnson, Tara Jessica 03 May 2014 (has links)
This study has analyzed the relationship between trauma and otherness in two autobiographical graphic narratives. The study suggests that autobiographical graphic narratives are better equipped to represent the effects, mainly that of otherness, on the self as a result of trauma. In the ten volume manga series Barefoot Gen, Keiji Nakazawa details his childhood survival of the atomic bombing of Hiroshima during World War II. As he rebuilds his life, fellow survivals that look like his deceased family members recall his trauma of the bombing. Like we see in Nakazawa’s Barefoot Gen, Art Spiegelman also uses repetitious imagery and a fragmentary form of comic narration to represent the experience of trauma throughout In the Shadow of No Towers. However, while Nakazawa repeats specific imagery of the atomic bombing throughout Barefoot Gen based on his eyewitness testimony, Spiegelman manipulates imagery of the September 11, 2001, terrorist attacks to reject the notion that only one specific set of images can represent a traumatic event. Thus, by the end of the second section of In the Shadow of No Towers, Spiegelman creates a multiplicity of images to reenact the trauma of 9/11. / Access to thesis permanently restricted to Ball State community only.
|
7 |
Incorporating Flow for a Comic [Book] Corrective of RhetconCastleberry, Garret 05 1900 (has links)
In this essay, I examined the significance of graphic novels as polyvalent texts that hold the potential for creating an aesthetic sense of flow for readers and consumers. In building a justification for the rhetorical examination of comic book culture, I looked at Kenneth Burke's critique of art under capitalism in order to explore the dimensions between comic book creation, distribution, consumption, and reaction from fandom. I also examined Victor Turner's theoretical scope of flow, as an aesthetic related to ritual, communitas, and the liminoid. I analyzed the graphic novels Green Lantern: Rebirth and Y: The Last Man as case studies toward the rhetorical significance of retroactive continuity and the somatic potential of comic books to serve as equipment for living. These conclusions lay groundwork for multiple directions of future research.
|
Page generated in 0.0838 seconds