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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

A representação da criança no humor : um estudo sobre tiras cômicas e estereótipos / The representation of child in the humor : a study of comic strips and stereotypes

Gatti, Márcio Antônio, 1980- 19 December 2013 (has links)
Orientador: Sirio Possenti / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem / Made available in DSpace on 2018-08-23T22:04:47Z (GMT). No. of bitstreams: 1 Gatti_MarcioAntonio_D.pdf: 3111786 bytes, checksum: 303d810bb83ff1f2a9d9bf5a7fc3d5e9 (MD5) Previous issue date: 2013 / Resumo: Esta tese consiste num trabalho sobre o funcionamento dos estereótipos de criança no discurso humorístico. Para isso, partimos de pressupostos teóricos da Análise do Discurso de linha francesa (AD), especialmente de conceitos como campo discursivo (Maingueneau, 1984) e cena de enunciação (Maingueneau, 2006). Sabendo que o objeto de estudo dessa tese (os estereótipos de criança nas tiras cômicas) congrega uma multiplicidade de temas, exploramos, no primeiro capítulo, a infância na história da cultura ocidental. Concebendo-a como uma categoria construída sócio historicamente, constatamos que boa parte das imagens pré-concebidas de criança derivam dessa construção. Seguindo a complexidade do objeto de estudo, passamos, no segundo capítulo, a explorar e aprofundar o conceito de estereótipo na AD, constatando que o conceito tem sido pouco explorado nessa disciplina. Avaliamos, portanto, nesse capítulo, a aproximação com outros conceitos da AD e estabelecemos os critérios teóricos e analíticos que envolvem o estereótipo nesta tese. No terceiro capítulo, passamos a analisar os estereótipos de criança nas tiras cômicas, mostrando que uma imagem de criança perpassa boa parte dos textos em que ela é representada: a imagem da "incompletude". Avaliando, porém, que a estereotipia da criança no humor é complexa, isto é, não há uma imagem estereotipada única de criança nos textos humorísticos, analisamos outros estereótipos - como o da criança ingênua - e sua exploração no humor. Compreendendo que a imagem da criança pode ter uma série de funções no discurso humorístico, no quarto capítulo, avaliamos a hipótese de como a criança pode ser um objeto de ridicularização do adulto. Seguindo a complexidade da estereotipia da criança, no quinto capítulo avaliamos como os estereótipos e alguns aspectos da circulação das tiras cômicas são preponderantes para o ethos dos personagens, bem como para os efeitos de sentido dos textos. Por fim, no sexto capítulo, mostramos como várias imagens de criança são fruto de nossa própria "evolução" civilizatória. Assim, tanto no caso da diferenciação da representação de meninos e meninas, como também traços como a falta de higiene são tipicamente oriundos do processo civilizador. Analisamos, assim, a complexidade da imagem das crianças em tiras cômicas. Estabelecemos, porém, que mesmo nessa complexidade, há um diálogo entre as imagens e os estereótipos da criança / Abstract: This thesis consists of a work about the functioning of children's stereotypes in humoristic discourse. In order to achieve this aim, it is based on the theoretical suppositions of the French Discourse Analysis (AD), especially concepts such discursive field (Maingueneau, 1984) and enunciation scene (Maingueneau , 2006). Knowing that the object of study of this thesis (the stereotypes of children in comic strips) gathers multiple themes, we explore in the first chapter, the history of childhood in occidental culture. We conceived it, as a social category historically built: we verified that a good number of these pre-conceived images of children come from this construction. Following the complexity of the aim of this study, we proceeded to the second chapter. Here, we explored and deepened the concept of this stereotype in the AD, verifying that this concept has been explored very little in this discipline. Therefore, in this chapter, we evaluated its approximation to other concepts of AD, and determined the theoretical and analytic criteria that involved this stereotype. In the third chapter, we analyzed the stereotypes of children in the comic strips showing that the image of children surpasses a good part of the texts in which they are represented: an image of "incompleteness". However, we evaluated that the stereotypes of children in humor are complex, that is, there is no unique stereotype of children in humorous texts. then we analyzed other stereotypes - like the naive child - and their exploitation in the humor.Understanding that the image of a child could have a series of functions in humorous speech, in the fourth chapter, we evaluated a hypothesis that how a child could be ridiculed by adults. Following the complexity of the stereotype of a child, in the fifth chapter, we evaluated how stereotypes and some aspects of the circulation of the comics are preponderant for the ethos of the characters, as well as for the effects of the sense of the texts. Finally, in the sixth chapter, we demonstrated how several images of children are the result of our own "evolution in the process of civilization". Therefore, in the case of differentiation of boys and girls, as well as traces such as lack of hygiene, these facts are typically originated in the process of civilization. We have analyzed the complexity of the image of children in comic strips. Therefore, we concluded, that in this complexity, there is a dialogue between the images and the stereotypes of children / Doutorado / Linguistica / Doutor em Linguística
22

Rêves et cauchemars de la modernité New-Yorkaise : sociologie de l'œuvre en songes de Winsor McCay / Dreams and nightmares of New-York modernity : sociology of Winsor McCay's sleepy stories

Tellez, Benoît 09 December 2015 (has links)
Il y a quelque chose à prendre au sérieux à la lecture des bandes dessinées de Winsor McCay. C’est sur ce postulat, qu’après avoir décidé que mon corpus se limiterait à son œuvre en songes (toutes les planches qui finissent par une case où le personnage se réveille et réalise qu’il vient de rêver), j’ai envisagé de découvrir ce que l’on pouvait apprendre de la modernité new-yorkaise à lecture de Little Nemo in Slumberland (publié de 1905 à 1927) et de Dreams of the Rarebit Fiend (Les cauchemars de l’amateur de fondue au chester, publié de 1904 à1914). Cette thèse débute par une réflexion sur le concept esthétique et philosophique de la Modernité, et l’établissement méthodologique d’une sociologie de l’œuvre ouverte à la singularité de l’auteur. Elle détaille la construction de son matériel d’analyse et les limites qui se sont révélées à l’usage. Mon analyse de l’œuvre en songes de McCay se divise en deux étapes : l’une s’astreint à une étude différenciée de la case, de l’entre-case et de la planche, afin d’organiser le regard ;l’autre retient de l’œuvre quelques grandes trajectoires. Ce dernier développement permet de mettre l’accent sur la passion moderne du mouvement, le devenir de la fin de l’histoire à l’ère du sériel et le recours à la notion d’infini dans le processus de narration. Cette étude est aussi l’occasion de développer des concepts comme la saute, la création machinale, la rationalité baudelairienne ou le récit d’élection. / There is something serious about reading Winsor McCay's comics. It is based on this basic premise that, after I had decided that I would restrict my corpus to his sleepy stories (all the storyboard in which in the last panel the character wakes up and realizes that he wasdreaming), I intend to seek for what could be taught of new yorker modernity through the reading of Little Nemo in Slumberland (published from 1905 to 1929) and of Dreams of the Rarebit Fiend (published from 1904 to 1914). This thesis begins with a thought on a estheticand philosophical concept of Modernity and goes on with a methodic establishment of sociology of the work of art that encompasses the singularity of the author.I divided my analysis of the sleepy stories of McCay in two steps : one whose aims is toorganize the look provides a differentiated study of the panel, the gutters and the page ; the other one focus on main paths of the work. This last development allows to emphasize the modern passion of movement, the outcome of the end of the story in the age of seria lproduction and the concept of infinity in narrative process. This study also gives the opportunity to develop concepts such as tellings of the chosen one, mechanical creation,baudelerian rationality or the concept of skip.
23

Chalk Talkers : écosophie séquentielle du comic strip américain (1846-1929)

Li-Goyette, Mathieu 12 1900 (has links)
Cette thèse s’intéresse à l’émergence de l’art séquentiel aux États-Unis à partir du milieu du XIXe siècle. Né de l’illustration de magazine satirique avant d’aboutir dans les cahiers dominicaux des journaux, ce qu’on nomme d’abord comic (ou comic strip) évolue et s’adapte au gré de l’industrie médiatique à travers des contraintes de production qui répondent bientôt d’habitudes de lecture. S’articulant sur ces procédés à travers une perspective en partie deleuzo-guattarienne, cette thèse propose une interprétation écosophique, axée par des critères sociaux, psychiques et matériels, afin d’étudier les passages transmédiatiques de la bande dessinée jusqu’à la première apogée du strip journalier. Cette approche technocritique, informée par le champ des comics studies, se construit autour de l’analyse de la périodicité et des contraintes de diffusion ainsi que leur compression d’une planche, cherchant à présenter à terme une théorie du rythme de la production et de la lecture de la bande dessinée. Cette conceptualisation passe en partie par une réévaluation de l’œuvre de Sidney Smith, créateur de The Gumps, et de son recours à des stratégies de sérialisation épisodique. Ancien chalk talker (une profession d’animateur-dessinateur de foule), Smith sert de fil conducteur à cette réflexion sur le rythme et la répétition de la BD dont le corpus inclus aussi de nombreux cartoonists importants du début du XXe siècle (Lyonel Feininger, Bud Fisher, George Herriman, Frank King et Winsor McCay). / This dissertation focuses on the emergence of sequential art in the United States from the middle of the 19th century. Born from the illustration of satirical magazines before ending up in the Sunday pages of newspapers, what was first called a comic (or comic strip) changes and adapts to the liking of the media industry through production constraints that will soon meet reading habits. Articulating these processes through a Deleuzo-Guattarian perspective, this thesis proposes an ecosophical interpretation, framed by social, psychic, and material factors, in order to study the transmedia growth of American sequential art up to the first apogee of the daily strip. This technocritical approach, informed by the field of comics studies, is built around the analysis of periodicity and distribution constraints and how they compress a page, seeking to present a theory of rhythm for the reading and production of comics. Part of this conceptualization involves a reassessment of the work of Sidney Smith, creator of The Gumps, and his use of episodic serialization strategies. A former chalk talker, Smith serves as a guide for this reflection on the rhythm and repetition of comics, the corpus of which also includes many important cartoonists from the beginning of the 20th century (Lyonel Feininger, Bud Fisher, George Herriman, Frank King, and Winsor McCay).
24

Dream of a thousand heroes: the archetypal hero in contemporary mythology, with reference to The sandman by Neil Gaiman

Landman, Mario 30 June 2006 (has links)
Twentieth century American fiction assimilates archetypes of traditional mythologies, in particular the hero archetype, to create a contemporary mythology which relays social issues relevant to its age. This is first approached by creating a theoretical framework, which primarily consists of both Jungian theories of the collective unconscious and the model on which Joseph Campbell based his conception of the archetype in what is known as myth criticism. The theoretical framework also introduces and describes the graphic novel and its use of characterisation distinctive to post-modern fiction. The Sandman, which is the subject of this study, is then contextualised against the backdrop of the evolution of the American comic book, with its influence of folklore, mythology and visual presentation. Through an overview and analysis of The Sandman series as a whole, as well as a reading of its pivotal narrative, The Kindly Ones, this thesis explores the way in which The Sandman fulfils its purpose of integrating an archetypal hero into contemporary mythology. This is achieved by validating claims proposing the existence of a contemporary mythology through an analysis of Morpheus, The Sandman's protagonist and his unique heroic journey. The conclusion reached is that The Sandman indeed represents a contemporary mythology that contains a new form of social commentary, incorporating archetypes from traditional mythology and re-evaluating the role of the hero in this day and age. / Afrikaans & Theory of Literature / M. A. (Theory of Literature)
25

Le cinéma d'animation : avènement d'une institution et naissance d'une industrie

Noujeim, Dominique 04 1900 (has links)
Les premiers comptes rendus de l’histoire du cinéma ont souvent considéré les premiers dessins animés, ou vues de dessins animés, comme des productions différentes des films en prise de vue réelle. Les dessins animés tirent en effet leurs sources d’inspiration d’une gamme relativement différente d’influences, dont les plus importantes sont la lanterne magique, les jouets optiques, la féérie, les récits en images et les comics. Le dessin animé n’en demeure pas moins fondamentalement cinématographique. Les vues de dessins animés de la décennie 1900 ne se distinguent ainsi guère des scènes à trucs sur le plan de la technique et du style. D’abord le fait de pionniers issus de l’illustration comique et du croquis vivant comme Émile Cohl, James Stuart Blackton et Winsor McCay, le dessin animé s’industrialise au cours de la décennie 1910 sous l’impulsion de créateurs venant du monde des comics, dont John Randolph Bray, Earl Hurd, Paul Terry et Max Fleisher. Le processus d’institutionnalisation par lequel le dessin animé en viendra à être considéré comme une catégorie de film à part entière dépend en grande partie de cette industrialisation. Les studios de dessins animés développent des techniques et pratiques managériales spécifiquement dédiées à la production à grande échelle de films d’animation. Le dessin animé se crée ainsi sa propre niche au sein d’une industrie cinématographique dont il dépend toutefois toujours entièrement. Ce phénomène d’individuation repose sur des formules narratives et des personnages récurrents conçus à partir de modèles issus des comics des années 1910. / This dissertation focuses on the institutionalization and industrialization of drawn animation. Animated cartoons are usually seen as being quite different from live action films. They were modelled on traditions found in the realm of magic lantern, opitcal toys, phantasmagoria and comics. Yet, cartoons were fundamentally filmic by nature. Technically and aesthetically, animated films were considered as a category of trick films. In the 1910s, after the pioneering work of Emile Cohl, James Stuart Blackton and Winsor McCay, who were also famous for their work as cartoonists and lightning sketch artists, the nascent industry of animated cartoons recruited talent from the comic strip and the illustration industries, including John Randolph Bray, Earl Hurd, Paul Terry and, later, Max Fleischer. The institutionalization of animated cartoons — that is, the process through which cartoons gained enough visibility so they could be legitimately considered a new category of films — is the result of their industrialization. Animated cartoons studios developed techniques and work management practices that were specific to their needs. While largely dependent on the moving picture industry, animated cartoons created their own niche. This phenomenon of individuation relied heavily on narrative formulas and recurring characters modelled after famous comics of the 1910s.
26

In pursuit of beauty, pleasure, and freedom: the meanings of cosplay for Hong Kong young people. / Meanings of cosplay for Hong Kong young people

January 2010 (has links)
He, Xiao. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2010. / Includes bibliographical references (p. 196-202). / Abstracts in English and Chinese. / Abstract --- p.3 / Acknowledgement --- p.5 / Chapter Chapter 1 --- Introduction --- p.8 / Chapter 1.1 --- Who are the Cosplayers? --- p.13 / Chapter 1.2 --- Why Cosplay? --- p.15 / Chapter 1.3 --- Why Hong Kong? --- p.17 / Chapter 1.4 --- Research Questions --- p.19 / Chapter 1.5 --- The Background of Cosplay --- p.21 / Chapter 1.6 --- Cosplay Events in Hong Kong --- p.24 / Chapter 1.6.1 --- Large-scale commercial conventions --- p.25 / Chapter 1.6.2 --- Cosplay and dôjinshi events held by universities --- p.27 / Chapter 1.6.3 --- Small-scale privately organized photo-taking events --- p.28 / Chapter 1.7 --- How to Get the Costumes --- p.31 / Chapter 1.8 --- Literature Review --- p.33 / Chapter 1.8.1 --- Globalization and Localization --- p.33 / Chapter 1.8.2 --- Youth Subculture and Fandom Culutre --- p.36 / Chapter 1.9 --- Methodology --- p.39 / Chapter 1.9.1 --- In-depth Interview --- p.39 / Chapter 1.9.2 --- Participant Observation --- p.40 / Chapter 1.9.3 --- Media Studies --- p.43 / Chapter 1.9.4 --- Language --- p.44 / Chapter 1.10 --- Outlines of the Chapters --- p.45 / Chapter Chapter 2 --- The Japaneseness for the Cosplayers --- p.48 / Chapter 2.1 --- Emphasis on Japanese Originality --- p.48 / Chapter 2.2 --- Japanese Elements in their Cyberculture --- p.56 / Chapter 2.3 --- High Reputation for Japan --- p.61 / Chapter 2.4 --- "From ""Odorless"" to ""Japanese""" --- p.66 / Chapter 2.5 --- Summary --- p.70 / Chapter Chapter 3 --- Cosplayer Cyberculture --- p.73 / Chapter 3.1 --- Cosplayers Online --- p.74 / Chapter 3.1.1 --- Public Space --- p.76 / Chapter 3.1.2 --- Dark Space --- p.79 / Chapter 3.1.3 --- Personal Space --- p.84 / Chapter 3.2 --- The Contradiction --- p.88 / Chapter 3.3 --- A Long-lasting Discussion: Effort or Enjoyment --- p.98 / Chapter 3.4 --- Summary --- p.105 / Chapter Chapter 4 --- "Pretty Girls, Pretty Boys, and Their Audiences" --- p.108 / Chapter 4.1 --- "Pretty Girls, Photographers, and the Other Girls" --- p.109 / Chapter 4.2 --- Pretty Boys --- p.116 / Chapter 4.3 --- Pretty Boys in Love --- p.132 / Chapter 4.4 --- Summary --- p.143 / Chapter Chapter 5 --- The Meanings of Cosplay --- p.146 / Chapter 5.1 --- Mainstream Values and the Education System in Hong Kong --- p.146 / Chapter 5.2 --- Cosplayers as Secondary School-Students --- p.150 / Chapter 5.3 --- The Meanings of Cosplay: Four Cases --- p.157 / Chapter 5.3.1 --- "Te's Story: ""I'm going to work in art and design""" --- p.157 / Chapter 5.3.2 --- "Tsu's Story: ""I mustn't let my parents knew that I'm cosplaying""" --- p.166 / Chapter 5.3.3 --- "Story of a Mother: ""I want to let her try anything that interests her""" --- p.171 / Chapter 5.3.4 --- "Saki's Story: ""Cosplay is just an interest after all'" --- p.175 / Chapter 5.4 --- Summary --- p.179 / Chapter Chapter 6 --- Conclusion --- p.181 / Chapter 6.1 --- A Review of the Chapters --- p.181 / Chapter 6.2 --- Comparison with Previous Studies --- p.186 / Bibliography --- p.196
27

Le cinéma d'animation : avènement d'une institution et naissance d'une industrie

Noujeim, Dominique 04 1900 (has links)
Les premiers comptes rendus de l’histoire du cinéma ont souvent considéré les premiers dessins animés, ou vues de dessins animés, comme des productions différentes des films en prise de vue réelle. Les dessins animés tirent en effet leurs sources d’inspiration d’une gamme relativement différente d’influences, dont les plus importantes sont la lanterne magique, les jouets optiques, la féérie, les récits en images et les comics. Le dessin animé n’en demeure pas moins fondamentalement cinématographique. Les vues de dessins animés de la décennie 1900 ne se distinguent ainsi guère des scènes à trucs sur le plan de la technique et du style. D’abord le fait de pionniers issus de l’illustration comique et du croquis vivant comme Émile Cohl, James Stuart Blackton et Winsor McCay, le dessin animé s’industrialise au cours de la décennie 1910 sous l’impulsion de créateurs venant du monde des comics, dont John Randolph Bray, Earl Hurd, Paul Terry et Max Fleisher. Le processus d’institutionnalisation par lequel le dessin animé en viendra à être considéré comme une catégorie de film à part entière dépend en grande partie de cette industrialisation. Les studios de dessins animés développent des techniques et pratiques managériales spécifiquement dédiées à la production à grande échelle de films d’animation. Le dessin animé se crée ainsi sa propre niche au sein d’une industrie cinématographique dont il dépend toutefois toujours entièrement. Ce phénomène d’individuation repose sur des formules narratives et des personnages récurrents conçus à partir de modèles issus des comics des années 1910. / This dissertation focuses on the institutionalization and industrialization of drawn animation. Animated cartoons are usually seen as being quite different from live action films. They were modelled on traditions found in the realm of magic lantern, opitcal toys, phantasmagoria and comics. Yet, cartoons were fundamentally filmic by nature. Technically and aesthetically, animated films were considered as a category of trick films. In the 1910s, after the pioneering work of Emile Cohl, James Stuart Blackton and Winsor McCay, who were also famous for their work as cartoonists and lightning sketch artists, the nascent industry of animated cartoons recruited talent from the comic strip and the illustration industries, including John Randolph Bray, Earl Hurd, Paul Terry and, later, Max Fleischer. The institutionalization of animated cartoons — that is, the process through which cartoons gained enough visibility so they could be legitimately considered a new category of films — is the result of their industrialization. Animated cartoons studios developed techniques and work management practices that were specific to their needs. While largely dependent on the moving picture industry, animated cartoons created their own niche. This phenomenon of individuation relied heavily on narrative formulas and recurring characters modelled after famous comics of the 1910s.
28

Dream of a thousand heroes: the archetypal hero in contemporary mythology, with reference to The sandman by Neil Gaiman

Landman, Mario 30 June 2006 (has links)
Twentieth century American fiction assimilates archetypes of traditional mythologies, in particular the hero archetype, to create a contemporary mythology which relays social issues relevant to its age. This is first approached by creating a theoretical framework, which primarily consists of both Jungian theories of the collective unconscious and the model on which Joseph Campbell based his conception of the archetype in what is known as myth criticism. The theoretical framework also introduces and describes the graphic novel and its use of characterisation distinctive to post-modern fiction. The Sandman, which is the subject of this study, is then contextualised against the backdrop of the evolution of the American comic book, with its influence of folklore, mythology and visual presentation. Through an overview and analysis of The Sandman series as a whole, as well as a reading of its pivotal narrative, The Kindly Ones, this thesis explores the way in which The Sandman fulfils its purpose of integrating an archetypal hero into contemporary mythology. This is achieved by validating claims proposing the existence of a contemporary mythology through an analysis of Morpheus, The Sandman's protagonist and his unique heroic journey. The conclusion reached is that The Sandman indeed represents a contemporary mythology that contains a new form of social commentary, incorporating archetypes from traditional mythology and re-evaluating the role of the hero in this day and age. / Afrikaans and Theory of Literature / M. A. (Theory of Literature)
29

Comic

Sina, Véronique 10 December 2020 (has links)
Mit dem Begriff Comic wird eine kontingente und veränderbare künstlerisch-mediale Form bezeichnet, in der u. a. die Kombination von Bild und Text sowie eine sequentielle Bildfolge als zentrale formal-ästhetische Charakteristika gelten können. Die Kategorie Gender besitzt in Comics eine grundlegende strukturierende Funktion, die sich sowohl in der Produktion und Rezeption als auch in den Inhalten von und der wissenschaftlichen Auseinandersetzung mit Comics niederschlägt.

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