Dissertations / Theses on the topic 'Comics'
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Reina, Strehl Giada, and Rodríguez Felipe Duarte. "Comics Bang." Tesis, Universidad de Chile, 2015. http://repositorio.uchile.cl/handle/2250/132897.
Full textAutor no envia autorización del texto completo de su documento (Parte II)
[Parte I] Concentración AFE: estratégico y de mercados -- [Parte II] Concentración AFE organizativo - financiero.
Para el mundo de los negocios resultan bastante lejanos los cómics. Sin mucho espacio a duda, para el ejecutivo promedio no deja de ser una atracción pasajera para sus hijos, o tal vez la película de moda para ir a ver el fin de semana y seguramente una actividad propia de “nerds”. Pero cuando nos vamos interiorizando, y podemos observar por ejemplo, que el título más vendido de la historia, The Amazing Spiderman N° 583 (Sí el número 583, se vende hace casi 50 años!) vendió sólo en Estados Unidos, durante enero y febrero de 2009, más de 530 mil unidades, reportando para Marvel, la editorial dueña de los derechos, más de 2 millones de dólares, la percepción cambia y ya no resulta tan insignificante. Ahora bien, cualquier observador inexperto diría fácilmente, “pero esos datos son de Estados Unidos y no tienen nada que ver con nuestra realidad”, no deja de tener razón. Es evidente que nuestro país para cualquier negocio es menor, especialmente si es de nicho. No obstante, resulta llamativo que según la biografía revisada1 al año 2011, el 1% de la población nacional lee comics diariamente. Siendo conservadores, ya que aquel estudio no tenía ese fin, y considerando solo la ciudad de Santiago, el tamaño del mercado es superior a 70 mil personas. Según la encuesta que realizamos para conocer más de ellos, gastan cerca de $ 1.000 millones de pesos al año. Pero, ¿Que podríamos hacer distinto para captar la atención en este mercado? La verdad es que en Santiago no sería tan difícil. Fanáticos y aficionados del cómic solo son atendidos por 8 tiendas “especialistas”, que a la luz de una visita presencial a cada una de ellas, y según la confirmación que nos dieron los resultados de nuestra investigación, tienen características que no se condicen con lo que ellos quieren: atención deficiente, poca variedad de títulos y mala ubicación. En consecuencia, la idea de Comics Bang! es ofrecer una propuesta distinta a lo que hay en la actualidad en el mercado, poniendo a disposición de los consumidores la posibilidad de arrendar comics y participar de una batería de actividades ad hoc, en un espacio acogedor y tecnológico, para mejorar y hacer más llamativa la experiencia en la tienda. Con personal experto, pero amable y cercano, con mayor variedad de títulos disponibles de los que tienen en sus estanterías la competencia relevante y una ubicación ideal en pleno corazón de Providencia (en Calle Suecia a pasos del metro Los Leones) de fácil acceso y en un barrio comercial. Comics Bang! tiene una clara estrategia de diferenciación, donde sus esfuerzos y capacidades están dirigidos a dos públicos: el experto en cómics, que ya tiene un camino en este mundo y que prefiere comprar los títulos y participar de actividades periódicamente, pero también al principiante, que ve en el arriendo una oportunidad para aumentar su capacidad de leer títulos y conocimiento. Se pretende construir una relación con el cliente vinculante a través de la página web y de las redes sociales y por esta vía se intenta conseguir posicionamiento de marca y dar a conocer los atributos de la tienda. A pesar de que el equipo de trabajo será reducido, contaremos de manera ineludible con un Community Manager para enfatizar el interés de la empresa en darse a conocer y marcar tendencia en este ámbito. Respecto a la composición de la industria, no existen amenazas importantes y si ellas se materializaran, creemos contar con las habilidades y recursos suficientes para afrontarlas y superarlas. El equipo gestor cuenta con expertos en cómics, con el bagaje de haber trabajado en los distintos estamentos del negocio. La evaluación económica financiera del negocio considera un horizonte de cinco años para todas las proyecciones, teniendo como resultados relevantes para un inversión de 178.846.706 millones de pesos, un VAN de $268.008.621, con una TIR de 41,45%. Estos datos nos permiten concluir que es absolutamente recomendable llevar a cabo el proyecto, tenemos la convicción que la rentabilidad proyectada es sostenible y suficientemente atractiva para quienes deseen invertir en un emprendimiento no convencional pero seguro.
Bahls, Gislaine Aparecida. "Astonishing comics." reponame:Repositório Institucional da UFSC, 2013. https://repositorio.ufsc.br/handle/123456789/107102.
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Stan Lee co-created in 1963 the X-Men; comics characters who in consequence of developing super-powers at puberty due to natural genetic evolution suffer society?s prejudice. In their analysis of the X-Men Trilogy X-Men (Bryan Singer 2000); X2: X-Men United (Bryan Singer 2003); and X-Men: the Last Stand (Brett Ratner 2006); through a Disability Studies perspective Michael M. Chemers (2004), Ramona Ilea (2009), Martin Mantle (2007), and Jennifer Rinaldi (2008) argue that mutants can be understood as social characterizations of disability. This investigation studies whether this affirmation also holds true for mutants depicted in X-Men comics. I will analyze the comics storylines God Loves, Man Kills (Marvel Graphic Novel # 05) and Gifted (Astonishing X-Men # 01 - 06) ? on which X2: X-Men United and X-Men: the Last Stand were based respectively.
Stan Lee foi o co-criador, em 1964, dos X-Men, personagens de histórias em quadrinhos os quais, em conseqüência de desenvolverem super-poderes na puberdade, são alvos do preconceito da sociedade. Ao analisar a Trilogia dos filmes dos X-Men - X-Men (Bryan Singer 2000); X2: X-Men United (Bryan Singer 2003); e X-Men: The Last Stand (Brett Ratner 2006); a partir de uma perspective de Estudos sobre Deficiência. Michael M. Chemers (2004), Ramona Ilea (2009), Martin Mantle (2007), e Jennifer Rinaldi (2008) argumentam que os mutantes podem ser compreendidos como caracterizações sociais de deficiência. Este estudo investiga se esta afirmação também é válida para os mutantes presentes nas histórias em quadrinhos dos X-Men. As linhas narrativas a serem analisadas são: God Loves, Man Kills (Marvel Graphic Novel 05) e Gifted (Astonishing X-Men # 01 - 06); nas quais foram baseados X2: X-Men United e X-Men: the Last Stand respectivamente.
Samanci, Ozge. "Embodying comics reinventing comics and animation for a digital performance /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29630.
Full textCommittee Chair: Mazalek, Alexandra; Committee Member: Bolter, Jay; Committee Member: Knospel, Kenneth; Committee Member: Murray, Janet; Committee Member: Winegarden, Claudia Rebola. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Little, Ben. "Comic books, politics and readers : the influence of the 2000AD group of comics creators on the formation of Anglo-American comics culture." Thesis, Middlesex University, 2011. http://eprints.mdx.ac.uk/8089/.
Full textHague, Ian. "Experiencing comics : a multisensory approach to the comic strip and related forms." Thesis, University of Chichester, 2012. http://eprints.chi.ac.uk/574/.
Full textBahamonde, O. Javier. "Web comics: aprendizaje en cuadritos: comics on line complementarios al aprendizaje." Tesis, Universidad de Chile, 2006. http://repositorio.uchile.cl/handle/2250/100826.
Full textJatta, Kölin David. "Comics in Education; Can Comics Facilitate Reading Comprehension for ESL learners." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-41499.
Full textDay, Kenna Alise. "Crazier than Sack of Ferrets!: Deadpool as the Post-Watchmen Superhero." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/75308.
Full textMaster of Arts
Shamsavari, Sina. "Gay comics and queer male comics in America : history, conventions and challenges." Thesis, King's College London (University of London), 2015. https://kclpure.kcl.ac.uk/portal/en/theses/gay-comics-and-queer-male-alternative-comics-in-america(710bfb57-7e92-4806-9a9c-c13f51a2cdcc).html.
Full textRAMOS, ANDRE DE FREITAS. "DIGITAL COMICS: THE VISUAL LANGUAGE OF THE COMIC BOOKS AND THE DIGITAL PARADIGM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=30279@1.
Full textCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
A pesquisa parte do princípio de que as histórias em quadrinhos constituem um importante meio de entretenimento e comunicação. Em decorrência da característica de mesclar imagem e texto como nenhuma outra forma de arte, se desenvolveram em um nicho próprio. Considera-se que a linguagem das HQs evolui a partir da estrutura de códice com seu sistema de páginas. Detentora de uma linguagem visual própria percebe-se na contemporaneidade, transformações com o advento das tecnologias. Atualmente, podem ser lidas em dispositivos móveis agregando incrementos ao se aproximar de outras mídias. Diante deste novo paradigma digital atinge nível de mobilidade que o computador pessoal não permitia, propondo um novo nicho de expressão e produção artística. Com foco na fruição e leitura em plataformas digitais, a pesquisa traça um panorama dos principais aplicativos de distribuição e leitura enquanto analisa títulos e narrativas específicas. Também aborda a evolução da linguagem visual das histórias em quadrinhos, contemplando a transposição para o mundo digital na internet e aspectos relacionados com a adaptação para os dispositivos móveis.
This research is based on the principle that comics represent an important form of entertainment and communication. Due to its capability to combine image and text like no other art form, it establishes itself as a unique means of expression. We could determine that its configuraton originates from pages of a códex structure. Since it holds its own specific visual language. Nowadays comics can be read on mobile devices more elements in connection with other media. On account of these new digital paradigms comics reach a mobility level that the personal computer alone coudn t offer, opening up new áreas of expression and artistic creativity. Considering its utilization in digital platforms, this study presents a outline of the main applications in its circulation and reading, trying at the same time to analyze titles and specific characteristics. It also covers the evolution of the visual language in comics, including its transposition to the digital world of the interner as well as other aspects related to the adaptation to the mobile devices.
Sanchez-Stockhammer, Christina. "How comics communicate on the screen: Telecinematic discourse in comic-to-film adaptations." Bloomsbury, 2020. https://monarch.qucosa.de/id/qucosa%3A74551.
Full textGabilliet, Jean-Paul. "Des comics et des hommes : histoire culturelle des comic books aux États-Unis /." Nantes : Éd. du Temps, 2004. http://catalogue.bnf.fr/ark:/12148/cb399717761.
Full textThomas, Evan Benjamin. "Toward Early Modern Comics." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1502561240762248.
Full textPiazzolla, Martin. "A Centre for Comics." Thesis, KTH, Arkitektur, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298806.
Full textShoul, Mustapha. "Noise in the comics." Lille 3 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb376011764.
Full textDeLuna, Ruben. "Integrating 3D and 2D computer generated imagery for the comics medium." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1568.
Full textAsh, Evan Roberts. "Objectionable: The Cincinnati Committee for the Evaluation of Comics and the American Anti-Comics Movement, 1940-1957." Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1554812440806166.
Full textGilroy, Andrea. "Origin Stories: Narrative, Identity, and the Comics Form." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19280.
Full textCampbell, Maria E. "Inking Over the Glass Ceiling: The Marginalization of Female Creators and Consumers in Comics." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1437938036.
Full textHelsby, Wendy Frances. "Comics in education : the link between visual and verbal literacy : how readers read comics." Thesis, University of Southampton, 1999. https://eprints.soton.ac.uk/194425/.
Full textScanlon, Molly Jane. "Multimodal Composition and the Rhetoric of Comics: A Study of Comics Teams in Collaboration." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/20370.
Full textTo extend previous writing studies scholarship, this dissertation engages qualitative case study methodology to explore three unique multimodal collaborations of comics authors. As a visual rhetoric scholar with a personal focus on teaching students about composing in all media, I am drawn to asking questions about how arguments are composed using multimodal means. My personal and scholarly interest in comics led to inquiries about how comics are composed and initial research found that comics are often composed in collaboration, with writers and artists who with them carry multiple and varying literacies (alphabetic text, visual, spatial, etc.). Comics provide a rich subject of study to address this inquiry because of their inherently multimodal nature as a medium that incorporates both word and picture in diverse combinations and for a variety of rhetorical purposes. For this study, I have chosen to focus on comics texts that differ in terms of subject matter, genre, and collaborative makeup in order to examine multimodal collaborations and create distinct cases. Through three cases of multimodal collaboration"Understanding Rhetoric, the Cheo comics, and Brotherman: Dictator of Discipline"this study argues for a further complication of our field\'s understanding of writing processes and collaborative composing.
Ph. D.
Machado, Christina. "Watchmen: Comics and Literature Collide." FIU Digital Commons, 2011. http://digitalcommons.fiu.edu/etd/496.
Full textPackard, Stephan. "Anatomie des Comics psychosemiotische Medienanalyse." Göttingen Wallstein-Verl, 2004. http://deposit.ddb.de/cgi-bin/dokserv?id=2814484&prov=M&dok_var=1&dok_ext=htm.
Full textBallenger, Eric E. "Composition and the comics solution." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337187.
Full textDepartment of English
FERNANDES, CRISTIANA DE ALMEIDA. "COMICS: STORIES THAT BRING TOGETHER." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=35952@1.
Full textAs histórias em quadrinhos (HQs) são utilizadas como recurso paradidático há muito tempo. Com uma narrativa de fácil aceitação entre crianças e jovens, por conjugar harmonicamente linguagens verbais e não verbais, as HQs abarcam diversos princípios, dentre os quais o letramento. Contudo, persiste a evidência de que, na educação básica, há obstáculos para a aplicação desse instrumento, por mais que o MEC preconize sua utilização. Uma das premissas levantadas é que faltam instrução, treinamento e orientação suficientes para o trabalho com HQs como prática pedagógica nas escolas. Outra é a que considera a práxis e as teorias oferecidas pelo Design como estando conjugadas a métodos já consagrados pela indústria e pelo mercado de quadrinhos. Sob o aspecto educativo, tem-se como premissa que as histórias em quadrinhos são reconhecidas não só pelos estudantes, mas também por professores e pelas diversas instâncias governamentais que cuidam da Educação. Assim, esta pesquisa foi direcionada à investigação de métodos de construção de quadrinhos em consonância com os aspectos narratológicos presentes na construção das histórias do tipo problema-solução, como são realizadas no Design, com o objetivo de propor parâmetros para a instrumentalização de docentes e futuros professores no uso dos quadrinhos para o ensino. Trata-se de pesquisa qualitativa, de natureza básica e com objetivo exploratório. Na tentativa de encorajar os professores envolvidos no projeto a construir HQs com seus alunos, foram realizadas experiências de desenvolvimento em vários setores da educação por meio de palestras, treinamentos e acompanhamentos. Os procedimentos seguiram para a criação de um estudo de caso, que buscou, na troca com professores e alunos, novos meios para o ensino com a utilização dos quadrinhos. Foram realizadas entrevistas, registros de práticas, acesso a documentos e imersão no campo. Desenvolveu-se um método em que fosse possível realizar atividades de construção de quadrinhos em um curto período de tempo, calcado em quatro etapas projetuais à feição de um projeto de design. Tal iniciativa cumpriu o objetivo inicial da tese, que se direciona à elaboração de parâmetros para o trabalho com quadrinhos no ensino. A partir daí, seguiu-se para o desenvolvimento de um método de instrumentalização para ser aplicado por qualquer professor, sobretudo por aquele que já trabalha com adolescentes.
Comic books (HQs) have been used as an educational resource for a long time. With a narrative easily accepted among children and young people, due to a harmonious conjugation between verbal and non-verbal languages, comics embrace several principles, including literacy. The evidence states, however, that there are obstacles in the application of this instrument in basic education, even with its recommendation from MEC. One of the assumptions is that education, training and guidance are insufficient for working with comics as a pedagogical practice in schools. Another assumption considers that the praxis and theories of Design are too close to methods already consecrated by the industry and the market of comics. From an educational point of view, the premise is that comics are recognized not only by students, but also by teachers and the various governmental bodies that take care of Education. Thus, this research investigated methods of comic construction in consonance with the narratological aspects in the construction of problem-solve stories, as they are carried out in Design, with the objective of proposing parameters for the instrumentalization of teachers and futures teachers in the use of comics for teaching. It is a qualitative and basic research, with an exploratory objective. In an attempt to encourage teachers involved in the project of building HQs with their students, we developed experiments in various sectors of education through lectures, training and follow-ups. The procedures followed the creation of a case study, which sought, in the exchange with teachers and students, new means for teaching using comics. We carried out interviews, records of practices, access to documents and immersion in the field, and we developed a method in which it was possible to carry out comic-building activities in a short period of time, based on four design steps of the design project. This initiative fulfilled the initial objective of the dissertation, which consisted of the elaboration of parameters for comic work in teaching. From then on, we followed the development of an instrumentalization method to be applied by any teacher, especially by one who already works with teenagers.
Das, Abhimnanyu S. M. Massachusetts Institute of Technology. "Indian comics as public culture." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/91429.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 83-85).
The Amar Chitra Katha (ACK) series of comic books have, since 1967, dominated the market for domestic comic books in India. In this thesis, I examine how these comics function as public culture, creating a platform around which groups and individuals negotiate and re-negotiate their identities (religious, class, gender, regional, national) through their experience of the mass-media phenomenon of ACK. I also argue that the comics, for the most part, toe a conservative line - drawing heavily from Hindu nationalist schools of thought. In order to demonstrate these arguments, I examine selected groups of ACK titles closely in the first two chapters. I perform a detailed content analysis of these comics, considering the ways in which they draw upon history and primary texts, the artistic and editorial choices as well the implications of these decisions. In the third chapter, I draw a picture of the consumption of these comics, studying the varying interpretations and reactions that fans across generations have had to the works, connecting their conversations to my argument about ACK as public culture. In doing so, I hope to demonstrate the extent of ACK's role in the popular imagination of its large readership as well as the part it plays in the negotiation of their identities as Indians.
by Abhimnanyu Das.
S.M.
Klimek, Markus. "Comics im World Wide Web." [S.l. : s.n.], 2003. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB11675556.
Full textOgliari, Celso Luiz. "Letramento e o mundo comics." reponame:Repositório Institucional da UFSC, 2015. https://repositorio.ufsc.br/xmlui/handle/123456789/157309.
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No limiar da Era do Conhecimento um outro universo sedescortina, o mundo virtual. No mundo virtual convergem as novas tecnologias e de suas relações advém novas formas de pensar e ver esses mundos paralelos que coabitam e se alimentam reciprocamente. No ciberespaço toda a estruturacomunicacional que se está delineando não prescinde dalinguagem imagética, como expressão da essência, do verbo,do ser possível, da significância rizomática. Esta pesquisarealiza uma leitura da evolução dos diferentes modos decomunicação e, de modo singular, a comunicação imagética.Esta é uma pesquisa de caráter teórico. Evolui em uma leitura einterpretação desvelando o objeto e ao mesmo tempo expondoa importância de, nos tempos atuais, compreender e seapropriar em um modo de comunicação que prioriza oimagético. Tem por objetivo compreender formas e potenciaisna cultura atual que superam o letramento na escrita para oletramento visual, tomando como objeto o mundo dos Comics.Teoricamente se apoia nas concepções de comunicação eletramento visual. Aprimora o olhar pela trilha de Santaella(2008) e Merleau-Ponty (1999), Eisner (2005), Manguel(2001), Dondis (2003), Lévy (1999), Jenkins (2009). Discute asimplicações entre o modo de comunicação digital, o letramentovisual, a escolarização e o mundo dos Comics. Apresentacomo resultado o destaque de algumas implicações para com omundo da escola e seus processos de letramento. Este estudo não trata de uma narrativa conclusiva, se propõe a uma análise indagativa, provocativa, na busca por compreender-se um pouco mais deste meio de comunicação.
Abstract : The Knowledge Age threshold reveals another universe, thevirtual world. In the virtual world converge new technologiesand from its relations arises new ways of thinking and seeingthese parallel worlds that coexist and feed each other. In thecyberspace, all the communication structure that is shapingdoes not ignore imagetic language as an expression of essence,verb, what is possible and rhizomatic significance. Thisresearch develops an evolution reading of communicationdifferent modes and, in a unique way, the imageticcommunication. It is a theoretical type of study. It evolves intoa reading and interpretation unveiling the object and, at thesame time, exposing the importance, in modern times, tounderstand and appropriate a communication form thatprioritizes the imagery. It aims to understand forms andpotentials in today's culture that overcome literacy in writingfor visual literacy, taking as an object the Comics world. Intheory, it relies on the concepts of communication and visualliteracy. It improves the look through the trail of Santaella(2008) and Merleau-Ponty (1999), Eisner (2005), Manguel(2001), Dondis (2003), Levy (1999) and Jenkins (2009). Itdiscusses the implications of digital communication mode,visual literacy, schooling and Comics world. It presents, as aresult, the highlighting of some implications for the schoolworld and its literacy processes. The study is not about aconclusive narrative, but proposes an inquisitive andprovocative analysis in order to understand a little more of thatcommunication medium.
Mutard, Bruce Roberts. "Bully Me: A graphic novel; The Return: A graphic novel; Comakademix: A comics anthology; Leadbetter: A comic; Laundry: A minicomic -and- The Erotics of Comics: An exegesis." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2021. https://ro.ecu.edu.au/theses/2489.
Full textTullis, Brittany Nicole. "Constructions of femininity in Latin/o American comics : redefining womanhood via the male-authored comic." Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/4777.
Full textKellerman, Aliza C. "Kvetching with Comics: How 20th Century American Comics Reflect the Ashkenazi Ethos of Pride and Shame." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/750.
Full textStenberg, Lucas. "Interacting with comics in digital spaces: Exploration into the intersection between interaction design and digital comics." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22283.
Full textRamirez, Genaro Zalpa. "The imaginary world of Mexican comics." Thesis, University of York, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.288065.
Full textLord, Lacey (Lacey Gwen). "Comics : the (not only) visual medium." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106761.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 125-131).
Comics studies tends to privilege the visual, and some scholars, like Scott McCloud believe that comics are solely visual. However, as Ian Hague has noted, the idea that comics are a solely visual medium is not only incomplete but does not align with what the sciences of perception and embodied cognition tell us. This paper seeks to build upon Hague's work by calling attention to and analyzing comics which exist without or with little visual imagery. These comics can be sorted into two primary categories, audiocomics and tactile comics. As these comics were created for people who have partial or no sight, existing guidelines and standards for creating aural and tactile imagery for people with partial or no sight are used to analyze the comics' success in achieving an experience that is easy to understand and also utilizes the medium's strengths. The comics are then analyzed as a whole in order to determine areas for improvement and additional experimentation.
by Lacey Lord.
S.M. in Comparative Media Studies
Gilgen, Daniela Jungi Lorenz. "Kinder und Comics : Bedeutung und Benutzung /." Bern : Ed. Soziothek, 1996. http://catalogue.bnf.fr/ark:/12148/cb37684257h.
Full textBennington, Matthew. "Comics storytelling: history, technique and application." Thesis, Boston University, 2002. https://hdl.handle.net/2144/27592.
Full textPLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.
2031-01-02
Keyes, Devon Lamonte. "How to Cope with Crisis: Examining the Regressive state of Comics through DC Comics' Crisis on Infinite Earths." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89887.
Full textMaster of Arts
This thesis examines DC Comics’ landmark Crisis on Infinite Earths series to better understand the comics as a both a discrete text and a piece of a larger narrative, historical, and bureaucratic canon. By examining Crisis as a narrative, historical, and economic product, I hope to shed light on how the text, while progressive in its desire to reshape DC’s canon, ultimately proved to be counterproductive.
Schröder, Katja. "Visuell-verbale Beziehungszusammenhänge im Comic. Eine Untersuchung anhand ausgewählter franko-belgischer Comics und der jeweiligen deutschen Übersetzungen." Master's thesis, Universitätsbibliothek Leipzig, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-124300.
Full textValente, Alex. "Myths, mutants and superducks : exporting Italian comics." Thesis, University of East Anglia, 2015. https://ueaeprints.uea.ac.uk/59611/.
Full textMitchell, Mark. "Rethinking the funnybook : comics, truth & art /." Title page and introduction only, 2001. http://web4.library.adelaide.edu.au/theses/09AR/09arm6821.pdf.
Full textWeston, Alexandra C. "Valkyries Handbook: Representations of Women in Comics." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/616.
Full textSheppard, Natalie R. "Invincible: Legacy and Propaganda in Superhero Comics." ScholarWorks@UNO, 2014. http://scholarworks.uno.edu/td/1943.
Full textGordon, Lindsay Heather Ghosh Pika. "Virgin Comics' Devi creating a new goddess /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2009. http://dc.lib.unc.edu/u?/etd,2263.
Full textTitle from electronic title page (viewed Jun. 26, 2009). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Art and Art History." Discipline: Art; Department/School: Art.
Tufis, Mihnea. "A characterisation of comics and sequential art for supporting the evolution of digital formats for comics : a crowdsourcing approach." Thesis, Paris 6, 2017. http://www.theses.fr/2017PA066590/document.
Full textWe address the difficulty of creating a digitised corpus by using a crowdsourced approach for annotating comic books. The resulting XML-based encodings assist researchers, publishers and collection curators equally. To achieve our data collection goal, we develop an online crowdsourcing engine for annotating comics. The tasks are designed to mirror the page reading experience, with participants asked to identify and annotate structural (panel layout, splash pages, meta-panels) and content (characters, places, events, onomatopoeia) elements of comic books. Our approach provides Digital Humanities (DH) scholars with a (currently missing) structured, annotated corpus; this enables and accelerates research related to comics and sequential art theory. Curators and collectors of physical or online comics collections are provided with a structured content which could enable the creation of artefacts such as comic books dictionaries, search indices and dictionaries of onomatopoeia. From a publishing perspective, current standards for digital comics are taking care exclusively of the presentation layer (i.e. rendering a publication on the screen of a device). But the artistic nature of comics and the great potential digital comics have already showcased allow us to go beyond simple content presentation. To this respect we present our contributions with enhancements to current semantic (CBML) and presentation (EPUB) open standards that will allow publishers and digital comics authors to create an improved reading experience
Tufis, Mihnea. "A characterisation of comics and sequential art for supporting the evolution of digital formats for comics : a crowdsourcing approach." Electronic Thesis or Diss., Paris 6, 2017. http://www.theses.fr/2017PA066590.
Full textWe address the difficulty of creating a digitised corpus by using a crowdsourced approach for annotating comic books. The resulting XML-based encodings assist researchers, publishers and collection curators equally. To achieve our data collection goal, we develop an online crowdsourcing engine for annotating comics. The tasks are designed to mirror the page reading experience, with participants asked to identify and annotate structural (panel layout, splash pages, meta-panels) and content (characters, places, events, onomatopoeia) elements of comic books. Our approach provides Digital Humanities (DH) scholars with a (currently missing) structured, annotated corpus; this enables and accelerates research related to comics and sequential art theory. Curators and collectors of physical or online comics collections are provided with a structured content which could enable the creation of artefacts such as comic books dictionaries, search indices and dictionaries of onomatopoeia. From a publishing perspective, current standards for digital comics are taking care exclusively of the presentation layer (i.e. rendering a publication on the screen of a device). But the artistic nature of comics and the great potential digital comics have already showcased allow us to go beyond simple content presentation. To this respect we present our contributions with enhancements to current semantic (CBML) and presentation (EPUB) open standards that will allow publishers and digital comics authors to create an improved reading experience
Dycus, Dallas. "Chris Ware's Jimmy Corrigan: Honing the Hybridity of the Graphic Novel." Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/english_diss/47.
Full textZeitz, Rebecca Ann. "TechCommix: A Tool and Foundation for Rethinking and Restructuring Technical Documentation." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/49431.
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Wallner, Lars. "Framing Education : Doing Comics Literacy in the Classroom." Doctoral thesis, Linköpings universitet, Lärande, Estetik, Naturvetenskap (LEN), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-142067.
Full textIntresset för serier som svenskt skolmaterial har stigit de senaste åren och publiceringen av serier för barn och ungdomar har också ökat. Även om forskning om new literacies har intresserat sig för kombinationer av bild och text så finns det fortfarande lite forskning på serier som literacymaterial, speciellt som en del av skolpraktik. Med det stigande intresset för serier och deras kvaliteter som exempel på new literacies, så pekar detta mot att det finns en relevans i att utforska hur meningsskapande med serier görs i skolan. Syftet med denna studie är att bidra med kunskap om hur lokalt situerad literacypraktik görs där elever och lärare skapar mening med serier. Studien kombinerar forskning om literacy, serier och diskursiv psykologi för att, i linje med New Literacy Studies, undersöka aspekter av literacy som en del av deltagarnas sociala konstruktioner – inte som ett individuellt, mentalt fenomen. Med detta perspektiv är det möjligt att undersöka litterära koncept som narrativ och deltagares konstruktion av berättelseinslag, genom det sätt på vilka dessa aspekter används av deltagare för att interagera – vad deltagare gör när de säger något. För att studera detta har videoobservationer använts i en lågstadieskola och en högstadieskola i två olika svenska städer. Resultaten från studien demonstrerar konstruktioner av serie-literacy där deltagarna engagerar sig i både text och bild i materialet, diskuterar berättandeperspektiv och konstruktioner av narrativ struktur, såväl som berättarverktyg, t.ex. prat- och tankebubblor. Därutöver inkluderar serie-literacy också deltagarnas skapande av seriediskurser där serier görs till en specifik typ av berättande, antingen på materiell eller litterär basis. Avhandlingen diskuterar hur deltagare konstruerar klassrumslitteratur, och studien erbjuder en insikt i hur interaktion runt serier möjliggör för deltagare att konstruera och förhandla diskurser om vad serieliteracy är och vad det erbjuder för möjligheter, såväl som hur deltagare kan prata om, skapa och läsa serier.
Tang, Andrea. "Narration and speech and thought presentation in comics." Thesis, University of Huddersfield, 2016. http://eprints.hud.ac.uk/id/eprint/27960/.
Full textKindborg, Mikael. "Concurrent comics : programming of social agents by children /." Linköping : Univ, 2003. http://www.bibl.liu.se/liupubl/disp/disp2003/tek821s.pdf.
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