Dissertations / Theses on the topic 'DIE comic book'
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Nishita, Lily. "Ark ruffians comic book /." Click here to view, 2009. http://digitalcommons.calpoly.edu/artsp/33.
Full textProject advisor: Mary LaPorte. Title from PDF title page; viewed on Jan. 21, 2010. Includes bibliographical references. Also available on microfiche.
MARIOTTE, DAVID WALLACE. "PRINTED: A COMIC BOOK SCRIPT." Thesis, The University of Arizona, 2016. http://hdl.handle.net/10150/613267.
Full textMason, Paul James. "‘Page 1, Panel 1…” Creating an Australian Comic Book Series." Thesis, Griffith University, 2015. http://hdl.handle.net/10072/367413.
Full textThesis (Professional Doctorate)
Doctor of Visual Arts (DVA)
Queensland College of Art
Arts, Education and Law
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Frist, Clayton Robert. "Adaptation in the German-Speaking Comic Book Genre: Perspectives on the Austrian Comic Book Author Nicolas Mahler." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1433260874.
Full textGabilliet, Jean-Paul. "Le "comic book", objet culturel nord-américain." Bordeaux 3, 1994. http://www.theses.fr/1994BOR30023.
Full textThis dissertation bears on the periodical comis strip magazines distributed in the united states and canada since the 1930's, aka comic books. The key contention of this research is that the comic book, as any cultural artifact, is posited at the core of a network of discourses and social practices whose interpretive potential is twofold; on the one hand, they emphasize a number of revealing features proper to the social environment in which comic books are produced, on the other, they are instrumental in accounting for the comic book's inferiour cultural status. The first part is a historical survey whose purpose is to lay down a periodization framework suitable for further analysis of the medium. The second part addresses the evolution of the comics industry's central mechanisms, is creative process and commercial distribution, since the 1930s. In the third part, comic book contents are looked into from four angles: the booklet as self-contained artifact (ads, readers' mail, etc); foremost genres (comics "for kids", superheroes); comic books as a means of propaganda and education; "obscene" comic books (pornography and violence). Finally, the fourth part deals with the economic, socialn and cultural background of the comic book's apparent inability to accede to any form of cultural legitimacy (general public's indifference, recurring if limited censorship, etc) despite tentative signs of assimilation into the cultural mainstream
Kuboi, Toshihiro. "Element Detection in Japanese Comic Book Panels." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1289.
Full textMeade, Alayna Naomi, and Alayna Naomi Meade. "Revitalizing the Stagnating U.S. Comic Book Industry: A Historic Analysis and Creative Fusion of American and Japanese Comic Books." Thesis, The University of Arizona, 2017. http://hdl.handle.net/10150/625096.
Full textWilson, Amy Kate. "All's Well That Ends Well: A Comic Book." Thesis, The University of Arizona, 2010. http://hdl.handle.net/10150/146703.
Full textEhritz, Andrew A. "FROM INDOCTRINATION TO HETEROGLOSSIA: THE CHANGING RHETORICAL FUNCTION OF THE COMIC BOOK SUPERHERO." Oxford, Ohio : Miami University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1155044370.
Full textLucas, Justin. "Beneath the cape and cowl: Batman and the revitalization of comic book films." Ohio University Honors Tutorial College / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1244074493.
Full textChenault, Wesley. "Working the Margins: Women in the Comic Book Industry." unrestricted, 2007. http://etd.gsu.edu/theses/available/etd-04232007-124907/.
Full textTitle from file title page. Marian Meyers, committee chair; Layli Phillips, Amira Jarmakani, committee members. Description based on contents viewed June 3, 2008. Includes bibliographical references (p. 120-123).
DeLuna, 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 textSmith, Benjamin. "Spandex cinema : three approaches to comic book film adaptation /." Read thesis online, 2009. http://library.uco.edu/UCOthesis/SmithBP2009.pdf.
Full textSmith, Craig James. "Motion comic poetics : a study in the relations between digital animation and the comic book." Thesis, Queen's University Belfast, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.602796.
Full textBrown, Jeffrey A. "New heroes, gender, race, fans and comic book superheroes." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ27882.pdf.
Full textCovich, Anna-Maria Ruth. "Alter/Ego: Superhero Comic Book Readers, Gender and Identities." Thesis, University of Canterbury. Social and Political Sciences, 2012. http://hdl.handle.net/10092/7262.
Full textPriego, Ramirez E. F. "The comic book in the age of digital reproduction." Thesis, University College London (University of London), 2011. http://discovery.ucl.ac.uk/1322966/.
Full textRound, Julia Valerie. "From comic book to graphic novel : writing, reading, semiotics." Thesis, University of Bristol, 2006. http://hdl.handle.net/1983/749e82e7-e402-4129-9827-89588e2a8c10.
Full textCastleberry, Garret. "Incorporating Flow for a Comic [Book] Corrective of Rhetcon." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc28405/.
Full textRigaud, Christophe. "Segmentation and indexation of complex objects in comic book images." Thesis, La Rochelle, 2014. http://www.theses.fr/2014LAROS035/document.
Full textIn this thesis, we review, highlight and illustrate the challenges related to comic book image analysis in order to give to the reader a good overview about the last research progress in this field and the current issues. We propose three different approaches for comic book image analysis that are composed by several processing. The first approach is called "sequential'' because the image content is described in an intuitive way, from simple to complex elements using previously extracted elements to guide further processing. Simple elements such as panel text and balloon are extracted first, followed by the balloon tail and then the comic character position in the panel. The second approach addresses independent information extraction to recover the main drawback of the first approach : error propagation. This second method is called “independent” because it is composed by several specific extractors for each elements of the image without any dependence between them. Extra processing such as balloon type classification and text recognition are also covered. The third approach introduces a knowledge-driven and scalable system of comics image understanding. This system called “expert system” is composed by an inference engine and two models, one for comics domain and another one for image processing, stored in an ontology. This expert system combines the benefits of the two first approaches and enables high level semantic description such as the reading order of panels and text, the relations between the speech balloons and their speakers and the comic character identification
Taylor, James. "Hollywood superheroes : the aesthetics of comic book to film adaptation." Thesis, University of Warwick, 2016. http://wrap.warwick.ac.uk/93641/.
Full textÖstergren, Herman. "From Art to Comic - Visa hur en Comic Book som använder konsten för att få fram sin värld." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18857.
Full textI have study transmedia and see what transmedia does. I have focus on element in transmedia call World Building story. What is warbling story is something I have studied and watch some World Building franchise say how they are different from each other. Three different World Building a franchise to see how to build our world. With it knowledge I will create my Own World Building Story. The world the i certion is inspired by Simon Stålhagen Retrofuturistisk art. The way I show this world with Comic Book. My Comic Book is design from Critical Design that are a small police messages. Me study is to show that transmedia be found over the world and get young people to be in the same be interested in Retrofuturistiskt art. Also is a good way to me to learn how to tell a story and create a world with this studying.
Connell, Daniel James. "Hypermasculinity and the hero in comic book fiction : this is it." Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/6573.
Full textLarsen, Shay. "Frame by Frame: Flash Nonfiction in the Comic Form." DigitalCommons@USU, 2017. https://digitalcommons.usu.edu/etd/5910.
Full textKing, Zachary Harrison. "Comic book realism: sincerity, ethics, and the superhero in contemporary American literature." Diss., University of Iowa, 2016. https://ir.uiowa.edu/etd/6782.
Full textBaurin, Camille. "Le metacomic : la réflexivité dans le comic book de super-héros contemporain." Thesis, Poitiers, 2012. http://www.theses.fr/2012POIT5018/document.
Full text“Comic Book” is the Anglo-Saxon, more specifically American term employed to describe a specific material medium for comics. The epochal moment in the history of the comic book was the 1938 publication of « Superman », which marked the starting point of the hegemony of the figure of the superhero in comic production. Over the course of the twentieth century, authors and publishers have used various strategies for winning over readers and securing their loyalty. Among these, the technique of rewriting is the most significant. Thus, the superhero has been the subject of many reinterpretations, and consequently, has born witness to many facets of the United States’ history. The publications of the 1980s have seen the rise of a reflexive approach in which the superhero becomes an object of critique himself. This new genre is here referred to as Metacomic. Drawing on a representative body of works, the doctoral thesis at hand examines the strategies that constitute this reflexivity, as well as the multiple discourses that it gives rise to. The thesis is divided into four chapters. The first chapter gives an account of the comic book industry and explains its particularities, as well as the hegemonic position of the superhero genre in the industry. The second chapter attempts a definition of reflexivity in comic books, which permits to establish a body of works to be examined. The third chapter attempts an analysis of the ideological aspects of this metafiction in order to show how the crisis of the superhero reflects on a certain discourse on American history and politics. The fourth and last chapter examines how the analysed comics establish the superhero as an agent of imag
Van, de Water Wesley Colin. "The Bat and the Spider: A Folkloristic Analysis of Comic Book Narratives." DigitalCommons@USU, 2016. https://digitalcommons.usu.edu/etd/4870.
Full textCompton, Adam Delk. "The American comic book industry, 1936-1954 : creativity in an age of conformity /." View online, 2006. http://ecommons.txstate.edu/phystad/1/.
Full textRendace, Olivero. "New forms of cultural production, the case of the North American comic book industry." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0019/MQ59198.pdf.
Full textYoung, Aine Llang. "The comic book hypertext : an analysis of illustrated sequential narrative adapted for the screen." Thesis, Queen's University Belfast, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.603575.
Full textHong, Laura. "Twitter and the comic book fan community: Building identities and relationships in 140 characters." Scholarly Commons, 2015. https://scholarlycommons.pacific.edu/uop_etds/201.
Full textTopp, Sydney Fisher. "The Gender Differences in Subjectivity among Superbeing Characters in the Comic Book Film Genre." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/87472.
Full textMaster of Science
Marvel and DC Comics are two of the most popular comic book companies in the US. They are responsible or the creation of well-known characters such as Superman and Iron Man. Within the last few decades the comics because popular film franchises. Both companies release several films every year from their respective cinematic universes. These are highly grossing movies and popular enough to have character costumes produced for purchase. Popular cultural phenomenon such as these film franchises provides an opportunity to study social topics such as gender inequality and heteronormativity. This study focuses on the on-screen depictions of these superbeing characters in order to establish a connection between gender and subjectivity in these super-human bodies. Subjectivity, defined by Iris Marion Young’s conceptualization of a feminist phenomenology uses the themes of motivated action, violence and protection, and sexual spectacle to determine if there is a gendered difference in the ways these characters are able to be super and how that impacts their overall subjectivity level. The data supports the theory that male superbeing character are allowed to be full subjects who are able to act upon the world while female superbeing characters are still relegated to the sphere of objectification.
Edholm, Rosalie. "Portrait: A Graphic Novel and Artist's Book." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/scripps_theses/24.
Full textPetiya, Sean. "Building a Semantic Web of Comics: Publishing Linked Data in HTML/RDFa Using a Comic Book Ontology and Metadata Application Profiles." Kent State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=kent1416791055.
Full textFrail, James H. "Powers and abilities far behind those of mortal men an examination of the comic book industry and subculture through a feminist sociological perspective /." Huntington, WV : [Marshall University Libraries], 2004. http://www.marshall.edu/etd/descript.asp?ref=424.
Full textBarth, Norbert Victor. "India Book House und die Comic-Serie Amar Chitra Katha (1970-2002) : Eine kulturwissenschaftliche Medienanalyse." Doctoral thesis, kostenfrei, 2007. http://www.opus-bayern.de/uni-wuerzburg/volltexte/2008/2789/.
Full textBaldwin, Frances Novier. "The Passage of the Comic Book to the Animated Film: The Case of the Smurfs." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84167/.
Full textWhitehurst, Katherine F. "Adapting Snow White : tracing female maturation and ageing across film, television and the comic book." Thesis, University of Stirling, 2016. http://hdl.handle.net/1893/24054.
Full textWang, Lorraine. "You’re Not a Superhero, or Even an Artist! How the “Alias” Comic Book Holds the Answers." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/scripps_theses/800.
Full textDomingue, Etienne. "Vers une herméneutique pluraliste du religieux dans les récits de superhéros : une approche orientée par la pensée de McLuhan." Mémoire, Université de Sherbrooke, 2016. http://hdl.handle.net/11143/8813.
Full textKautsky, Matilde, and Klara Kedborn. "Six Weeks in Belgrade : A Comic Book on Participatory Architecture and Citizen Initiatives in Urban Planning." Thesis, KTH, Arkitektur, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146302.
Full textProjektet “Sex veckor i Belgrad” är en seriebok och en utställning baserad på vår undersökning av medborgardeltagande i stadsplaneringen i Belgrad, Serbien. Utställningen var på KTH, Arkitekturskolan 2-5 juni 2014. “Sex veckor i Belgrad” diskuterar hur deltagande i stadsplanering kan användas för att förbättra hur vi planerar våra städer: Om och hur deltagande kan leda till en mer demokratisk stadsplanering i en strävan mot en mer långsiktigt hållbar och mindre marknadsstyrd stadsutveckling. Det diskuterar dagens förutsättningar för stadsplanering i Belgrad genom att titta på stadsplaneringshistorien där. Och genom intervjuer med planerare, politiker, akademiker och framförallt aktivister kartläggs både formella och informella initiativ inom stadsbyggandet i Belgrad. Genom att kartlägga dessa initiativ vill vi stärka dem och visa på deras betydelse, och hoppas att fler blir inspirerade och involverade i planeringen och skapandet av staden. Projektet föreslår ett nytt sätt att jobba på, med deltagande i praktiken och en spekulativ metod som tar avstamp i fiktion och serieteckningens visuella språk. Resultaten av undersökningen är presenterad i form av en narrativ seriebok, och visar en alternativ metod att kommunicera idéer inom arkitektur och stadsplanering. Något som är angeläget vid en utveckling av en deltagande praktik.
Kawa, Abraham. "Everything at once : postmodern concepts of #reality' in comic book narrative and its adaptations on film." Thesis, Royal Holloway, University of London, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.251679.
Full textCruz, Gabriel Arnoldo. "Superheroes & Stereotypes: A Critical Analysis of Race, Gender, and Social Issues Within Comic Book Material." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1542044502896871.
Full textHerrmann, Andrew F. "Stigmatized at the Comic Book Shop? An Ethnography of Collectors, Accumulators, and Other Forms of Geek." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/803.
Full textCunelius, Erik. "Är dunderhonung dopning? : En undersökning av de budskap som förmedlas i samband med idrott i serietidningen Bamse." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-779.
Full textReynolds, Renee H., and Renee H. Reynolds. "The Rise of Geek Chic: An Analysis of Nerd Identity in a Post-Cult Market." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/626700.
Full textОднорал, О. А. "Вербальні та невербальні засоби впливу на адресата у сучасному англомовному дискурсі коміксів (перекладацький аспект)." Master's thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/71936.
Full textGoal: to identify verbal and nonverbal means of influence on the addressee, presented in the modern English discourse of comics, the peculiarities of its translation. Theoretical value: deepening the theoretical knowledge about verbal and nonverbal means of influencing the addressee; comics as a type of discourse. The scientific problem of work consists in the fact that in Ukraine translation and creation of comics is paid very little attention. Our research can contribute to the development of the translation of foreign-language comics in Ukraine, giving the Ukrainian-speaking audience a high-quality product. Methodology of the research: a critical analysis of literary sources, methods of analysis and synthesis, descriptive and comparative methods. Conclusions: the modern English discourse of comics has many verbal and non-verbal means of influencing the addressee. The translation of comics requires a professional approach, since such means play the key role in understanding the text and are a major problem for translation.
Ordoñez, Manco Gabriel Ignacio. "La historieta y la identidad Nacional en Jóvenes de Secundaria del distrito de Puente Piedra." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652918.
Full textThe present research article seeks to recognize the current problem of the lack of national identity in young people in the education of the specific areas of Lima, cause of the lack of an adequate education in the educational centers, as well as the lack of social integration in the school. The objective of the research is to contribute to the formation of national identity in young people through the use of graphic design, through the history of Peru and the comic strip. Providing an alternative that captures the attention and interests of students. The chosen methodology has been the experimental research, a study has been developed with experimental variables in a fixed environment. The level of research is experimental, and the chosen approach is mixing to perform quantitative and qualitative methods. In this way, the possible use of the comic strip as a generator and provider of national identity in high schools is presented as a possible solution. A solution that is based on the results obtained during the investigation of the problem and its origins. As Conclusion, the response of the young people to the proposal was positive and the results of the tests were 60% correct, so the hypothesis could be validated.
Trabajo de investigación
Birch, Robert A. C. "Myth in the heroic comic-book : a reading of archetypes from The number one game and its models." Thesis, Stellenbosch : Stellenbosch University, 2008. http://hdl.handle.net/10019.1/1781.
Full textThis thesis considers the author's project submission, a comic-book entitled The Number One Game, as production of a local heroic myth. The author will show how this project attempts to engage with mythic and archetypal material to produce an entertaining narrative that has relevance to contemporary Cape Town. The narrative adapts previous incarnations of the hero, with reference to theories of archetypes and mythic patterning devices that are derived from the concept of the “mono-myth”. Joseph Campbell's conception of myth as expressing internal psychic processes will be compared to Roland Barthes' reading of myth as a special inflection of speech that forms a semiotic “metalanguage”. The comic-book is a specific form of the language of comics, a combination of image and text that is highly structured and that can produce a rich graphic text. Using the Judge Dredd and Batman comic-books as models it will be shown how The Number One Game adapts traditions of representation, such as in genre references, to local perspective to create a novel interplay of archetypes. It will be shown that this interplay in the author's project work and the rich potential of the comic-book as a site for mythic speech makes the mythic a useful paradigm for considering the expression of ideology in the heroic comic-book.
Simmons, Eugene Bradley. "Humanizing the Humvee personification techniques and visual rhetoric as used in a U.S. Army technical comic book /." [Ames, Iowa : Iowa State University], 2010. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1476365.
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