12,349 research outputs found

    A survey of comics research in computer science

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    Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks

    Using EPUB 3 and the open web platform for enhanced presentation and machine-understandable metadata for digital comics

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    Various methods are needed to extract information from current (digital) comics. Furthermore, the use of different (proprietary) formats by comic distribution platforms causes an overhead for authors. To overcome these issues, we propose a solution that makes use of the EPUB 3 specification, additionally leveraging the Open Web Platform to support animations, reading assistance, audio and multiple languages in a single format, by using our JavaScript library comicreader.js. We also provide administrative and descriptive metadata in the same format by introducing a new ontology: Dicera. Our solution is complementary to the current extraction methods, on the one hand because they can help with metadata creation, and on the other hand because the machine-understandable metadata alleviates their use. While the reading system support for our solution is currently limited, it can offer all features needed by current comic distribution platforms. When comparing comics generated by our solution to EPUB 3 textbooks, we observed an increase in file size, mainly due to the use of images. In future work, our solution can be further improved by extending the presentation features, investigating different types of comics, studying the use of new EPUB 3 extensions, and by incorporating it in digital book authoring environments

    Evolutionary Potential of Metacriticism. Study Based on The Watchmen, Graphic Novel by Alan Moore and Dave Gibbons

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    In this article I discuss the impact of self-awareness and metacritical tendencies within the texts of popular culture on the development of genres in the politypical chain. Preliminary analysis proposed in the second part of this paper concerns the contemporary comics — which represent the blurring of boundaries between ―high‖ and ―low‖ culture. As the subject of research in this brief study I chose Moore‘s graphic novel Watchmen, which exemplifies the evolutionary changes associated with a metacritical attitude introduced in a schematic area of American superhero graphic stories

    Comics and authorship : an introduction

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    If media authorship can be understood "as a site of cultural tension" (Johnson and Gray 2013, 10), then a deeper understanding of comics authorship will also provide clues regarding the sustaining—and constraining— of creative practices in other media ecologies and intermedial interactions (such as, for instance, adaptations). For comics, this implies combining insights from comics scholars, practitioners as well as agents involved in the publication and dissemination of comics. This issue, building on the findings of extant scholarship on authorship in comics and other media, hopes to provide incentive for further adventures into the (almost) unknown of comics authorship

    GLBTQ content in comics/graphic novels for teens

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    Purpose – This paper aims to provide an historical perspective and current guidance for youth librarians collecting graphic novels for teens. Design/methodology/approach – The paper provides a brief review of the historical issues involved with censorship/intellectual freedom and comics and of current teen-oriented graphic novels with gay, lesbian, bisexual, transgender, queer, and questioning of sexual orientation (GLBTQ) content in Canada and the USA. It also provides a context for negotiating intellectual freedom and collection management policy issues, and suggestions for targeted acquisitions of teen graphic novels with GLTBQ content. Findings – The paper provides a brief overview of US and Canadian censorship of comics, including how this legacy affects today’s market. It recognizes the difficulty of obtaining information and recommendations for teen-appropriate graphic novels containing GLBTQ content, and makes suggestions for core collection items. Research limitations/implications – Only English sources from the USA and Canada are reviewed. Francophone Canadian literature is relevant but outside of the scope of this paper. Practical implications – The paper is a useful source of information for the librarian looking for collection development suggestions, and/or for the librarian dealing with or preparing against intellectual freedom challenges to graphic novels or GLBTQ material for teens. Originality/value – This paper furthers discussion of censorship of graphic novels and of GLBTQ material, and provides concrete suggestions to librarians developing a teen graphic novel collection. The issue is timely, as the graphic novel industry is booming and the ALA has documented an increasing number of challenges to graphic novels in libraries. Few previous papers on graphic novels or comics have included Canadian content, although the Canada-American library worlds, publishing industries and legal codes are historically and currently intertwined. Paper type General revie

    Worlds at our fingertips:reading (in) <i>What Remains of Edith Finch</i>

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    Video games are works of written code which portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies which blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This paper aims to analyse how these design strategies are deployed in What Remains of Edith Finch (Giant Sparrow, 2017) to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators because they support interpretive play (Upton, 2015) through slowness, ambiguity (Muscat et al., 2016; Pinchbeck 2012), narrative and aesthetic aspirations (Carbo-Mascarell, 2016). Understanding walking sims as literary games (Ensslin, 2014) can shift the emphasis from their lack of ‘traditional’ gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways

    What It Means to Be Super: Diversity and the Prevailing Discourses in Superhero Comic Books

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    This study examined how themes of diversity influence the superhero genre of comic books and sought to identify the broader societal discourses that shape the representation of diversity in these narratives. The study’s review of related literature encompassed works exploring comic books as a genre, their history, and their relationship with discourse and popular culture, and revealed 5 significant themes related to diversity: race, gender, sexuality, age, and ability. The study employed a qualitative methodology and was designed as a thematic discourse analysis. Nine superhero comics under the Marvel and DC umbrella were accessed online and then narrowed down as the study’s data set. Each comic was coded by taking note of the main plot points and larger findings and the information was grouped into larger themes that became the basis of the data. Results of this study showed that although some elements of diversity existed in the data set, it did not play a significant role in shaping the narratives’ respective stories. Results also indicated that the primary feature in the data set comprised a Caucasian, male, straight, European, or American discourse; however, there is evidence that diversity is beginning to become more of a priority in the creation of these superhero comics. Lastly, the study considered educational implications of bringing superhero comics into the classroom including improved reading engagement, diversified text selection within classrooms, and getting students to think about diversity through a new lens by challenging what a superhero should look like or is supposed to be
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