comics

By June Hovdenakk, 3 October, 2018
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9781435242845
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215
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All Rights reserved
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Abstract (in English)

Understanding Comics: The Invisible Art is a 1993 non-fiction work of comics by American cartoonist Scott McCloud. It explores formal aspects of comics, the historical development of the medium, its fundamental vocabulary, and various ways in which these elements have been used. It expounds theoretical ideas about comics as an art form and medium of communication, and is itself written in comic book form.

(Source: https://en.wikipedia.org/wiki/Understanding_Comics)

Description (in English)

During the Occupy protest at St Pauls Cathedral in London, there were many drawings and paintings sellotaped to the walls; the area became a public Art gallery. Works full of slogans and messages, full of passion.

While visiting the site, it occurred to me that many people want to express their views in this way, and contribute their own art work to share with Occupy London, to express their support and solidarity; but they couldn’t physically be there.

I built an online cartoon tool to makes it easy to make political cartoons to support Occupy London. Once a week I printed them, went to St Pauls and put them on display. I also exhibited the cartoons in other places, such as cafes and bookshops, to get wider exposure.

Well known artists contributed work, and we built up a big stock of ‘ready-made’ fantastic drawings and cartoons – for everyone to remix.

The project is a collectively authored and networked satire, giving everyone a chance to participate/ support/ speak out/ in a creative way.

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Description (in English)

Sherwood Rise was an experimental arts project that investigated possible futuristic forms of the book. The challenge was how to expand a traditional paper book (codex) using new media technologies. Sherwood Rise uses AR in an experimental artistic way, and tells a participatory and interactive story through printed newspapers, mobile phones, and email. AR is used to enable multiples voices in the story, where each voice tells the story from different and opposing perspectives. The AR also acts as the interface to the story, and enables the reader to change and control the story and eventual outcomes.

(Source: Author's Description)

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Description (in English)

Sherwood Rise is the world's first augmented novel. It's an Augmented Reality (AR) transmedia interactive graphic novel/ game, told over 4 days through a range of media and formats: printed newspapers, AR on mobile phones, emails, hacker websites, blogs, sound, music, graphic novels and illustrations.

Inspired by the current financial crisis, and the Occupy movement, the story is based on the traditional Robin Hood tale. The traditional tale of peasant revolt and dissent is brought up to date, and adapted for AR and transmedia. In our adaptation, austerity is imposed on the poor by a privileged elite, but resisted by a gang of hacker outlaw terrorists called the 'Merry Men'.

Each day you receive a newspaper (via email) which you interact with via AR. Your interaction (how much you support the establishment or the Merry Men) updates a database, which then determines the version of newspaper you receive the next day. My intention was to make a physical book interactive, and in this way explore the future of the book.

The project explores the future of the book and transmedia storytelling:

  • It's a story told in a range of media on multiple platforms
  • It expands a traditional printed story, adds additional layers of story through AR
  • It adds augmented digital artefacts onto a printed story.

The objectives of the project are:

  • To add virtual elements to the real world page by combining mobile device/ new media technology and the book
  • To use mobile device based AR and transmedia, in novel and artistic ways to expand a narrative
  • In creative and artistic ways to raise awareness and stimulate thought about financial fraud, corruption, austerity, politics
  • To produce a book which is part static and part dynamic, and altered by the reader's behaviour
  • To challenge power relations of news using AR.

My research interests for this project included:

  • AR activism, challenging authority, privilege and power
  • The politics of AR and storytelling/ news, contested content, critiquing ways that news is reported, revealing the "truth"
  • Aesthetic, artistic, cultural and sociopolitical uses of AR and transmedia stories
  • Revealing hidden stories within a fiction
  • Many voices in a story - simultaneous multiple viewpoints
  • Documenting the process and experience of designing, adapting and building a transmedia story from the ground up
  • The reader experience - reading and navigating an AR transmedia book, moving from paper to screen, the disjointed reading experience
  • Exploring aesthetic possibilities of AR, graphic novels and illustrations on mobile devices.

Sherwood Rise - the story begins here
Please note that since the AR software "Junaio" is no longer available (since 2015), then the project doesn't run anymore.

This was a research collaboration between Dave Miller (concept, code and drawings) and Dave Moorhead (screenwriter). This was a post-doc research project funded by the University of Bedfordshire, as part of the UNESCO Future of the Book project.

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By Audun Andreassen, 3 April, 2013
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Abstract (in English)

Following Michel Foucault's brief works of art criticism, Rene Magritte's paintings, and Jodi's websites, this essay performs a close reading of HTML code using the aesthetic logic of the calligramme. To begin I construct a genealogy of critical image production surrounding Magritte's now classic 1928-29 painting La trahison des images. A slowly decomposing relationship between language and images begins with Scott McCloud's reductive materialism in Understanding Comics (1993) in which McCloud's comic book avatar lectures on the material and mimetic aspects of Magritte's pipe for purely ironic effect. Unlike McCloud's attempts to distill materiality down to traditional media types, Henning Pohl's La trahison des images numeriques (2009) implicates both pipe and text within a transcendental image-space beyond medium specificity which, like Giselle Beiguelman's //**Code_up (2004), promotes the fantasy of diving into data. Douglas R. Hofstadter's clever calligramatic sketches in Godel, Escher, Bach: an Eternal Golden Braid (1979) inject language into the system via a paradoxical operation similar to that of the Liar Paradox in which Epimenides, a Cretan, declares "all Cretans are liars." Finally, in Michel Foucault's five part procedural analysis This is Not a Pipe (1973)--inspired in part by Guillaume Apollinaire's calligramme Fumees (1914)--a method for reading wwwwwwwww.jodi.org emerges. wwwwwwwww.jodi.org is a frequently discussed digital media artwork by Joan Heemskerk and Dirk Paesmans (collectively known as Jodi) in which meaning is produced specifically through the dynamic interplay of imagistic code reminiscent of the atom bombs' schematics and neon green, alphabetic output suggestive of nuclear fallout. My work picks up where Alan Sondheim, Peter Lunenfeld, John Cayley, McKenzie Wark, Alan Liu, and C. T. Funkhouser each end his criticism of this iconic work. Instead of reading narrative or ironic causality between code and output, I perform a Foucauldian reading which emphasizes the disconnect between these two orders through the intervention of the calligramme. Though at first the website appears decodable, a dynamic exchange oscillates between mimetic representations of exploded code and linguistic trauma of speechless, unintelligible text to trigger an affective explosion. wwwwwwwww.jodi.org relays the trauma of the atom bomb through the history of digital media and art evokes digital media's academic history, technical precursors, and direct ties to the US military-industrial complex. Rendering the bombs and the process by which they function on the web implicates two important historical figures: Vannevar Bush and Alfred H. Barr Jr. Bush acted as the first Presidential Science Advisor, developed the infrastructure for the Manhattan Project, and invented the Memex, an influential thought experiment in the history of new media. Alfred H. Barr Jr. was the founding director of the Museum of Modern Art in New York who advocated a permanent collection via calligrammatic diagrams of a "torpedo moving through time" whose nosecone noncoincidentally points at the soon to be explosion of 1950's Abstract Expressionism. Thus in the moment that Jodi is engaged is semiotic destruction it is simultaneously implicating itself within a particular cultural narrative regarding the relationship of digital media to art history and American militarism.

Platform referenced
Creative Works referenced
By Scott Rettberg, 8 January, 2013
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Abstract (in English)

Scott McCloud has been at the forefront of a movement to redefine comics on the Web. Though himself originally a print comics artist, McCloud has advocated moving away from print paradigms and publishing venues toward the "infinite canvas" he envisions on the World Wide Web. In advocating for digital publishing and interactive art, McCloud, much like Peter Greenaway on new media, believes the visual potential of comics can be radically developed, perhaps moving away from traditional print conventions, such as linear formats linked to the sequential and opaque page; static word/image art; or spatial and temporal coordinates dictated by the format and materiality of the graphic novel or comic book. But the radical shift to digital media has also meant reconsidering the means of publication, distribution, and compensation outside of the print industry. Basically, as new media producers move away from print paradigms and conventions towards greater technological and digital innovation, they are not only leading the vanguard in terms of artistic production, but they are being forced to bear the brunt of responsibility for developing economically viable means of production and distribution of their work on the Internet. Web publishing now requires new media producers to think creatively about the long term implications of Web production, distribution, copyright, and royalties—concepts all tied closely to the print industry, and which may or may not translate across digital borders. This has brought artists, entrepreneurs, and media critics into animated discussion with one another and has led to some innovative thinking about artistic production, target audiences, and economic remuneration. It has also pointed up the singular differences of working within a global, digitized medium as opposed to a material and highly stratified print industry. Scott McCloud's graphic novella, The Right Number, showcased innovative digital technology at the same time that it comprised an industry experiment to test the concept of "micropayments" within digital contexts. Employing a user collection system called BitPass, which was designed to compensate media producers (authors, recording artists, independent game designers) for artistic content generated on the Web, McCloud was able to distribute his graphic novella for 25 cents per user, pocketing 85% of the profits from the exchange (as compared with the 8% he makes on his print books). BitPass allowed users to view a Web comic multiple times and even download the file onto a user's hard drive, bypassing publishers and distributors, in favor of a system that compensated media producers directly and often passed the savings on to consumers. Traditional user collection systems, such as PayPal don't work with the micropayments concept, because credit card companies can charge as much as $1.50 per transaction, making it difficult to charge for small amounts of money. BitPass managed to stay in business for four years, allowing Scott McCloud to sell just under 2300 copies of The Right Number, Parts 1 and 2. But the company finally succumbed to financial loss and went out of business in January of 2007. McCloud gained notoriety for promoting and defending online micropayments when he launched The Right Number, because other media critics had claimed that the system was obsolete on the Web, due to unlimited access and free content. Yet, the interest in financial web collection systems, such as BitPass, continues to persist, due to the growing cadre of new media producers, the recent success of iTunes, and the availability of increased bandwidth on the Internet. Various issues come into play when considering monetary exchange for artistic content on the Web. Foremost, early Web media distribution created a culture where users came to expect free Web content. Second, it's not clear that users/readers want to make discriminating choices about inexpensive Net content or that they are willing to buy virtual cards. Third, it continues to be difficult for users/readers to discriminate among new artists and Web comics outside of peer review/cataloguing systems, of which there are currently few (though this is changing). And fourth, it's difficult for user collection services to target the right consumers/readers. Nonetheless, given the momentum behind the Web comics movement, it seems likely that new models will be found to negotiate the print/digital divide within late capitalist systems. To address the competing demands of technological innovation and new methods of commercial payment on comics artists and new media producers, I want to look at the relationship between the media specific innovations of McCloud's graphic novella, The Right Number, and his involvement in debates regarding micropayment systems, particularly in response to Clay Shirky's criticisms. This is perhaps most tangibly realized in the material signifier of Scott McCloud's wrist injury, due to his overexertion in drawing The Right Number and responding in writing to heated debates about BitPass and micropayments, in general. Interestingly, The Right Number gained the attention of non-traditional comics readers, because they were invested in the outcome of the micropayment system. Both activities (drawing/programming the comic and defending micropayments in writing) involved the negotiation of digital technologies and computer-user interfaces as well as physical and mental exertion within the cybernetic circuit. Both electronic processes/products (writing and drawing/programming) were necessary to ensure that the other could continue, thus suggesting an interdependence between the two modes of graphic output; and both acts involved working with code: the algorithmic code of The Right Number, the technological code of new media, and the financial code for controlling access to and achieving remuneration for artistic content. Finally, both the graphic novella and the micropayment debates stand as a testament to McCloud's passion for and interest in the Web comics revolution, providing a snapshot into the kinds of productive exchanges that are taking place on the Web as more authors and artists transition from print to digital media.

(Source: Author's abstract for 2008 ELO Conference)

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By Eric Dean Rasmussen, 25 May, 2011
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978-0-9780646-2-4
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Abstract (in English)

Catalog published by The Prairie Art Gallery, with funding from the Andy Warhol Foundation for the Visual Arts, featuring a printed sample of panels from the net art work Grafik Dynamo and a critical essay, "Graphic Sublime: On the Art and Designwriting of Kate Armstrong and Michael Tippett,"  by the literary and media-arts scholar Joseph Tabbi. Tabbi argues that Grafik Dynamo, like Scott McCloud's book Understanding Comics, enables readers to recognize how perception works and why a reduction of sense experience is necessary for the development reflection, communication, meaning, and narrative.

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A condition of narrative in the new media ecology is that nothing, no alteration to the social or political order, can be allowed to happen, ever. That doesn't mean that things don't change, but when change is 'endless', when dynamism and innovation are requirements rather than exceptions, the arts of story-telling suffer.

There is always 'more' to an image than what we see, and there are also always more images, whose happenstance positioning with each other and with Armstrong's sentences generate meanings potentially no less significant, and much more patterned and expansive, than (what I can find on) my own.

Coherence cannot be avoided, even if we try. The 'sense' of a narrative, the 'impression' of history in the making, persists in what we see.

A willing suspension of disbelief? Try getting one of the kids from the Internet and comuter gaming generation to do that.

The 'funnies,' purportedly written for children, are like more recent computer games and pupular entertainment generally: they are ways that people learn to live with technological violence.

The ever open, ever ambiguous literary representation can hold an audience, it seems, only so long as the world-system itself remains incomplete, and only so long as a sense of wonder exists in readers. Once a world-system takes hold in reality (as in Pinochet's Chile), literary activity largely ceases.

The comic, it would seem, is the only medium left with a mandate for presenting society whole, in broad canvas.

The creators seem to have realized (and their curators recognize) that stability, at the level of the medium, actually creates more opportunities than so called 'reader-interaction' for freedom in reception.

Now that technologies facilitate the viewing of atrocities, deaths, events that occur at every instant worldwide, the call of narrative is no longer to locate such events in our own lives. What is required, rather, is a space where events can at once be received and held at a distance.

No other instrument performs so well, as the networked computer, the removal from the world of sequence, consequence, argument, and affect.

Even as the images depict what cannot have happened (not to us), we are made to sense through combinations of image and text, those places where language has reached its limit.

McCloud's work is not criticism, and Armstrong/Tippett's work, as I have argued, is not narrative. But these works have the virtue of letting us know, sensually, what it is we're missing - in an era that systematically denies the development of critical and narrative experience.

Creative Works referenced
By Scott Rettberg, 26 March, 2011
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Moulthrop's 1999 Cybermountain keynote, delivered in a MOO online, addresses connections between games, comics, visual narratives, and contemporary web-based and hypertext fictions, emerging from postmodernist media and literary landscape.

Creative Works referenced
Description (in English)

Brainstrips, a series of comic strips for the web, explores key concepts in philosophy, science, and math. Each work is created in Flash and includes text, animations, audio, and video. "Deep Philosophical Questions" (2008), answers six important questions that slip between the cracks of serious philosophy, into a place where logic and pedantry have no play. This work uses copyright-free comic strips from the Golden Age of Comics (American comic books created in the 1930s and 1940s). The strips have been re-colored and digitally edited to enhance their clarity and to accommodate new dialog boxes and Flash animations. "Science For Idiots" (2009), explains some of the greatest science puzzles of our time. This work uses comics and clipart images that have been digitally edited and then animated to create a multimedia story event for the viewer. Sound is also an integral part of the story, and it has been layered into each segment of the piece. The final result is a dynamic visual and auditory experience for the reader, and a closer look at the potential within animated strips on the web. "Higher Math" (2009), examines key concepts in math: addition, subtraction, irrational numbers, multiplication, geometry, and the Googolplex. Each concept has a human element, and their commonality, a bridge between math and ethics. These three works use images, video, and audio files acquired online, and modified by the artist. A credits page is included in the work.

(Source: Author's description from Electronic Literature Collection, Volume Two)

I ♥ E-Poetry entry
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