graphic novel

Description (in English)

This manga-inspired graphic novel app is about thirteen-year-old Tavs, who chooses his name (meaning “silent”) when he writes a declaration to his parents: “From now on I will be silent”. The story is about the loneliness and loss Tavs feels upon the death of his twin and his family’s move to Tokyo. TAVS is a fantasy narrative with gothic, humorous and boy-meets-girl elements and references to haiku and manga. The app mixes text, music, still images, sound effects and animation into an immersive aesthetic experience. For example, as we read of Tavs’ sorrow and frustration the words begin to fall down from the screen and the reader has to take an active part in the reading process by grabbing the sentences. The chapters show great variation, operating between expressive powerful animations and stills and black pages, between strong sound effects and silence and between spoken and written words, right up to the final fight between the twins; between life and death. (source: ELO 2015 catalog)

Description (in English)

Why Some Dolls Are Bad is a generative, permutational graphic novel which engages themes of ethics, fashion, artifice and the self, and presents a re-examination of systems and materials including mohair, contagion, environmental decay, Perspex cabinetry, and false-seeming things in nature such as Venus Flytraps.

Why Some Dolls Are Bad was originally launched on the Facebook platform but has been adapted for the iPhone and relaunched in 2010. The project collects images from a tag-constrained stream of public Flickr images and combines them with fragments from the original non-linear text. Once the application is downloaded, image and text come together into a frame which is read and then advanced, creating an ongoing dynamic narrative.

Readers can capture frames and send them to an archive, where each frame becomes a “page” in the novel. The collective archiving of iterative captures from the project means that a version of the book can be read in a linear order.

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By Scott Rettberg, 9 January, 2013
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Abstract (in English)

This paper presents a multimedia/hypertext/PowerPoint presentation that focuses on the graphic novel V for Vendetta by Alan Moore and David Lloyd and the 2006 adapted film version of V for Vendetta, directed by Andy and Larry Wachowski. This presentation addresses the history of graphic novels and looks at recent trends in the medium, compares two scenes from the graphic novel with the film, and weaves in theoretical concepts such as the relationships between text and image, the use of simulation and semiotic analysis. Other issues discussed include the use of theatrics, masks and constructed identity in both texts. Finally, the presentation concludes with a look at the future of graphic novels and a call to further academic studies of this emerging textual medium and its growing life in virtual online forms.

(Source: Author's abstract, 2008 ELO Conference site)

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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)

Creative Works referenced
Description (in English)

The Carrier is the first digital graphic novel meant to be viewed exclusively on the iPhone. The novel utilizes many of the features the phone has to offer such as the touch interface, web links to extra story input, and geolocation. Also unique to the work is the way in which the story unfolds: It is given to the user in real time. Like 19th-century novels and 20th-century comic books, The Carrier is distributed serially. Release of each chapter is timed to specific intervals that correlate to the hero's experience of time within the story. Story premise: a scientist wakes up in Bangkok with no memories and a briefcase chained to his wrist. As the scientist moves across the world, ancillary elements of his story are texted and emailed to the reader: recipes for Thai food, London weather reports, fake news headlines and the like. Annotated by Kyle Schaeffer.

(Source: Description from the Electronic Literature Exhibition catalogue)

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Description (in English)

Wasting Time, a story about three characters, is told simultaneously from separate but parallel points of view--using three columns of text in a series of 25 computer monitor screens. The story takes place on a January evening in a house in the Rocky Mountain foothills. (100)
Wasting Time takes advantage of the computer as a temporal text processor. The dialogue appears on screen at the point when each character would speak. The reader may hit the return key when she is prepared to continue. The reader may not vary the linear progression of text, but may control the speed at which it unfolds. The text is, nonetheless, an "active book." It borrows techniques from film, such as shot-reverse-shot, to control the reader's experience of the text. See also the graphic novel.

The text for Wasting Time is simple and unadorned. One interesting feature of the program is that the snow falls upwards.

Source: http://www2.iath.virginia.edu/elab/hfl0195.html

Technical notes

IBM-compatible. Wasting Time ran on any MS DOS computer with at least 128 k, a standard monitor and a standard MS DOS version of BASIC. It was known to run on PC BASIC, BASICA, GW-BASIC, or Compaq Personal Computer Basic.