Monday, October 29, 2007

Compiled Word List

Here are the words I've recieved so far. Not all of these terms have been posted on the blog, some have been emailed to me. There's only 50 or so terms here, so we don't have enough for the whole class yet.

Alter ego

Cover art

Super villain

Trade paperback

Splash pages

Sequential art

Underground comics

magick
episodes
mythopoaeia

collector culture
good girl art
comic book death

Bleed
Crossover (intertextuality in Comics)
Covers

Otaku

vertical theory
protagonist
gender barriers
gender boundaries
jewishness
religion
occult
superhero
golden age
supernatural

Graphic

Episode

Sound effect

Splash Balloon

Universe

Fanboy/fangirl

Cameo

Centerfold

The Fourth Wall

Comix

Storyboard

McGuffin - rather like a red herring, an item that doesn't have the
significance one would originally assume.
epic - in relation to comics, rather than, say, Homer. Also defined in
the OED as "characterized by realism and an absence of theatrical devices,"
but often used in contemporary speech to merely mean a long and dramatic
story.
serial/serialize/serialization - whether single issues in a comic digest,
a collection of trade paperbacks, or even hardcover collector's editions,
there's more than likely one in a series of a story.
alter-ego - a big attraction in American superhero comics, how does this
duality shape other genres or nations of origin?
in medias res - overused plot device that many comic artists seem to
love.
censorship - whether for propaganda or to remove excessive violence,
gore, and nudity, both comics and manga with more mature themes deal with
censorship, although perhaps at differing quantities during different
decades.
onomatopoeia/sound effects - seen through many kinds of comics, and can
often lend a different visual ambiance to the scene (such as mentioned in
seminar about Batman: Dark Knight Returns)

Metafiction 
Cameos (
Past Character/Pop Culture)
comix (independent, non-mainstream comics: i got this term from the internet) 
Fantasy 
Series (continuity of plot, characters)
Entertainment/Hollywood (connections between comics and the entertainment industry) 
Mint Condition
Anti- Hero



Patrick

no subject


1. Metafiction 
2. (Past Character/Pop Culture) cameos
3. comix (independent, non-mainstream comics: i got this term from the internet) 
4. Fantasy 
5. Series (continuity of plot, characters)
6. Entertainment/Hollywood (connections between comics and the entertainment industry) 
7. Mint Condition
8. Alter-Ego
9. Anti- Hero

Wednesday, October 24, 2007

Alter ego

Cover art

Super villain

Trade paperback

Splash pages

Sequential art

Underground comics

 
thx guys!
emily chow =)


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Definitions

Ideas for definitions I think we should look at: 
(Some I got from class lecture and some from googling "Comic book terms")

* magick
* episodes
* mythopoaeia
* collecter culture
* good girl art
* comic book death

That's all I have for now! (I don't want to look at too many online terms and definitions- cause those are already defined) The first 4 terms that are from class are good though!

Have a good day everyone! :)

Thanks,
~Courtney :)

Other Terms

Hi Folks,

I would also like to take the following:

Bleed
McGuffin
Crossover (intertextuality in Comics)
Covers

--
Thanks

Neil Kipling

Tuesday, October 23, 2007

Project Update

Here are the emails that I've recieved from the class thus far:

From Juliet:
So far, I'm interested in coming up with more
complete definitions for both "Comics" and "Graphic Novels," as I don't
think either McCloud's or Eisner's definitions go far enough to be used in a
more empirical sense. I'm also interested in Cohn's idea of "Sight Rhyme."

From Jennifer:
vertical therory
protagonist
gender barriers
gender boundries
jewishness
religion
occult
superhero
golden age
supernatural

From Neil:
I would like to snag Otaku at least as I'm interested in doing a little research on it!
That's all I have so far but I'll send you the rest later.

Stephen mentioned in class that "Graphic" and "Episode" could be defined too.

I've also heard from Ann, who expressed interest in being one of the animators.

Let's try to get a full list for next week. I'll compile all the terms next monday and post a unified list so we won't have to slog through endless posts.

Cheers,
Patrick

Wednesday, October 17, 2007

Group Project -- Moving Ahead

Hey Guys,
As I mentioned in class, if you each could email me (poa@sfu.ca) several (7 or so) terms that you would be interested in writing on, I would be happy to compile them into a master list, which we can divvy up in the next class. Try to up with terms that aren't obvious, so we can get a healthy variety of options. Also, if you artistically inclined, could you make a note of that as well, so we can get an idea of how many illustrations our glossary might include.
Cheers,
Patrick


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Monday, October 8, 2007

Updated Proposal

Hey Guys,
Here's the updated proposal:
 

Seminar Essay Proposal: The Form of the Graphic Novel

For our seminar essay, we will be examining the form of the graphic novel. In order to do so, we will break it down into its component parts. We will explore the theory behind form, look at the significance of word abstraction, discuss the notion of the picture plane, and create a glossary of terms associated with graphic novel form.

We will establish now form works on a theoretical basis across the broad concept that is comics. Form is essentially the overall construction of comics, which includes, but is not exclusive to, character, story, graphics, the written word and panel sequence.  It is the sum of all of these parts that comprises the form of what makes a comic or graphic novel.  Some critics, such as Neil Cohn, have approached the idea of form in comics by presenting it as visual poetry that has a psychological impact on the reader.  This is achieved through specific layout and, for McCloud and Eisner, this is intrinsic to the construction and progression of the story.  Therefore there must be an orchestration that occurs in order for a comic to succeed in communicating its desired effect.  We plan to examine how various theoretical ideas of visual rhyme, construction, and psychology all come into play in the form of the comic.

In order to better understand the significance of the written word to the form of the graphic novel, we will look at the relationship between abstract words and the reader and how the form of comics, with its inclusion of images, impacts and influences that relationship. We will include a discussion on the reliance that words in graphic novels have on pictures in telling the story. We hope to show that words do not stand alone, but instead their meaning relies on the relationship between words, images and the reader. A graphic novel can certainly have many literary devices (such as allegory, symbolism, simile and metaphor), however these devices are not recognizable solely through the words or solely through the images. Again, it is both the graphic art and written word that form a perfect balance for the reader to be able to have a literary experience. We will look specifically at word choice, the crafting of words and image together, as well as the crafting of words as image (for example "BIFF!", "BANG!", "POW!" in comics such as Batman).

We will look at the creative process undertaken by writers and illustrators to create a work that effectively communicates a story, referring to McCloud's text Making Comics to outline the creative choices available to amalgamate word and image to convey meaning. Our discussion will include Anina Bennett’s Visual Thinking concept. We are interested in “the visual choices made by writers and artists — what's shown and not shown, and how it's depicted,” as well as how this process creates a different literary form from the conventional prose novel, and why authors chose it as the medium with which to convey their story.

Throughout this examination of the abstract nature of words we also intend on answering the big questions: can graphic novels be considered literature; does the introduction of images into the story telling process take away the pure abstraction of the words and render them more concrete – therefore making the work itself not strictly literary, and therefore not literature?

In order to understand how an artist uses the two dimensional page to represent three dimensional reality, we will examine the concept of the picture plane, which McCloud defines as "The window through which reality is perceived through art.” We will explain McCloud's Pictorial Vocabulary Triangle. We will discuss the idea of reality to abstraction, an example of this being the transition of photographs to cartoons. We will also use examples from our primary texts to compare two dimensional to three dimensional images on the picture plane and prove which method is more effective. This summary will also include an extensive look at the background of the picture plane and the theories of its use within comics.

Through the use of the terms and definitions we have on hand for analyzing the Graphic Novel, we intend to produce a detailed glossary replete with examples from the texts we are studying throughout the semester. We believe that a thorough glossary would be beneficial for the in-depth analysis and interpretation of the Graphic Novel. Furthermore, the inclusion of visual comparisons of familiar works to expound these definitions will aid greatly in close readings of other works of a similar nature. The words that would be found in this sort of illustrative glossary would be bolded in the work being read beforehand, informing the reader that the term can be found in the glossary for supplementary explanation and example. For example, if one is to examine and define the term (and use of) “bleed” and its importance to the graphic novel frame in relation to how Miller uses it in Dark Knight Returns versus the way Spiegelman uses it in Maus then its importance  to the medium becomes increasingly apparent. The visual model and the definition together are meant to create a stronger and more user-friendly way of accessing the culture and words associated in the comic realm.

Ultimately, we hope to collectively create a document which exhaustively examines all aspect of the graphic novel’s form, and its significance to the communicative ability of the genre.

 

See you in class tomorrow,

Patrick

Totally Late

Sorry about putting it in late!  I misspelled the email address and it only returned it this morning.
for Juliet, Stephanie, Feducea, and Jevon:

How does form work on a theoretical basis across the broad concept that is composed of in the genre of comics?  Form is essentially the overall construction of comics, which includes everything from character, to story, to graphics, to the written word, to sequence, etc.  It is the sum of all of these parts that comprises the form of what makes a comic or "graphic novel."  Some critics, such as Neil Cohn, have approached the idea of form in comics through presenting it as a visual poetry that has a psychological impact on the reader.  This is achieved through specific layout and for McCloud and Eisner this is intrinsic to the construction and progression of the story.  Therefore there must be an orchestration that occurs in order for a comic to succeed in communicating its desired effect.  We plan to examine how various theoretical ideas of visual rhyme, construction, and psychology all come into play in the form of the comic.

Saturday, October 6, 2007

Word Abstraction Group members

Hey Patrick and group,
Prop looks great. Sorry I failed to sign our group's postings so far. Our groups is:
 
Emma (me), Sonia, Alice, Meena and Kristina.

See you all next week.
Em


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Friday, October 5, 2007

Final Proposal

Hey Guys,
This is what I've come up with for our proposal. I still heven't recieved anything from the "form theory" group, so the proposal is somewhat incomplete:

Seminar Essay Proposal: The Form of the Graphic Novel

For our seminar essay, we will be examining the form of the graphic novel. In order to do so, we will break it down into its component parts. We will explore the theory behind form, look at the significance of word abstraction, discuss the notion of the picture plane, and create a glossary of terms associated with graphic novel form.

In order to better understand the significance of the written word to the form of the graphic novel, we will look at the relationship between abstract words and the reader and how the form of comics, with its inclusion of images, impacts and influences that relationship. We will include a discussion on the reliance that words in graphic novels have on pictures in telling the story. We hope to show that words do not stand alone, but instead their meaning relies on the relationship between words, images and the reader. A graphic novel can certainly have many literary devices (such as allegory, symbolism, simile and metaphor), however these devices are not recognizable solely through the words or solely through the images. Again, it is both the graphic art and written word that form a perfect balance for the reader to be able to have a literary experience. We will look specifically at word choice, the crafting of words and image together, as well as the crafting of words as image (for example "BIFF!", "BANG!", "POW!" in comics such as Batman).

We will look at the creative process undertaken by writers and illustrators to create a work that effectively communicates a story, referring to McCloud's text Making Comics to outline the creative choices available to amalgamate word and image to convey meaning. Our discussion will include Anina Bennett’s Visual Thinking concept. We are interested in “the visual choices made by writers and artists — what's shown and not shown, and how it's depicted,” as well as how this process creates a different literary form from the conventional prose novel, and why authors chose it as the medium with which to convey their story.

Throughout this examination of the abstract nature of words we also intend on answering the big questions: can graphic novels be considered literature; does the introduction of images into the story telling process take away the pure abstraction of the words and render them more concrete – therefore making the work itself not strictly literary, and therefore not literature?

In order to understand how an artist uses the two dimensional page to represent three dimensional reality, we will examine the concept of the picture plane, which McCloud defines as "The window through which reality is perceived through art.” We will explain McCloud's Pictorial Vocabulary Triangle. We will discuss the idea of reality to abstraction, an example of this being the transition of photographs to cartoons. We will also use examples from our primary texts to compare two dimensional to three dimensional images on the picture plane and prove which method is more effective. This summary will also include an extensive look at the background of the picture plane and the theories of its use within comics.

Through the use of the terms and definitions we have on hand for analyzing the Graphic Novel, we intend to produce a detailed glossary replete with examples from the texts we are studying throughout the semester. We believe that a thorough glossary would be beneficial for the in-depth analysis and interpretation of the Graphic Novel. Furthermore, the inclusion of visual comparisons of familiar works to expound these definitions will aid greatly in close readings of other works of a similar nature. The words that would be found in this sort of illustrative glossary would be bolded in the work being read beforehand, informing the reader that the term can be found in the glossary for supplementary explanation and example. For example, if one is to examine and define the term (and use of) “bleed” and its importance to the graphic novel frame in relation to how Miller uses it in Dark Knight Returns versus the way Spiegelman uses it in Maus then its importance  to the medium becomes increasingly apparent. The visual model and the definition together are meant to create a stronger and more user-friendly way of accessing the culture and words associated in the comic realm.

Ultimately, we hope to collectively create a document which exhaustively examines all aspect of the graphic novel’s form, and its significance to the communicative ability of the genre.

 

I hope that this is works for all of you,

Patrick

Thursday, October 4, 2007

"Form Theory" Group???

Hey Guys,

I'm still missing one group's proposal. I'm not sure which people were assigned to which group, but so far I have:

Terms - Courtney's Group and Neil's Group

Word Abstractions - ????'s group

Picture Plane - Jen, Jason, Lauren, Ann and Crystal's Group

This means that I still haven't received the proposal from the "Form Theory" Group, whoever that might be. If you're reading this and it is your group, please post ASAP. If not, I'll do the proposal without it, and we can figure something out later.

Thanks,

Patrick

PS. If we could sign all of our posts that would be a huge help



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Definitions Groups: Final Proposal

Through the use of the terms and definitions we have on hand for analyzing the Graphic Novel, we intend to produce a detailed glossary replete with examples from the texts we are studying throughout the semester. We propose that a thorough glossary would be beneficial for the in-depth analysis and interpretation of the Graphic Novel. Furthermore, the inclusion of visual comparisons of familiar works to expound these definitions will aid greatly in close readings of other works of a similar nature. The words that would be found in this sort of illustrative glossary would be bolded in the work being read beforehand, informing the reader that the term can be found in the glossary for supplementary explanation and example. For example, if one is to examine and define the term (and use of) Bleed and its importance  to the comic book/gr! aphic novel frame in relation to how Miller uses it in Dark Knight Returns versus the way Spiegelman! uses it in Maus then its importance  to the medium becomes increasingly apparent.  The visual model and the definition together are meant to create a stronger and more user-friendly way of accessing the culture and words associated in the comic realm. 


Sounds Fine!

Hi Courtney,

This is fine with me, it's only the wording for the proposal anyway and we don't need to get too hung up on it!

--
Thanks

Neil Kipling

Two Definition Group Proposal

Ok Neil, here is what I think is the final proposal. I have added to it- but I don't feel that I could say too much more than you already had, as you had explained the theory and purpose of our glossary really well. What do you think? Should I add more?  Is there more I could even add? &n! bsp;  Have a good day!! I can be emailed at cvrooman@sfu.ca  If you need to contact me.
Thanks, 
Courtney :)
 

         Through the use of the terms and definitions we have on hand for analyzing the Graphic Novel, we intend to produce a detailed glossary replete with examples from the texts we are studying throughout the semester. We propose that a thorough glossary would be beneficial for the in-depth analysis and interpretation of the Graphic Novel. Furthermore, the inclusion of visual comparisons of familiar works to expound these definitions will aid greatly in close readings of other works of a similar nature. The words that would be found in this sort of illustrative glossary would be bolded in the work being read beforehand, informing the reader that the term can be found in the glossary for supplementary explanation and example. For example, if one is to examine and define the term (and use of) Bleed and its importance  to the comic book/gr! aphic novel frame in relation to how Miller uses it in Dark Knight Returns versus the way Spiegelman uses it in Maus then its importance  to the medium becomes increasingly apparent.  The visual model and the definition together are meant to create a stronger and more user-friendly way of accessing the culture and words associated in the comic realm. 

Tuesday, October 2, 2007

Let's try that again!

OK here it is!!!

Through the use of the terms and definitions we have on hand for analyzing the Graphic Novel, we intend to produce a detailed glossary replete with examples from the texts we are studying throughout the semester. We propose that a thorough glossary would be beneficial for the indepth analysis and interpretation of  the Graphic Novel and, furthermore,that the inclusion of visual comparisons of familiar works to expound these definitions will aid greatly in close readings of other works of a similar nature. For example, if one is to examine and define the term (and use of) Bleed and its importance  to the comic book frame in relation to how Miller uses it in Dark Knight Returns versus the way Spiegelman uses it in Maus then its importance  to the medium becomes increasingly apparent.

Let me know if this is ok.

My email address is:

neilgotfired@gmail.com

--
Thanks

Neil Kipling

Our Proposal Paragraph

Hi Courtney,

Here is our paragraph:



--
Thanks

Neil Kipling

Our Group

HI All,

We're a little late posting here!

Melissa, Caitlin, Mike, logan, and myself (Neil) are taking care of the other half of the terms, we're in the same boat as Courtney as we really don't what to contribute to the proposal!

--
Thanks

Neil Kipling

Monday, October 1, 2007

OK - attachement didn't work

Here's the text instead. Let me know if you think this is a bit long, I can probably cut it down a bit
 

In this section we will be looking at the meaning making relationship between abstract words and the reader and how the form of comics, with its inclusion of images, impacts and influences that relationship. Things to be covered will include:

* The reliance words in graphic novels and comic books have on the pictures in telling the story. The literature (ie: words) do not stand alone, but instead the meaning making relies on the relationship between words, images and reader. A graphic novel can certainly have many literary devices such as allegory, symbolism, simile/metaphor, etc...However, these 'devices' are not recognizable solely through the words or solely through the images. Again, rather it is both the graphic art and written word that form a perfect balance for the reader to be able to have a literary experience. We will look specifically at word choice, the crafting of words and image together aswell as the crafting of words as image, for example "Biff!", "BANG!", "POW!" in comics such as Batman.

* We will look at the creative process undertaken by writers and illustrators to create a work that effectively communicates a story, referring to McCloud's text Making Comics to outline the creative choices available to amalgamate word and image to convey meaning. We will also bring in Anina Bennett (see course blog Tues sept 18) Visual Thinking concept. We are interested in "the visual choices made by writers and artists — what's shown and not shown, and how it's depicted", how this process creates a different literary form to the conventional prose novel, and why it is chosen by the authors to convey their story.

* And through this we intend on answering the big question – can graphic novels be considered literature? Does the introduction of images into the story telling process take away the pure abstraction of the words and render them more concrete – therefore making the work itself not strictly literary, and therefore not literature?

 


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Word abstraction proposal

Hi Patrick,
Here's our proposal for Friday. I hope this attachment works!!!


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