993 resultados para Comic book


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In 1966, the Publications Division of the Government of India’s Ministry of Information and Broadcasting released a 47-page hardbound comic book entitled The Gandhi Story. Written and illustrated by S.D. Sawant and S.D. Badalkar, it opens with a foreword by independent India’s first prime minister, Jawaharlal Nehru, and presents a state sanctioned narrative of Gandhi’s life and role in the Indian struggle for independence. This articles examines how the creators of The Gandhi Story drew upon both textual and visual sources as reference material during its creation, and investigates the relationship between "official" and "unofficial" nationalisms of twentieth-century Indian history.

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Introduction: Obesity is a public health problem, particularly in Hispanic children. Alternative media channels may offer the potential to motivate children to engage in health promoting behaviors. A comic book, “Time Twisters”, was developed to impact screen time use, physical activity, and dietary behavior for elementary school children and evaluated for acceptability and feasibility prior to implementation in a multi-component physical activity intervention. [See PDF for complete abstract]

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This article analyzes the solutions given in Spanish translations to the morphological creativity shown in the names of Marvel comic book characters. The English versions almost invariably provide a full description of the hero (or villain) by means of a wide variety of word-formation mechanisms leading to highly expressive charactonyms. Indeed, examples shall be listed of names of comic book heroes created through compounding, derivation, including prefixation or suffixation (both classical and Anglo-Saxon but also from other origins), lexical blending, abbreviation, clipping, onomatopoeia, and borrowings from Spanish or from other languages. Early translations into Spanish seemed to be slightly less expressive than the original, even when the same word-formation mechanism was used, usually due to either problems of transparency mainly in some of the word parts or to translation constraints. In later periods, a number of factors, including the influence from other media featuring the same characters and the general trend towards globalization through English, have led translators to choose repetition as the most frequent strategy, which has almost eliminated the creative power of wordformation mechanisms in Spanish and their ability to convey the stylistic effects found in the English versions.

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As histórias em quadrinhos são um gênero narrativo que, nos últimos anos, alcançou enorme espaço. Este trabalho aborda, primeiramente, o problema da linguagem dos quadrinhos, a partir de sua articulação híbrida entre texto e imagem. Posteriormente, apresentamos alguns elementos que constituem a estética dos quadrinhos. Estudamos também as estruturas mitológicas imanentes ao gênero super-herói para desenvolver uma história arquetípica das histórias em quadrinhos. Assim, o problema dos arquétipos é abordado de forma mais abrangente, associada a conceitos filosóficos, propriamente narrativos e históricos com relação ao objeto de arte história em quadrinhos. Por último, fazemos uma análise de um caso particular, demonstrando como um arquétipo é trabalhado nesse gênero narrativo

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Metrópolis e Gotham são as cidades imaginárias das histórias em quadrinhos que, respectivamente, ambientam as aventuras do Super-Homem e Batman. Estes dois super-heróis foram criados nos Estados Unidos em finais da década de 1930 e continuam a povoar a vida de crianças e adultos oito décadas depois de sua concepção. O objetivo desta dissertação é fazer uma análise das cidades do Super-Homem e Batman em seu contexto de criação por meio de uma análise etnográfica da literatura em quadrinhos. Objetiva-se analisar as representações dessas cidades ficcionais em relação com as questões vividas pelas grandes cidades norte-americanas de sua época, como crime, migração e delinquência. Para tanto, analisa-se as primeiras histórias dos referidos super-heróis publicadas desde a sua criação em 1938 e 1939 até a entrada dos Estados Unidos na Segunda Guerra Mundial, em dezembro de 1941. Discute-se a questão da dupla identidade, da liberdade e do anonimato nas grandes cidades a partir do gênero de super-heróis, bem como contextualiza-se a criação dos quadrinhos como um meio de comunicação de massa nascido no ambiente moderno e urbano. A tese central desta dissertação gira em torno da discussão sobre cidades e Modernidade. Considera-se Gotham e Metrópolis como representações que refletem pontos de vista distintos sobre as grandes cidades modernas. A primeira é uma cidade noturna e violenta de crimes relacionados com a loucura, o crime organizado e a migração. Subjaz aqui a noção de que a modernidade, tendo como locus as grandes cidades, seria um fator que desagrega a vida social levando os habitantes de Gotham City a enfrentar um cotidiano de conflitos, seja com criminosos, loucos ou imigrantes. Metrópolis, por sua vez, enfrenta em seu cotidiano problemas técnicos e crimes de cunho moral, sendo uma cidade diurna de linhas retas e prédios de estilos arquitetônicos modernistas retratados a partir de imagens panorâmicas que destacam seus prédios e arranha-céus iluminados, enquanto Gotham é representada como uma cidade escura de prédios monolíticos que se repetem indistintamente em seu horizonte. Por mais ficcionais, utópicas ou distópicas que possam ser as cidades das histórias em quadrinhos elas são representações que se relacionam com o imaginário da época e sociedade em que foram criadas. Esta dissertação compreende Gotham City e Metrópolis como sínteses de concepções urbanas modernas, relacionando-as com correntes urbanísticas presentes nas primeiras décadas do século XX e com questões colocadas pelo pensamento social da Escola de Chicago de Sociologia.

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In the digital age, the hyperspace of virtual reality systems stands out as a new spatial notion creating a parallel world to the space we live in. In this alternative realm, the body transforms into a hyperbody, and begins to follow the white rabbit. Not only in real world but also in the Matrix world. The Matrix project of Andy and Larry Wachowski started with a feature film released in 1999. However, The Matrix is not only a film (trilogy). It is a concept, a universe that brings real space and hyperspace together. It is a world represented not only in science fiction films but also in The Animatrix that includes nine animated Matrix films directed by Peter Chung, Andy Jones, Yoshiaki Kawajiri and others, four of which are written by the Wachowskis. The same universe is used in Enter the Matrix, a digital game whose script was written and directed by the brothers and a comic book, The Matrix Comics, which includes twelve different stories by artists like Neil Gaiman and Goef Darrow. The Wachowskis played an active role in the creation and realization of all these “products” of different media. The comic book came last (November 2003), however it is possible to argue that everything came out of comics – the storyboards of the original film. After all the Wachowskis have a background in comics.

In this study, I will focus on the formal analysis of the science fiction world of The Matrix - as a representation of hyperspace - in different media, feature film, animated film, digital game and comic book, focusing on diverse forms of space that come into being as a result of medium differences. To unfold the different formal characters of film, animation, game and comics, concepts and features including framing, flattening, continuity, movement, montage, sound/text, light and color will be discussed. An analysis of these products will help to open up a discussion on the relation of form, media and representation.

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The influence of Fantômas novels and films on global popular culture is widely acknowledged. From the 1915 Spanish musical "Cine-fantomas" to the 1960s Italian comic book series "Diabolik," "Kriminal" and "Satanik," from Turkish B-movies such as "Fantoma Istanbulda Bulusalim" (dir. Natuk Baytan, 1967) to Julio Cortazar’s anti-imperialist pamphlet "Fantômas contra los vampiros multinacionales" (1975), Pierre Souvestre and Marcel Allain’s original literary series have engendered uncountable translations, adaptations, imitations and plagiarisms that have spread the character’s fame worldwide since its first appearance in 1911.
By focusing on the influence of Louis Feuillade’s film adaptations during the first decade of Fantômas’ long history as a transnational and transmedia icon, this paper aims to contribute to the growing interdisciplinary field that deals with the history of the supranational cultural sphere created by modern media culture. As a sort of archaeology of contemporary cultural globalization, this form of study intends to enrich previous historical surveys that had only taken into consideration specific national contexts. Moreover, it might also rebalance certain “colonizing” accounts that overemphasize the role of the cultural superpowers such as France, the UK or the US, often forgetting the appropriation of the products of international popular culture to be found in other countries. Therefore, this paper examines the transnational circulation of Fantômas films and, in particular, the creative processes engendered outside of France their origin country. As a controversial character and a central player in the relationship between cinema and literature in the crucial years when the feature and serial film boosted and legitimized the film industry, Fantômas represents an exemplary case study to discuss the cross-cultural and cross-media dynamics engendered by popular fiction.

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Film adaptations of superhero comic-books offer a particularly rich case study to analyse narrative strategies of contemporary Hollywood cinema. The serial structures adopted by the comics they are based on, as well as their use of the spectacular potential of the image, provide a successful model for current audiovisual productions. Without completely abandoning classical techniques, these adaptations try to find a new balance between narrative and digital phantasmagoria. This paper discusses some significant examples of this genre, including adaptations of classical DC and Marvel franchises and more recent series, as well as other comic-book influenced films such as The Matrix and Unbreakable.

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This dissertation is an explanation of a methodology applied to the making of a comic book, with all that implies. The various stages of this process will be described, from the time when there was the decision to have ideas for the script to its finalization and subsequent publication of the album "Deixa-me Entrar". With this we intend to scrutinize how the inherent problems were solved in all these steps, either in the narrative construction method, as the visual part, such as drawing, coloring and subtitling were performed always seeking quality, not compromising the quality of the work. The time frame of the book was short since it was aimed for release during the twenty-fifth International Comics Festival of Amadora 2014, one of the main events of this kind in comic book releases. It can be said that this is one of the many events that are part of the context in which the practical component of this work fits, and so it is indispensable to context Comics in Portugal, specifically in a time window since the early twenty-first century, talking about relevant authors in recent years. In this explanation were also described some contractual bureaucracies that had to comply with the publisher "Polvo" and how the dialogue between author and publisher was done. Were also exposed advertising strategies through various platforms as well as how the book was received and concluded how the applied methodology resulted in this case study

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Notre recherche étudie les particularités esthétiques et matérialistes de l’oeuvre du bédéiste américain Jack Kirby (1917-1994) et la manière dont elles répondent d’agencements qui visent à déconstruire et reconstruire les formes sur la page. Contemporain de Will Eisner, Kirby est largement considéré comme l'auteur et dessinateur le plus influent de son époque, co-signant les premières aventures de certains des super-héros qui perdurent et qui sont aujourd’hui la manne de l’industrie hollywoodienne (Captain America, les Fantastic Four, Hulk, etc.). Son oeuvre protéiforme est composée de superpositions de textures, d’objets récupérés, de figures déviées et trouve dans son rapport à la matière les principaux axiomes qui la définissent. Cherchant dans son travail à cerner les fonctions des nombreux amoncellements de points noirs (baptisés kirby dots par la critique et l’industrie), nous nous écartons des modèles d’analyse sémiologiques pour constituer une approche écosophique de la bande dessinée. Dans cette dernière, nous avons recours à la schizo-analyse théorisée par Gilles Deleuze et Félix Guattari dans leur ouvrage L’Anti-OEdipe (1972) afin de cerner les conditions de la production de sens et de non-sens du point kirbyen. Pour ce faire, nous proposons de reconsidérer la BD comme une écologie séquentialisée, composée de cases sans icônes, c’est-à-dire d’un espace pris au plus près de la planche, pour soi et en soi, sans rapport de causalité fixe ou de structure prédéterminée. Nous envisageons ensuite les territorialités archaïques de la bande dessinée pour mieux définir son ontogénie, puis pour étudier les rapports machiniques et schizos qu’entretiennent entre eux les différents espaces (que nous distinguons en espaces striés et en espaces lisses) ainsi que les différents traits de la planche. Finalement, nous expliquerons en quoi le point kirbyen apparaît comme une machine abstraite, c’est-à-dire une instance capable d’auto-générer, d’auto-poïétiser, son propre mystère représentationnel.

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A morgue file is a place to keep post production materials for use of reference, an inactive job file. This morgue file contains free high resolution digital stock photography for either corporate or public use. The term "morgue file" is popular in the newspaper business to describe the file that holds past issues flats. Although the term has been used by illustrators, comic book artist, designers and teachers as well. The purpose of this site is to provide free image reference material for use in all creative pursuits. This is the world wide web's morguefile.