987 resultados para Comic book translation
Resumo:
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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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]
Continuity in Comic Books and Comic Book Continuity: Serialized US-American Comic Books of the 1980s
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ABSTRACT The aim of this dissertation is to provide a translation from Italian into Russian of the graphic novel Dodici by Zerocalcare. The book is a comic horror story set in Rebibbia, a district of Rome. The plot revolves around the adventures of a group of friends as they attempt to save themselves from the zombie epidemic that has affected their neighborhood. This thesis consists of three chapters. The first chapter provides an insight into the history of comics, starting with its precursors and ending with modern times. Then it proceeds to carry out an analysis of the language of the comics and to list the different types and genres of comics. The chapter ends with a brief walk through the history of comics in Italy and Russia. The second chapter opens with an introduction to the author and his works, followed by the plot of the comic book and its analysis. The main part of this chapter concerns the proposed translation of the first 52 pages. Finally, the third chapter gives a commentary on the translation that was carried out, analyzing the major difficulties encountered during the translation process and suggesting some suitable translation strategies to solve these problems.
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Este trabalho investiga as relações entre a literatura e a história em quadrinhos Sandman, escrita por Neil Gaiman. Para estabelecer o liame entre essas artes, descrevemos os primórdios da indústria dos quadrinhos de super-heróis, o seu desenvolvimento e as raízes dos gêneros literários populares de crime e horror, assim como as críticas que conduziram à censura e à subsequente superação desta – que lentamente tornou possível um novo tipo de discurso na área dos quadrinhos, permitindo um diálogo aberto com o mundo literário. Entendendo que as noções de intertextualidade, intermidialidade e semiose atuam como transmissores da memória da literatura e da cultura, adotamos a semiótica de Charles S. Peirce, para estabelecer o encadeamento semiósico do mito órfico, além de traçar a transformação da tragédia (conceito literário) em trágico (concepção filosófica) e as suas funções na narrativa de Sandman e no percurso de Morpheus, o herói condenado.
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Criada em agosto de 2008, a revista em quadrinhos “Turma da Mônica Jovem”, ou TMJ, como é conhecida por seus leitores, tem estilo mangá e traz os mesmos personagens moradores do bairro Limoeiro, agora, adolescentes e com características bem distintas da turma tradicional. A presente pesquisa procurou desenvolver uma análise crítica de TMJ, dentro dos pressupostos teóricos e metodológicos da semiótica discursiva, buscando responder as questões: como a problemática do consumo é apropriada pela revista? Que estratégias enunciativas são utilizadas para inscrever o público infantojuvenil em seu discurso? A revisão de literatura faz uma triangulação dos conceitos norteadores do estudo: Quadrinhos, Consumo Infantil e Semiótica, trazendo, no centro do triângulo, a Educação, área de conhecimento principal da pesquisa e conectora dos três outros campos. Realizamos uma análise semiótica de um corpus composto por sete edições de TMJ que trouxeram como tema principal problemática relacionada à sociedade de consumo contemporânea, a partir de um universo de revistas publicadas, no período de 2012 a 2014. Dentre as categorias de consumo pré-estabelecidas ou que emergiram do discurso de TMJ, contemplamos: o consumo consciente, o consumo conspícuo, o consumo moralista e o consumo de cultura midiática. Por meio da técnica do grupo focal, desenvolvemos uma conversa com os leitores de TMJ, buscando entender como se dá a apreensão da problemática do consumo por eles, bem como que impactos essa apreensão tem para uma maior atratividade da publicação, dentre outros objetivos específicos investigados, nesse encontro. Durante a realização de três grupos, intitulados Leitores Iniciantes, Leitores Assíduos e Leitores Esporádicos, os agrupamos em duas categorias relacionadas ao campo do consumo e, também, da semiótica. O grupo do Pertencimento conhece e interage com a revista, em profundidade, promovendo um ajuste de sensibilidade entre o enunciatário (leitor) e o enunciador (revista), com características do “parecer ser e ser”. O grupo da Emulação deseja pertencer ao grupo dos leitores assíduos, mas como não possui as características para tal, as busca por meio da imitação, dentro de um regime do “parecer ser, mas não ser”. Os resultados da pesquisa apontam que o consumo está muito presente em TMJ, tendo aparecido como temática principal, em mais da metade das revistas analisadas. Ainda, ele pode ser considerado como tema central das histórias da turma, principalmente, no momento em que a revista utiliza sua plasticidade, na figurativização dos personagens e ambientes das histórias, para difundir um mundo de consumo a essas crianças e adolescentes leitores. Embora as revistas que se enquadraram nas categorias de consumo consciente e consumo moralista busquem passar alguns conselhos e ensinamentos para seus leitores, são as categorias de consumo conspícuo e consumo de cultura midiática, tratadas de forma pouco crítica e, por vezes, irresponsável que possuem maior grau de apreensão por parte do leitor, conferindo atratividade à revista. Entre outras conclusões, podemos afirmar que o discurso de TMJ se utiliza de narrativas simples (lineares e pouco complexas), bem como de uma figuratividade e de temáticas repetitivas, oferecendo a seus leitores pouco debate e reflexão, sendo um discurso da reprodução, sem aprofundamento, do dia-a-dia dessas crianças e adolescentes que, apesar de falar delas e para elas, não inclui muitas temáticas relevantes ao seu universo.
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L'invention du genre « superhéros » est liée au développement des comic books, forme spécifique de la bande dessinée américaine, à la fin des années 1930. Cependant, cette nouveauté suppose la cristallisation et la réinvention d'un vaste ensemble de codes visuels qui dépasse largement son support principal. Parti d'images spécifiques, nous ne pouvons qu'aboutir à l'exploration d'un univers visuel multiple et intermédiatique. Sans cela, l'étude des images de comic books risque de servir uniquement de confirmation à des savoirs déjà établis, plutôt que nous apprendre quelque chose sur la société qui les produit et les consomme.
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This chapter looks at the place of the Gothic in Batman's history and current revival via the Nolan films. It examines the specificity of comic book characters, which exist in a wide variety of texts, forms and media, and focuses on the way that Batman has oscillated between light and dark versions while always returning to the Gothic as a means of commercial reanimation when the franchise seems to wane.
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This thesis studies the various forms and layers of representations of the past that can be found in the Disney comics of Don Rosa. To stay true to the legacy of renowned comic book artist Carl Barks, Rosa has stopped time in the duck universe to the 1950’s: the decade when Barks created his most noted stories. There is a special feel of historicalness in Rosa’s duck stories, as his characters recall events that occurred in both Rosa’s own stories as well as Barks’. Rosa has shed new light to the past of the characters by writing and illustrating the history of Scrooge McDuck, one of the most beloved Disney characters. Rosa is also adamant that the historical facts used in his stories are always correct and based on thorough research. The methodological tools used in the analysis of the comics come from the fields of comic book studies, film theory, and history culture. Film and comics are recognized by many scholars as very similar media, which share elements that make them comparable in many ways. This thesis utilizes studies on historical film, narrative and genre, which provide valuable insight and comparisons for analysis. The thesis consists of three main chapters, the first of which deconstructs the duck universe in the stories in order to understand how the historicalness in them is created,and which outside elements might affect them, including the genre of Disney comics, publishers, and the legacy of Barks. The next chapter focuses on The Life and Times of Scrooge McDuck series, i.e. the stories which are located in the past. Such stories feature similar representations of history as for example Westerns. They also compress and alter history to meet the restrictions of the medium of comics. The last part focuses on the adventure stories which draw inspiration from for example mythology, and take the characters to strange and mystical, but yet historical worlds. Such treasure-hunting stories show similarity to the action-adventure genre in film and for example their stereotypical representations of foreign cultures. Finally, the chapter addresses the problematic of historical fiction and its capability to write history.
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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.