a medium used to express ideas with images, often combined with text or other visual information. It typically the form of a sequence of panels of images. Textual devices such as speech balloons, captions, and onomatopoeia can indicate dialogue, narration, sound effects, or other information. There is no consensus among theorists and historians on a definition of comics; some emphasize the combination of images and text, some sequentiality or other image relations, and others historical aspects such as mass reproduction or the use of recurring characters. Cartooning and other forms of illustration are the most common image-making means in comics; fumetti is a form that uses photographic images. Common forms include comic strips, editorial and gag cartoons, and comic books. Since the late 20th century, bound volumes such as graphic novels, comic albums, and have become increasingly common, while online webcomics have proliferated in the 21st century.
The history of comics has followed different paths in different cultures. Scholars have posited a pre-history as far back as the Lascaux cave paintings. By the mid-20th century, comics flourished, particularly in the United States, western Europe (especially France and Belgium), and Japan. The history of European comics is often traced to Rodolphe Töpffer's cartoon strips of the 1830s, and became popular following the success in the 1930s of strips and books such as The Adventures of Tintin. American comics emerged as a mass medium in the early 20th century with the advent of newspaper comic strips; magazine-style comic books followed in the 1930s, in which the superhero genre became prominent after Superman appeared in 1938. Histories of Japanese comics and cartooning () propose origins as early as the 12th century. Modern comic strips emerged in Japan in the early 20th century, and the output of comics magazines and books rapidly expanded in the post-World War II era (1945–) with the popularity of cartoonists such as Osamu Tezuka.
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Les étudiant·e·s analysent la façon dont sciences, technologies et sociétés sont coproduites, en se penchant sur leur représentation dans des bandes dessinées.
Ce cours explore l'histoire des superhéros dans le but de sensibiliser les étudiants sur les processus de construction et d'autonomisation des phénomènes culturels au sein de la sphère médiatique. Il
L'objectif du cours est de développer une méthodologie d'analyse du jeu vidéo, en particulier via une démarche empirique originale : le "Let's play". Il s'agira de présenter la manière dont le jeu vid
In comics studies, sequential art is a term proposed by comics artist Will Eisner to describe art forms that use s deployed in a specific order for the purpose of graphic storytelling (i.e., narration of graphic stories) or conveying information. The best-known example of sequential art is comics. The term "sequential art" was coined in 1985 by comics artist Will Eisner in his book Comics and Sequential Art. Eisner analyzed this form into four elements: design, drawing, caricature, and writing.
An American comic book is a thin periodical originating in the United States, on average 32 pages, containing comics. While the form originated in 1933, American comic books first gained popularity after the 1938 publication of Action Comics, which included the debut of the superhero Superman. This was followed by a superhero boom that lasted until the end of World War II. After the war, while superheroes were marginalized, the comic book industry rapidly expanded and genres such as horror, crime, science fiction and romance became popular.
A cartoon is a type of visual art that is typically drawn, frequently animated, in an unrealistic or semi-realistic style. The specific meaning has evolved, but the modern usage usually refers to either: an image or series of images intended for satire, caricature, or humor; or a motion picture that relies on a sequence of illustrations for its animation. Someone who creates cartoons in the first sense is called a cartoonist, and in the second sense they are usually called an animator.
Comic book digitization would play a pivotal role in exploring new avenues on how digital comics can be consumed. As of present, the systems capable of doing such a task are limited in capability to achieve complete digitization. This task of digitization ...
In this paper, we develop a MultiTask Learning (MTL) model to achieve dense predictions for comic panels to, in turn, facilitate the transfer of comics from one publication channel to another by assisting authors in the task of reconfiguring their narrativ ...
IEEE2023
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Estimating the depth of comics images is challenging as such images a) are monocular; b) lack ground-truth depth annotations; c) differ across different artistic styles; d) are sparse and noisy. We thus, use an off-the-shelf unsupervised image to image tra ...