Comics studies (also comic art studies, sequential art studies or graphic narrative studies) is an academic field that focuses on comics and sequential art. Although comics and graphic novels have been generally dismissed as less relevant pop culture texts, scholars in fields such as semiotics, aesthetics, sociology, composition studies and cultural studies are now re-considering comics and graphic novels as complex texts deserving of serious scholarly study.
Not to be confused with the technical aspects of comics creation, comics studies exists only with the creation of comics theory—which approaches comics critically as an art—and the writing of comics historiography (the study of the history of comics). Comics theory has significant overlap with the philosophy of comics, i.e., the study of the ontology, epistemology and aesthetics of comics, the relationship between comics and other art forms, and the relationship between text and image in comics.
Comics studies is also interrelated with comics criticism, the analysis and evaluation of comics and the comics medium.
Matthew Smith and Randy Duncan's 2017 book The Secret Origins of Comic Studies contains a useful overview of early scholarship on comics with standout chapters by Ian Horton, Barbara Postema, Ann Miller, and Ian Gordon. Frederick Luis Aldama's 2019 book Oxford Handbook of Comic Book Studies also contains a wealth of articles on approaches to comics studies and a useful history of the field by Gordon.
Although there has been the occasional investigation of comics as a valid art form, specifically in Gilbert Seldes' The 7 Lively Arts (1924), Martin Sheridan's Comics and Their Creators (1942), and David Kunzle's The Early Comic Strip: Narrative Strips and Picture Stories in the European Broadsheet from c. 1450 to 1825 (1973), contemporary Anglophone comics studies in North America can be said to have burst onto the academic scene with both Will Eisner's Comics and Sequential Art in 1985 and Scott McCloud's Understanding Comics in 1993.
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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.
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.
A graphic novel is a long-form, fictional work of sequential art. The term graphic novel is often applied broadly, including fiction, non-fiction, and anthologized work, though this practice is highly contested by comics scholars and industry professionals. It is, at least in the United States, typically distinct from the term comic book, which is generally used for comics periodicals and trade paperbacks (see American comic book). Fan historian Richard Kyle coined the term graphic novel in an essay in the November 1964 issue of the comics fanzine Capa-Alpha.
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 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
Gilles Deleuze was used to say that philosophers are creators of concepts, extracted by a continuous flux of thinking (Deleuze 1980). These concepts, during a period of intense exchange between disciplines in the 20th century, have not been limited to phil ...
2018
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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 ...