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Media empatici, emozioni e gamification: dalla quarta rivoluzione industriale alla società postpandemica = Empathic media, emotions and gamification: from the Fourth Industrial Revolution to the postpandemic society 移情媒体、情感和游戏化:从第四次工业革命到大流行后社会:移情媒体、情感和游戏化:从第四次工业革命到大流行后社会
IF 0.1 Pub Date : 2020-11-06 DOI: 10.1285/I22840753N16P7
Nello Barile, G. Bovalino
The Fourth Industrial Revolution represents the most advanced frontier of technological innovation that will transform the economy of the future in a disruptive way, introducing new devices such as: self-guided vehicles, 3D printing, advanced robotics, new materials, digital platforms, gene editing etc. The expression "empathic media" means not only the platforms and devices that develop forms of "emotional artificial intelligence", but also all those innovations who have been able to enhance the emotional nature of the human being in commercial terms. The ever closer relationship between emotions, artificial intelligence and creativity represents a dominant trend of our time that can be examined, for example, by comparing the recent cinematographic imagination with some innovations on the market. Through this comparison we can understand the way in which new technologies enhance the emotional dimension that has become a central aspect not only in human-machine interaction but also more generally of a new concept of design, communication and consumption. By analyzing the social context created as a consequence of the coronavirus, we discuss a classification based on three scenarios that it seems they can work as interpretative models of the relation between technology and everyday life: 1) Isolation, 2) Integration and 3) Co-design. Each of them is expressed as a form of experience in which the media are the medium and therefore the environment capable of creating, nurturing and hosting particular feelings and emotions. The media are transfigured as empathic tools because they allow "suffering together", as the etymology of the term prefigures, producing different types of experiential sharing
第四次工业革命代表了最先进的技术创新前沿,它将以颠覆性的方式改变未来的经济,引入新设备,如:无人驾驶汽车、3D打印、先进机器人、新材料、数字平台、基因编辑等。“移情媒体”一词不仅指开发“情感人工智能”形式的平台和设备,还指所有能够在商业上增强人类情感本质的创新。情感、人工智能和创造力之间日益密切的关系代表了我们这个时代的一个主导趋势,例如,可以通过将最近的电影想象与市场上的一些创新进行比较来检验这一趋势。通过这种比较,我们可以理解新技术增强情感维度的方式,情感维度不仅成为人机交互的核心方面,而且更普遍地成为设计、沟通和消费的新概念的核心方面。通过分析冠状病毒造成的社会环境,我们讨论了基于三种场景的分类,这些场景似乎可以作为技术与日常生活之间关系的解释模型:1)隔离,2)整合和3)协同设计。它们中的每一个都被表达为一种体验形式,在这种体验中,媒体是媒介,因此是能够创造、培养和承载特定感受和情绪的环境。媒体被转变为移情工具,因为正如该术语的词源所预示的那样,它们允许“一起受苦”,产生不同类型的体验分享
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引用次数: 0
Marvel's Spider-Man: "Ragnoverso" crossmediale = Marvel's Spider-Man: crossmedia "Spider-Verse" 漫威蜘蛛侠:跨媒体版“蜘蛛侠”
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P73
Nicolò Villani
Marvel's Spider-Man: crossmedia "Spider-Verse". This paper analyses the videogame Marvel's Spider-Man, released by Insomniac in 2018, from a crossmedia perspective. In particular, this study will enquire into the extent to which the examined videogame is influenced by the comics imaginary and, in turn, influences it. Furthermore, the examination will explore the mutual exchanges between comics and game story elements, which are essential in Marvel's Spider-Man to contribute to the processes of world and storyline building. Finally, the analysis will reveal the function of the urban environment at the time of creating transmedia connections, which are meant to construct and preserve the counterfactual scenario developed by Sony across several media. The main research objective is to underline that the narrative universe of Marvel Comics can benefit from the creation and preservation of the crossmedia "Gameverse".
漫威的蜘蛛侠:跨媒体的“蜘蛛侠”。本文从跨媒体视角分析了Insomniac于2018年发行的电子游戏《漫威蜘蛛侠》。特别是,这项研究将探究所研究的电子游戏在多大程度上受到漫画想象的影响,并反过来影响它。此外,本研究还将探讨漫画与游戏故事元素之间的相互交流,这些元素在漫威《蜘蛛侠》的世界和故事情节构建过程中发挥了至关重要的作用。最后,分析将揭示城市环境在创建跨媒体连接时的功能,这意味着构建和保存索尼跨多个媒体开发的反事实场景。主要研究目的是强调漫威漫画的叙事宇宙可以从跨媒体“游戏宇宙”的创造和保存中受益。
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引用次数: 1
La vanguardia del cómic digital: Transmedialidad y recursos narrativos en Joselito de Marta Altieri = Digital Comics Avant-garde: Transmediality and narrative resources in Marta Altieri's Joselito 数字漫画的前卫:Joselito de Marta Altieri中的跨媒体性和叙事资源=数字漫画前卫:Marta Altieri的Joselito中的跨媒体性和叙事资源
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P163
R. Bartual, Gerardo Vilches
One of the latest and more complex examples of the potentialities of digital comics is Joselito (2018-) by Spanish author Marta Altieri. Published on her own webpage, Joselito is a serial melodrama, in which the author uses all her knowledge as a webpage designer in order to introduce various intermedial elements, such as real-time diegetic music, photographs, chat conversations, gif animations, memes or vertical scroll as a reading mechanism, imitating our way of reading someone else's stories today. In this paper, we propose a study of Joselito's narrative and analyze the strategies that it uses when it comes to represent psychological and subjective realities, as well as the way it provokes emotional and sensorial responses in the readers. We also analyze the implications of the absence of the conventional panoptic qualities of conventional comics, which are replaced by a multimodal way of organizing information. We also investigate the many ways whereby Joselito defies the most traditional comic definitions, not to mention the great changes that animations introduce in the representation of movement. Additionally, we analyze how the return of serial narrative and the possibility of extending each chapter without restrictions have an influence in webcomics like Joselito, making way to a different kind of narrative, based on the anecdotal and on routine, where the psychological evolution of the characters is not as important as it is in the classical graphic novel.
数字漫画潜力的最新和更复杂的例子之一是西班牙作家玛尔塔·阿尔蒂耶里的《何塞利托》(2018-)。在她自己的网页上,Joselito是一个连环情节剧,作者利用她作为网页设计师的所有知识,引入各种中间元素,例如实时叙事音乐,照片,聊天对话,gif动画,模因或垂直卷轴作为阅读机制,模仿我们今天阅读别人故事的方式。在本文中,我们提出了一项研究何塞利托的叙事,并分析了它使用的策略,当它涉及到心理和主观现实,以及它在读者中引发情感和感官反应的方式。我们还分析了传统漫画缺乏传统的全光性的影响,它被组织信息的多模式方式所取代。我们还研究了许多方式,其中Joselito违背了最传统的漫画定义,更不用说动画在运动表现中引入的巨大变化。此外,我们分析了连环叙事的回归以及不受限制地延长每一章的可能性如何影响像《约瑟利托》这样的网络漫画,以轶事和日常为基础,为不同类型的叙事铺平道路,其中角色的心理演变不像经典图画小说那样重要。
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引用次数: 0
Introduzione. E-comics - Attualità e inattualità del fumetto nel tempo digitale = Introduction. E-comics - The contemporary and uncontemporary nature of comics in the digital era 引言。电子漫画-数字时代漫画的时事和非时事=引言。电子漫画——数字时代漫画的当代和非当代性质
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P7
S. Brancato, Ivan Pintor Iranzo
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引用次数: 0
Dalla tavola al touch (e ritorno). Rimediazioni tra fumetto cartaceo e digitale in Leo Ortolani = From paper page to touchscreen (and back). Remediations between printed and digital comics in Leo Ortolani 从桌子到触摸。利奥·奥托拉尼(Leo Ortolani)的纸质和数字漫画书的修复:从纸页到触摸屏。Leo Ortolani出版和数字漫画之间的调解
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P209
Alessio Aletta
On the basis of Bolter and Grusin's definition of 'remediation' as 'the representation of one medium in another', this paper analyses the various ways in which digital comics have tried to rethink the comics 'grid' for computers and smaller devices, following three main approaches: digitalized comic, 'infinite canvas' and 'panel delivery'. In particular, this study discusses the problems that may arise when comics created for the screen are published on paper (an issue which is much less explored in the literature). The analysis focuses on the interactions between 'traditional' and digital comics in the latest works of Italian cartoonist Leo Ortolani. Over the last few years this author, despite being famous mostly for having created the popular superhero parody Rat-man, has experimented a variety of different approaches on e-comics. Most recently, Ortolani worked on a series of 'mobile comics' in which he chronicled the developing of Covid's first wave in the Spring of 2020. This series was later published in a volume titled Andra tutto bene ('Everything will be fine'), which imitates the original 'panel delivery' format by printing one panel per page. This peculiar typographical choice, which seems to embody the very idea of 'remediation', muddles the separation between 'traditional' paper comics and e-comics. Furthermore, by trying to preserve the 'mobile comic' layout, Ortolani seems to legitimize the peculiarity of e-comics as an independent medium with its own potentialities.
在Bolter和Grusin将“补救”定义为“一种媒介在另一种媒介中的表现”的基础上,本文分析了数字漫画试图重新思考计算机和小型设备的漫画“网格”的各种方式,以下三种主要方法:数字化漫画,“无限画布”和“面板交付”。特别地,本研究讨论了当为屏幕创作的漫画在纸上出版时可能出现的问题(这个问题在文献中很少探讨)。分析的重点是意大利漫画家Leo Ortolani的最新作品中“传统”和数字漫画之间的相互作用。在过去的几年里,这位作者虽然以模仿超级英雄鼠人而出名,但他在电子漫画上尝试了各种不同的方法。最近,奥尔托拉尼创作了一系列“移动漫画”,在这些漫画中,他记录了2020年春季新冠病毒第一波的发展。这个系列后来出版了一卷名为Andra tutto bene(“一切都会好的”),它模仿了原始的“面板交付”格式,每页打印一个面板。这种独特的排版选择似乎体现了“补救”的理念,混淆了“传统”纸质漫画和电子漫画之间的区分。此外,通过尝试保留“移动漫画”的布局,Ortolani似乎将电子漫画作为一种具有自身潜力的独立媒体的特性合法化。
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引用次数: 0
From poly-medium to post-medium A discourse on non-evolutionary movements of manga and comics 从多元媒介到后媒介——论漫画的非进化运动
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P23
Marco Pellitteri
This is a reflection on manga as a litmus to talk about two dimensions of comics at large. The first is the non-evolutionary nature of the comics medium. The article first argues that manga's and comics' perceived stages over time cannot be informed by the metaphor of evolution, but proceed-ed via "lateral" movements. We suggest that this form has mutated and is migrating into different technological realms, following non-ascending movements that date back to more ancient forms of visual sequential languages. The second dimension we discuss is in fact comics' transition from a "poly-medium" to a "post-medium" status. This article's focus on comics' post-mediality relates the new situation of media convergence where comics as content carrier is in turn carried through any possible image-supporting device, and this entails the loss of its status of a technology-specific form.
这是对漫画的反思,它是谈论漫画两个维度的试金石。首先是漫画媒介的非进化性。文章首先认为,漫画和漫画随着时间的推移所感知的阶段不能通过进化的隐喻来告知,而是通过“横向”运动来进行的。我们认为,这种形式已经发生了变异,并正在迁移到不同的技术领域,跟随着可以追溯到更古老的视觉序列语言形式的非提升运动。我们讨论的第二个维度实际上是漫画从“多元媒介”到“后媒介”的转变。本文对漫画后媒介性的关注涉及到媒体融合的新情况,漫画作为内容载体反过来通过任何可能的图像支持设备来承载,这意味着它失去了技术特定形式的地位。
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引用次数: 0
Historietas, lectores y máquinas de Turing = Comics, Readers and Turing Machines 历史,讲师máquinas de图灵=漫画,读者和图灵机
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P297
Jesús Gisbert Sampedro
Observation of the history of the comic reveals that its mutations are in correlation with changes in its means of production and distribution. But it is also perceived that the cartoon mutates in time with the variations in self-awareness manifested by the agents involved in the medium. This paper proposes a theoretical approach that collects these two evolutionary aspects affect the development of the comic. In particular, this study focuses on one of the vertices of the semiotic triad and combines it with a hypothesis that equates the comic book reader with a Turing machine. Finally, after detailing the existence of a space of meaning that is common or accessible to all media, the author brings together the previous suggestions and illustrates the result through a reference to Do Androids Dream of Electric Sheep?. The conclusion is that the aporias implicit in this novel and in its graphic version are as undecidable and unpredictable as the changes that technological development applied to the media will bring to cartoons, which makes it difficult to anticipate the next mutations of the comic.
对漫画历史的观察表明,它的突变与生产和发行方式的变化有关。但也有人认为,随着媒介中的代理人表现出的自我意识的变化,漫画会随着时间的推移而发生变化。本文提出了一种理论方法来收集这两个进化方面对漫画发展的影响。特别是,这项研究聚焦于符号三元组的一个顶点,并将其与一个将漫画读者等同于图灵机的假设相结合。最后,在详细说明了一个所有媒体都可以访问的意义空间的存在之后,作者将之前的建议结合起来,并通过参考《机器人梦见电羊吗?》来说明结果?。结论是,这部小说及其图形版本中隐含的寓言,就像应用于媒体的技术发展将给漫画带来的变化一样,是不可决定和不可预测的,这使得很难预测漫画的下一个突变。
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引用次数: 0
Fanzinismo catódico experimental desde España = Experimental cathodic fanzinism from Spain 他的父亲是一名律师,母亲是一名律师。
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P139
Pons Moreno, M. Álvaro
In the last decade, small press and self-publishing has undergone an important boom in Spain, mainly around two phenomena: on the one hand, the generalization of the introduction of comics in higher art studies; on the other hand, the appearance of a circuit of festivals and events of self-publishing and smll press. Two forces that have contributed to the appearance of a brilliant generation of young authors who have found in the comic a valid way of expression, far from any previous canon of the comic and without previous baggage in the medium. As opposed to a tradition that was marked by the influence and admiration of the great authors on the past of the medium, this new generation has been influenced by the culture of the audiovisual image, from television series, cinema and, of course, the omnipresent graphic presence in social networks such as Instagram, DevianArt or Pinterest. Despite the fact that most of the creation has been developed on paper, as part of a claim for the organic in rebellion against the digital omnipresence, this work has been also published in social media or online, questioning the limitations between media and taking full advantage of the new options that web publication brings. An example of this fruitful relationship is Tik Tok comics, a website showing the work of young authors in search of new expressive paths, which has evolved into an Instagram channel, Tris Tras, where the dynamics of the social network itself establish new contours of interaction. New experiences that advance in a line of radical experimentation in which we would find Joselito, by Marta Alteri, who hybridizes the medium without concessions.
近十年来,小型出版社和自助出版在西班牙经历了一次重要的繁荣,主要围绕着两个现象:一方面,漫画在高等艺术研究中的推广;另一方面,自出版和小型出版社的节日和活动的循环出现。这两股力量造就了一代才华横溢的年轻作家,他们在漫画中找到了一种有效的表达方式,远离了以往的漫画经典,也没有以往的媒介包袱。与过去以伟大作家对媒介的影响和钦佩为标志的传统相反,新一代受到视听图像文化的影响,这些文化来自电视剧、电影,当然还有Instagram、DevianArt或Pinterest等社交网络上无处不在的图像。尽管大多数创作都是在纸上进行的,作为对数字无所不在的有机反叛的一部分,这些作品也在社交媒体或网络上发表,质疑媒体之间的局限性,充分利用网络出版带来的新选择。这种卓有成效的关系的一个例子是Tik Tok漫画,一个展示年轻作家寻找新的表达方式的网站,它已经发展成为一个Instagram频道,Tris Tras,社交网络本身的动态建立了新的互动轮廓。在一系列激进的实验中,我们会发现Marta Alteri的Joselito,他毫无保留地混合了媒介。
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引用次数: 0
Identità diasporica cinese nel fumetto di realtà: da American Born Chinese a Primavere e Autunni = Chinese Diasporic Identity in "reality-based comics": from American Born Chinese to Primavere e Autunni 现实漫画中的中国移民身份:从美国出生的中国人到春天和秋天
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P229
Martina Caschera
Since the first decades of the XXI century, the field of comics production and comics-related investigation has expanded considerably. New genres have appeared, and new research areas have started to select them as objects of scrutiny. The present essay aims at analyzing and comparing two examples of the latest trends in comics production (i.e. graphic novels, autobiographical/autofictional comics and graphic journalism), American Born Chinese (2006) and Primavere e Autunni (2015) by intertwining the fields of media studies, transnational studies, and Chines studies. These works both focus on diasporic identities, problematizing the issue of Chinese cultural heritage and the process of accommodation and synthesis of what are (perceived as) conflictive identities. Meanwhile, these “reality-based comics” allow us to explore the potential of the new trends of comics production and problematize the very notion of visual modality as an analytical tool.
自21世纪的前几十年以来,漫画制作和漫画相关调查的领域已经大大扩大。新的流派出现了,新的研究领域开始选择它们作为审查对象。本文旨在通过将媒体研究、跨国研究和中国研究交织在一起,分析和比较两个漫画制作最新趋势的例子(即平面小说、自传体/自小说漫画和平面新闻),《美国出生的中国人》(2006)和《原始人》(2015)。这些作品都聚焦于流散身份,将中国文化遗产问题以及冲突身份的调和和综合过程问题化。同时,这些“基于现实的漫画”使我们能够探索漫画制作新趋势的潜力,并将视觉模态作为一种分析工具的概念本身问题化。
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引用次数: 1
Il fumetto digitale tra sperimentazione e partecipazione : il caso Homestuck = Digital comics halfway between experimentation and participation : the example of Homestuck 实验与参与的数字漫画:Homestuck案例=介于实验与参与之间的数字漫画:Homestuck的例子
IF 0.1 Pub Date : 2020-07-12 DOI: 10.1285/I22840753N18P45
G. Rizzi
Digital comics that try to maximize the affordances of their medium seem to be condemned to in-betweenness: their strength (leveraging on unusual narrative potentials) often becomes their limit, and authors are hardly able to free themselves from the role of niche experimenters and open up to audience participation. A significant exception, however, is Homestuck, a gigantic webcomic by Andrew Hussie. Strongly connected to videogame culture and the very nature of the internet, Homestuck features animations, sounds, embedded flash games, and so on. The webcomic resulted in various transmedial branches (a videogame spin-off and several friendsims, a multi-volume soundtrack, a book epilogue) and an ongoing intermedial adaptation in book format. It has equally managed, over the years, to consolidate an extremely lively community active both in its interactions with the author (with a constant exchange of ideas and an endless readiness to subsidize his projects), in its interpretation of the canon production, and in providing an amazing extent of fan production. This contribution aims to analyze Homestuck as a possible mediation between the two inclinations (experimental and participated) of digital comics.
试图最大限度地发挥其媒介功能的数字漫画似乎被谴责为居间性:它们的力量(利用不寻常的叙事潜力)往往成为它们的极限,作者很难从小众实验者的角色中解脱出来,向观众开放参与。然而,一个明显的例外是安德鲁·胡西(Andrew Hussie)创作的巨型网络漫画《Homestuck》。《Homestuck》与电子游戏文化和互联网的本质紧密相连,具有动画、声音、嵌入式flash游戏等特点。网络漫画产生了各种跨媒介分支(游戏邦注:包括一款电子游戏衍生作品和若干好友模拟游戏,多卷配乐,一本书的尾声),以及正在进行的书籍形式的中间改编。多年来,它同样成功地巩固了一个极其活跃的社区,无论是在与作者的互动中(通过不断的思想交流和无休止的资助他的项目),在对经典作品的解释上,还是在提供惊人程度的粉丝制作上,都非常活跃。这篇文章旨在分析Homestuck作为数字漫画的两种倾向(实验和参与)之间的可能中介。
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引用次数: 1
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H-ermes-Journal of Communication
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