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Studies in Comics最新文献

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Review 审查
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00010_5
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引用次数: 0
Rethinking illness through performance: The gaze and the aesthetics of health in Charles Burns' Black Hole 通过表演重新思考疾病:查尔斯·伯恩斯的《黑洞》中健康的凝视与美学
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00007_1
Mathieu Donner
Abstract Focusing on the relation Charles Burns' Black Hole weaves between identity, illness, performance and desire, this article reads in Black Hole a celebration of perversion as its own epistemic structure as it simultaneously exposes the possibilities opened up by performance for a re-articulation of abnormality as a positive identity whose own idiosyncratic value can, in turn, become a site of investment for new individual and cultural forms of desire. Narrating the story of a group of American teenagers whose community is prey to a sexually transmitted disease, which visibly transforms the body of its host through the addition of extraordinary appendages, Black Hole opens up the experience of sickness to the notion of performance. Multiplying the set of responses available to the subject, it promotes an idiosyncratic understanding of illness as an identity while cultivating an understanding of the latter as the solidification of a specific mode of performance. Exploring the ways in which the two contrary practices of dissimulation and voluntary spectacularization embodied by Burns' protagonists signal new possible spaces of resistance to the visual dominance of the medical apparatus and its identificatory discourse, this article exposes how the willful appropriation of the sick identity and its correlative self-objectification force the re-articulation of the unidirectional relation set up by the gaze as a bidirectional mode of address in which both actors participate in the constitution of desire. Reading in Burns' portrayal of Eliza a positive and active embrace of monstrosity as its own form of identity and a disruption of the traditional relationship posited by the dominant discourse between active observer and passive patient, this article explores the potential implicit in performance to challenge the traditional hegemonic discourse of medicine and public health and to articulate a new approach to desire and sexuality for and around the contagious monster.
摘要聚焦于查尔斯·伯恩斯的《黑洞》在身份、疾病、表现和欲望之间编织的关系,本文在《黑洞》中读到了对变态作为其自身认识结构的庆祝,同时也揭示了表现为将异常重新表述为积极身份而打开的可能性,成为新的个人和文化欲望形式的投资场所。《黑洞》讲述了一群美国青少年的故事,他们的社区是一种性传播疾病的猎物,这种疾病通过添加非凡的附属物明显改变了宿主的身体,它将疾病的体验与表演的概念相结合。它将受试者的一系列反应相乘,促进了对疾病作为一种身份的特殊理解,同时培养了对后者作为特定表现模式固化的理解。探索伯恩斯笔下主人公所体现的两种相反的伪装和自愿的壮观行为,以何种方式标志着对医疗器械及其识别话语的视觉主导权的新的可能反抗空间,本文揭示了对病态身份的故意挪用及其相关的自我客体化是如何迫使凝视建立的单向关系重新表述为一种双向的寻址模式,在这种寻址模式中,两个行动者都参与了欲望的构成。从伯恩斯对伊丽莎的刻画中可以看出,她积极主动地接受了怪物作为其自身身份的形式,并打破了由主动观察者和被动患者之间的主导话语所建立的传统关系,这篇文章探讨了表演中隐含的潜力,以挑战传统的医学和公共卫生霸权话语,并为这个具有传染性的怪物及其周围阐明一种新的欲望和性的方法。
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引用次数: 0
Editorial 社论
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00001_2
Madeline B. Gangnes
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引用次数: 0
Expanding comics theory to account for interactivity: A preliminary study 扩展漫画理论以解释互动性:初步研究
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00002_1
T. Neo, A. Mitchell
Abstract Comics are a medium distinct from and yet tied to other forms of storytelling. A rich body of theory exists on the nature of the medium, its narrative techniques and the visual language unique to it. In light of the increasing interest in digital interactive technologies, however, there is a need to examine how the current theoretical understanding of comics is complicated by interactivity, as has been studied for other media such as text-based stories and games. This article outlines an exploratory study that introduced interactions, reminiscent of the Quick-Time Events found in games, into a four-panel comic. The results of this study, based on exposure to experimental prototypes, followed by retrospective protocol analysis and qualitative interviews, begin to shed light on various theoretical implications of including interactivity. These include empirical support that the notion of comics as an interconnected multiframe remains valid in the context of interactivity; the relative hierarchy between the iconic image and interactive elements; functions of interactivity within the comic form; the role of challenge; and the role of fluency and learning. These findings highlight possible ways in which the inclusion of interactivity expands current theory regarding the comic form, serving as openings for future theory-building.
抽象漫画是一种不同于其他形式的讲故事的媒介,但又与之联系在一起。关于媒介的性质、叙事技巧和独特的视觉语言,存在着丰富的理论体系。然而,鉴于人们对数字互动技术的兴趣越来越大,有必要研究当前对漫画的理论理解是如何因互动而变得复杂的,正如其他媒介(如基于文本的故事和游戏)所研究的那样。这篇文章概述了一项探索性研究,该研究将互动引入了一个四面板漫画中,让人想起了游戏中的快速事件。这项研究的结果基于对实验原型的接触,随后是回顾性协议分析和定性访谈,开始揭示包括互动在内的各种理论含义。其中包括经验支持,即漫画作为一个相互关联的多框架的概念在互动的背景下仍然有效;标志性图像和交互元素之间的相对层次;漫画形式中的互动功能;挑战的作用;以及流利性和学习的作用。这些发现突出了互动性的加入扩展了当前关于漫画形式的理论的可能方式,为未来的理论构建提供了机会。
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引用次数: 0
Hero or villain? Moral ambiguity and narrative structure under the Comics Code in 1950s Superman stories 英雄还是恶棍?20世纪50年代超人故事中的道德模糊与漫画规范下的叙事结构
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00005_1
John C. Traver
Abstract This article explores the decades-long influence of the Comics Code on American comic books’ storytelling form by identifying the interpretive processes underlying the Code’s application and adapting the Code as a theoretical model for approaching the narrative structure and implied ethical stance within 1950s Superman comics. Instead of treating the Comics Code as a series of regulations seemingly interpreted arbitrarily, this article explores how interpretive issues were framed by figures such as Charles Murphy, Leonard Darvin and John Goldwater to identify ‘the spirit and intent of the Code’ and resolve challenges such as distinguishing between the ‘spirit’ and ‘letter’ of the Code, identifying interpretive authority outside the Code, weighing past interpretive precedent and locating authorial ‘intent’. Ambiguities and aporia within the Code’s language demanded that administrators reconstruct the Code’s possible meanings and conceptualize ‘justice’ by distinguishing between the Code’s general preferences and actual prohibitions, resolving terminological nuance and prioritizing conflicting stipulations. Administrators’ efforts to balance competing stipulations regarding characters’ physical unattractiveness, criminality, justice and institutional authority shaped comics’ storytelling form and perpetuated ambiguities that comic creators could ‐ intentionally or unintentionally ‐ exploit. Where Silver Age DC Comics have often been viewed as sacrificing psychological complexity to plotting and social conformity, this article argues that the plotting intricacy in several 1950s Comics-Code era Superman comics in fact enabled writers to present a more complex rendering of moral issues. Where the Comics Code explicitly forbade that ‘crimes’ be ‘presented in such a way as to create sympathy for the criminal’, the Comics Code’s own textually unstable meaning ‐ coupled with the narrative complexity of the stories’ plotting, shifting points of view and situational and dramatic irony ‐ enabled 1950s Superman writers to create sympathy for a supposed ‘criminal’, depict the frequent inaccuracy of assumed knowledge and introduce moral ambiguity, all while arguably ‘following’ the Code.
摘要本文探讨了《漫画准则》对美国漫画故事形式长达数十年的影响,通过确定《准则》应用的解释过程,并将《准则》作为探讨20世纪50年代超人漫画叙事结构和隐含伦理立场的理论模型。本文没有将《漫画法典》视为一系列看似随意解释的法规,而是探讨了查尔斯·墨菲、伦纳德·达文和约翰·戈德华特等人物如何界定解释性问题,以确定“法典的精神和意图”,并解决诸如区分《法典》的“精神”和“文字”等挑战,识别法典之外的解释权威,权衡过去的解释先例,定位授权人的“意图”。《准则》语言中的歧义和歧义要求行政人员通过区分《准则》的一般偏好和实际禁令,解决术语上的细微差别,并优先考虑相互冲突的规定,重建《准则》可能的含义,并将“正义”概念化。管理人员努力平衡关于角色身体不易牵引、犯罪、司法和机构权威的相互竞争的规定,塑造了漫画的故事形式,并使漫画创作者可能有意或无意利用的模糊性永久化。《白银时代》DC漫画经常被认为是为了阴谋和社会整合而牺牲了心理复杂性,本文认为,20世纪50年代《漫画法典》时代的几部超人漫画中的阴谋复杂性实际上使作家能够呈现出更复杂的道德问题。《漫画法典》明确禁止“以同情罪犯的方式呈现”罪行“,而《漫画准则》本身文本上不稳定的含义——加上故事情节的叙事复杂性、观点的转变以及情境和戏剧性的讽刺——使20世纪50年代的超人作家能够对所谓的“罪犯”产生同情,描述了假定知识的频繁不准确,并引入了道德模糊性,同时可以说“遵循”了《准则》。
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引用次数: 0
Reading vertical 阅读垂直
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00011_7
P. Wilkins
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引用次数: 0
Dark night of the soul: Applicability of theory in comics and radio through the scripted podcast drama 灵魂的黑夜:通过脚本播客戏剧,理论在漫画和广播中的适用性
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00004_1
Leslie McMurtry
Abstract This article responds to McCloud's theoretical framework for comics and applies this framework to audio drama, which I argue is, like comics, a mono-sensory medium (one can only be seen in static image and the other can only be heard); both require a great degree of closure from the audience to frame together sequential narratives (of visual art and sound, respectively). To do this, it uses the case study of Marvel and Stitcher's Wolverine: The Long Night (2018), a 'scripted podcast' (audio drama). While comics are escaping from decades of critical disregard due to their status as a popular or lowbrow medium, radio and by extension audio drama still suffer from critical neglect. It is, therefore, one of the aims of the article to release audio drama theory from torpor by applying theory from comics. W:TLN has been chosen as a case study due to its status as a made-for-podcast story rather than an adaptation from an existing comic book; it also responds to trends within audio drama towards a non-fiction/fiction amalgamation influenced by true crime podcast conventions. This article argues that W:TLN's understanding of audio/radio as a mono-sensory medium is overdetermined in its use of blindness, darkness and radiogenics. It also discusses the ways in which comics and audio drama use time and space. The article also examines the reasons why the podcast medium has been deemed acceptable within the wider Marvel Comics Universe and the ways in which W:TLN responds to implied continuity through a transmedia conception of character attributes (e.g., how the continuity of the X-Men films influences the story and characters in W:TLN).
摘要本文回应了麦克劳德的漫画理论框架,并将该框架应用于有声剧,我认为有声剧和漫画一样,是一种单感官媒介(一种只能在静态图像中看到,另一种只能被听到);两者都需要观众在很大程度上的封闭,才能将顺序叙事(分别是视觉艺术和声音)结合在一起。为了做到这一点,它使用了漫威和Stitcher的《金刚狼:长夜》(2018)的案例研究,这是一个“脚本播客”(音频剧)。尽管漫画由于其作为流行或低俗媒体的地位而摆脱了几十年来的批评忽视,但广播和音频剧仍然受到批评忽视。因此,本文的目的之一就是运用漫画理论,将有声戏剧理论从麻木中释放出来。W: TLN之所以被选为案例研究,是因为它是一个为播客制作的故事,而不是改编自现有漫画书;它还回应了受真实犯罪播客惯例影响的有声剧非小说/小说融合的趋势。这篇文章认为,W:TLN对音频/无线电作为单感官媒介的理解在其对失明、黑暗和放射原性的使用方面是过度确定的。它还讨论了漫画和有声剧使用时间和空间的方式。这篇文章还探讨了播客媒体在更广泛的漫威漫画宇宙中被认为是可接受的原因,以及W:TLN通过角色属性的跨媒体概念来回应隐含的连续性的方式(例如,X战警电影的连续性如何影响W:TLN中的故事和角色)。
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引用次数: 0
On polysemiotic interactions, visual paratexts and image-specific translation in comics: The case of Rodolfo Santullo and Matías Bergara's Dengue 论漫画中的多义相互作用、视觉文本和图像特定翻译:以鲁道夫·桑图洛和Matías伯加拉的登革热为例
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00006_1
B. Fraser
Abstract The practice of translation in comics has received relatively little scholarly attention. This article focuses on translation decisions as they are carried out in the medium-specific interplay of words and images that constitutes the comics text. Using the case of Dengue (Santullo and Bergara) in both its Spanish (2012) and English (2015) versions, analysis explores how polysemiotic interactions, visual paratexts and image-specific translation inform the resulting graphic novel. Discussion centres on how the English version effects a significant thematic shift that is consistent across the cover art, frontmatter, chapter title pages, and individual panel rewordings.
摘要漫画的翻译实践在学术上相对较少受到关注。本文关注的是翻译决策,因为它们是在构成漫画文本的单词和图像的特定媒介相互作用中进行的。利用Dengue(Santullo和Bergara)在西班牙语(2012年)和英语(2015年)版本中的案例,分析探讨了多义互动、视觉副文本和图像特定翻译如何影响最终的图形小说。讨论的重点是英文版如何影响主题的重大转变,这在封面艺术、封面、章节标题页和个别小组改写中是一致的。
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引用次数: 1
British girls' comics: An interview with Wilf Prigmore 英国女孩漫画:采访威尔夫·普里格莫尔
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00008_7
J. Round
Abstract Writer and editor Wilf Prigmore worked at Fleetway/IPC in the 1970s. He was group editor for Girls' Adventure Comics, co-creator of Misty (1978‐80) and editor of Tammy (1971‐84), amongst many other roles. The following interview is taken from conversations with Wilf by telephone, e-mail and in person, between November 2016 and December 2019.
作家兼编辑威尔夫·普里格莫尔(Wilf Prigmore)于20世纪70年代在fleeway /IPC工作。他是女孩冒险漫画的小组编辑,Misty(1978 - 80)的共同创作者和Tammy(1971 - 84)的编辑,以及许多其他角色。以下采访摘自2016年11月至2019年12月期间与威尔夫的电话、电子邮件和面对面交谈。
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引用次数: 0
The sound of silence: Blank spaces, fading narratives and fragile frames in comics 沉默之声:漫画中的空白、褪色的叙事和脆弱的框架
IF 0.3 0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2019-11-01 DOI: 10.1386/stic_00003_1
Debarghya Sanyal
Abstract How does one translate silence onto a silent medium? Printed comic books and graphic novels are generally a non-auditory art form. This has caused them to be traditionally perceived as ‘silent’. This also means that comics artists have come up with some of the most innovative ways of translating sound to a primarily visual medium ‐ bold letters, onomatopoeic words, fading images, etc. Nonetheless, these innovations have often in fact failed to address silence. As an art form where both the blank space and the printed word acquire their own unique visual signification, is comics rather a stubbornly un-silent medium? If so, then how does one depict silence in an un-silent medium? My article addresses these questions by first examining the works of Scott McCloud, Thierry Groensteen and Barbara Postema and their study of sound in comics. I then build on these theoretical frameworks to problematize the conventional correlation of visual signifiers with sound and silence, primarily examining the use of blank space or the lack of words as a default signifier of silence. Ultimately, I will argue that comic books provide a unique transmedial approach to re-analyse our conventional ideas for visual representations of sound.
一个人如何将沉默转化为沉默的媒介?印刷漫画书和图画小说通常是非听觉的艺术形式。这导致他们在传统上被认为是“沉默的”。这也意味着漫画艺术家们想出了一些最具创新性的方法,将声音转化为主要的视觉媒介——粗体字母、拟声词、褪色图像等。然而,这些创新实际上往往未能解决沉默问题。作为一种空白和印刷文字都获得了自己独特的视觉意义的艺术形式,漫画是一种顽固的非沉默媒介吗?如果是这样,那么一个人如何在一种非沉默的媒介中描绘沉默呢?我的文章首先通过考察Scott McCloud, Thierry Groensteen和Barbara Postema的作品以及他们对漫画声音的研究来解决这些问题。然后,我在这些理论框架的基础上,对视觉能指与声音和沉默的传统关联提出了问题,主要检查了空白或缺乏文字作为沉默的默认能指的使用。最后,我认为漫画书提供了一种独特的跨媒介方法来重新分析我们对声音的视觉表现的传统观念。
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引用次数: 2
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Studies in Comics
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