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Dissertations / Theses on the topic 'Graphic narrative'

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1

Deardorff, Philip. "Novice Teachers' Stories Represented As a Graphic Narrative." Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc271802/.

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The issue of alternative certification teacher training has greatly affected art education over three decades. As a result of training through alternative certification, many art educators enter the profession unprepared and unable to cope with the realities of teaching. This study attempts to understand and represent the experiences and struggles of four alternatively certified art teachers, including myself. By reading these stories, others within the education community can empathize with and provide support for struggling novice teachers. This creative thesis uses a graphic novel format to represent participants' stories. By combining text and imagery, the graphic novel format provides different meanings, interpretations, and insights into the teachers' lives. This medium offered a unique and rich perspective on the stories of what it is like being an alternatively certified art teacher.
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Steiling, David. "Icon, representation and virtuality in reading the graphic narrative." [Tampa, Fla] : University of South Florida, 2006. http://purl.fcla.edu/usf/dc/et/SFE0001818.

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3

Wege, Birte. "Drawing on the Past : Graphic Narrative Documentary / Birte Wege." Frankfurt : Campus, 2019.

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4

McGregor, Mandy Lea Polo de Bernabé José Manuel. "The image of women in graphic and narrative representations." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2009. http://dc.lib.unc.edu/u?/etd,2558.

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Thesis (M.A.)--University of North Carolina at Chapel Hill, 2009.
Title from electronic title page (viewed Oct. 5, 2009). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Romance Languages Spanish." Discipline: Romance Languages; Department/School: Romance Languages.
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5

Davies, Paul Fisher. "Making meanings with comics : a functional approach to graphic narrative." Thesis, University of Sussex, 2017. http://sro.sussex.ac.uk/id/eprint/69049/.

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6

Palmer, Rebecca. "Understanding graphic narrative through the synthesis of comic and picturebooks." Thesis, Anglia Ruskin University, 2016. http://arro.anglia.ac.uk/701523/.

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This study was undertaken to develop a better understanding of comics, picturebooks, and their relationship through progressive attempts to combine them in practice. The study was motivated by an interest in hybrid forms as a site where narrative techniques from different forms are put to alternative use in a new context. The research contributes to current scholarly discussion of graphic narrative from a practitioner’s perspective. Reflective practice offers unique potential as a method for critical study. Comparative analysis of changes over time throws light on each form’s typical mechanisms for graphic storytelling, and demonstrates their function in different contexts. Problems arising in practice are catalysts for a process of dynamic, analogical theory-formation and -testing, which often challenges or supplements existing knowledge, leading to a more nuanced understanding of the forms with which practice engages. Findings evolved, firstly, from the insight that conventions for graphic storytelling function differently depending on the mode of reading and the formal context. Secondly, the degree to which the practitioner is constrained by formal limitations was found to demand a disciplined distillation of content that deliberately creates space for different kinds of readerly engagement. The study concluded that, due to their adaptation towards solitary reading, comics exert greater control over their readers, whereas picturebooks tend to be more flexible in order to accommodate different modes of reading. The way readers engage with a work impacts on the function of conventions and techniques for graphic storytelling as much as a change in formal context. Moreover, the discipline of the picturebook form demands greater economy, which can create more space for reader participation. However, neither distinct modes of reading nor differing degrees of constraint constitute grounds for definitive distinction between comics and picturebooks: instead, they offer alternative frameworks for the critical consideration of graphic narratives.
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Vanegas-Farfano, Minerva, Ramírez Mónica González, and Guzmán Rodrigo Cantú. "Stress and emotion regulation with graphic activities and expressive narrative." Pontificia Universidad Católica del Perú, 2016. http://repositorio.pucp.edu.pe/index/handle/123456789/99978.

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The present study evaluated instructions in graphic and expressive writing tasks as stress and emotion regulation activity aids. Six experimental groups were composed of thirty university students. Effects were measured with the Mexican versions of the Perceived Stress Scale (PSS) and the Positive and Negative Affect Schedule (PANAS). The groups were similar in  the perceived stress and affect measures in time 1. Results demonstrated positive changes in both variables in time 2,for the intervention groups. The results indicate that it is necessary to evaluate the types of instructions given in experimental and clinical settings.
Se evalúa el impacto de las instrucciones dadas para el uso de actividades gráficas y escritura expresiva como una forma de apoyo en el manejo del estrés y las emociones a partir de seis grupos experimentales con treinta estudiantes universitarios. Los efectos fueron estimados mediante la adaptación mexicana de la Escala de Estrés Percibido y la adaptación de Escala de Afecto Positivo y Negativo. Los grupos fueron similares en su estrés percibido y en emociones en el tiempo 1. Los resultados indican que ambas variables mejoran tras la intervención (tiempo 2), mostrando diferencias entre los grupos. Se concluye que es necesario evaluar el tipo de instrucciones en ambientes experimentales y clínicos considerando estas diferencias.
O propósito do estudo foi avaliar o impacto das instruções dadas para o uso de atividades gráficas e escritura expressiva como uma forma de apoio no controle do estresse e das emoções. A amostra foi formada por trinta estudantes universitários. Deste modo formaram-se seis grupos experimentais, cujos efeitos foram medidos mediante a adaptação mexicana da Escala de Estresse Percebido e a adaptação da Escala de Afeto Positivo e Negativo. Os grupos foram similares no estresse percebido e nas emoções no tempo 1. Os resultados indicam que ambas variáveis melhoram depois da intervenção (tempo 2); mas com diferenças entre os grupos. Deste modo se conclui que é necessário avaliar o tipo de instruções em ambientesexperimentais e clínicos considerando estas diferenças.
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8

Johnson, Hanna. "Narrative Perspective in a Wordless Graphic Novel: Shaun Tan's The Arrival." Thesis, Stockholms universitet, Engelska institutionen, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-164813.

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In a narrative the narrator tells the story, and the focalizer is a character through whose eyes the story is seen. The narrator is thus the one who speaks, whilst the focalizer is silent. The identification of these two narratological features is made with the help of verbal cues such as personal pronouns for instance. Determining the narrator and the focalizer can sometimes be challenging due to ambiguous cues in the analyzed text, as well as narratological aspects which at times can be difficult to distinguish from each other. Determining the narrator and the focalizer in graphic narratives (comics) with no narrative voice, or which completely lack words, must be done with the help of pictorial cues instead. In this thesis, Shaun Tan’s wordless graphic narrative The Arrival is used in order to show how the narrator and the focalizer can be determined by combining pictorial cues with the reader’s general knowledge of storytelling as well as his or her experiences from real life scenarios. To analyze narratological features in The Arrival, I employ terminology from comics studies, literary and film narratology. My analysis shows that determining the narrator and the focalizer in narratives lacking explicit narrative voice is possible by using only pictorial cues.
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9

Hetrick, Nicholas M. "Making Bodies Matter: Disability Narrative After the ADA." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306377901.

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Whittemore, Rhys Duncan. "Tabletop Role-Playing Games and the Actual Play Show: Author, Audience, and Adaptation." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103882.

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Though tabletop role-playing games, or TRPGs, have received some scholarly attention since the creation of Dungeons and Dragons in the 1970s, very few scholars have considered how TRPGs function as a vehicle for long-form narrative. As an inherently collaborative form of narrative, the TRPG demonstrates a unique relationship between author and audience, as participants take on both roles during play. Previous narratological models of author-audience interaction are insufficient to understand the way that authorship functions in the TRPG, and the rise of actual play shows, where TRPGs are broadcast for an audience of nonparticipants, adds an extra layer of complexity to these author-audience relations. This thesis identifies key narrative elements of the TRPG, including game mechanics, framing, and collaboration, and examines how popular actual play shows and their graphic adaptations engage with these elements to create their narratives. This examination indicates that TRPGs create complex author-webs where each participant is both author and audience, and this influence pushes actual play shows and further adaptations of TRPG narratives to expand the ways in which audiences can influence and interact with narratives as they are created. The TRPG genre continues to explore how these elements can be developed beyond traditional understandings of narrative, and this development provides a framework for further narratological study of interactive works, which will only continue to evolve and grow in popularity and complexity in the continuing digital era.
Master of Arts
The tabletop role-playing game, or TRPG, has been growing in popularity since the creation of Dungeons and Dragons in the 1970s, and the rise of the actual play show, where a TRPG game is broadcast to viewers via video or podcast, has spurred both casual and scholarly interest in the TRPG. Players of TRPGs create narratives through collaborative storytelling moderated by certain rules and game mechanics, so each participant in a TRPG acts as both author and audience, as they create certain elements of the narrative and also witness the narrative creations of the other players. This particular collaborative author-audience model is not seen in any other form of narrative, and existing models of author-audience interactions do not account for authorship in the TRPG. Therefore, this thesis examines how several elements of the TRPG, such as the use of game mechanics to structure the narrative, the multiple frames in which players interact with each other, and the collaboration inherent in every game, contribute to the ways that authorship and audience interact in the narrative. It also looks at how popular actual play shows and the graphic novels they've created of their narratives engage with these elements to create their own unique audience interactions. As audience participation in the development of the stories they're consuming become more prominent with the rise of video games and other interactive media, an understanding of the evolving relationship between authorship and audience developed by the TRPG becomes important for examining interactive works in general.
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11

De, La Lama Luis. "Creating a Mythopoeic Graphic Novel To Expand Self-Understanding." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5622.

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This is a study about how I produced a graphic novel to introduce a model of the self that is informed by complexity theory to an audience of comic book and graphic novel enthusiasts. Because this model of the self has the potential to preserve, extend, and/or reinforce character strengths that are operationalized as virtuous behavior, and that also function as inner resources in times of adversity, my study explores storytelling by sequential art as a communication method that some counselors and educators might use to counsel and educate large segments of popular culture. Also, more generally, I explore the possibility that productions combining entertainment and preventive information might have commercial value on their own and also improve wellbeing and increase embodied social capital without the need of traditional institutional funding. Under the theoretical frameworks of Complexity Theory and Poetic Logic, I combined Active Imagination, Narrative, Writing, Poetic, and Arts-based methods of inquiry, to research the literary and artistic forms by which I could create a compelling mythopoeic story to indirectly educate about the potential of the self. The results of this investigation show that the production of an instrument aiming at these goals can be completed, however, future studies are needed to assess the effectiveness of this production as a prevention tool and as a commercially viable product in the entertainment marketplace. While the results of this investigation are not generalizable, they may inspire other counselors and educators to communicate with larger audiences their expert knowledge of human nature as a form of preventive public counseling.
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Blair, S. "The language of narrative drawing : a close reading of contemporary graphic novels." Thesis, University of the West of England, Bristol, 2013. http://eprints.uwe.ac.uk/22645/.

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The study offers an alternative analytical framework for thinking about the contemporary graphic novel as a dynamic area of visual art practice. Graphic narratives are placed within the broad, open-ended territory of investigative drawing, rather than restricted to a special category of literature, as is more usually the case. The analysis considers how narrative ideas and energies are carried across specific examples of work graphically. Using analogies taken from recent academic debate around translation, aspects of Performance Studies, and, finally, common categories borrowed from linguistic grammar, the discussion identifies subtle varieties of creative processing within a range of drawn stories. The study is practice-based in that the questions that it investigates were first provoked by the activity of drawing, and it sustains a dominant interest in practice throughout, pursuing aspects of graphic processing as its primary focus. Chapter 1 applies recent ideas from Translation Studies to graphic narrative, arguing for a more expansive understanding of how process brings about creative evolutions and refines directing ideas. Chapter 2 considers the body as an area of core content for narrative drawing. A consideration of elements of Performance Studies stimulates a reconfiguration of the role of the figure in graphic stories, and selected artists are revisited for the physical qualities of their narrative strategies. Chapter 3 develops the grammatical concept of tense to provide a central analogy for analysing graphic language. The chapter adapts the idea of the graphic ‘confection’ to the territory of drawing to offer a fresh system of analysis and a potential new tool for teaching. The conclusion identifies the study’s contribution to knowledge as twofold: first, in presenting a range of new interpretations of its field; and, second, in its employment of specifically adapted research methods which connect with a wider call for a return to ‘close reading’ as a productively sensitive research tool in its own right.
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Wolf, Lewis. "Pistons, pins-ups & fisticuff - a graphic narrative exploration of architectural design." Diss., University of Pretoria, 2012. http://hdl.handle.net/2263/30219.

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The project is an investigation of the development of architectural space through drawing. The aim is to arrive at a design through the use of a graphic novel. The building has three programmes that augment the current conditions of the context. A motorcycle workshop and showroom; a boxing academy, and short term accommodation [apartments]. If fiction is really an invented reality, then protagonists are interpretations of projected contexts. The use of a comic offers a subjective perspective of design, as well as the ability to explore spaces where architecture is a backdrop. This is similar to the use of architecture in film. Parallel to the progression of the storyline, the process of illustrating the scenes forms the platform for the development of the architectural design.
Dissertation MArch(Prof)--University of Pretoria, 2012.
Architecture
MArch(Prof)
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Medeiros, Fyama da Silva. "A narrativa emoldurada: Heart of Darkness em graphic novel." Universidade Federal de Pelotas, 2018. http://guaiaca.ufpel.edu.br:8080/handle/prefix/4068.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Esta dissertação analisa a adaptação do romance Heart of Darkness, de Joseph Conrad (2007), para o formato de graphic novel, publicada por Catherine Anyango e David Zane Mairowitz (CONRAD, 2010). A análise consiste no estudo da transição do foco narrativo, da personagem e do espaço do modo “contar” na narrativa literária para o modo “mostrar” e “contar” das graphic novels. Este trabalho de pesquisa aborda a adaptação como uma obra independente, uma recriação, conforme sugere Hutcheon (2013). A fim de explorar as similaridades entre a narrativa literária e a narrativa em graphic novel e verificar as transformações ocorridas no processo de adaptação, foram levados em consideração os estudos de Groensteen (2013; 2015) e outros autores da teoria literária e da teoria das graphic novels. A análise mostra que o trabalho de Anyango e Mairowitz recria, por meio do uso de recursos visuais e verbais, os aspectos centrais da narrativa de Heart of Darkness, destacando a história do período colonial do Congo através do acréscimo de fragmentos do relato autobiográfico presente em The Congo Diary e de elementos cartográficos, como os mapas do Rio Congo e da Colônia Belga no Congo.
This thesis analyzes the work published by Catherine Anyango and David Zane Mairowitz in 2010, which adapts Joseph Conrad’s novel Heart of Darkness (2007) into a graphic novel. The analysis of the transition of the narrative focus, characters and space from the literary narrative’s “telling mode” to graphic novel’s “telling” and “showing” modes. This research project addresses adaptation as an independent work, a recreation, as suggested by Hutcheon (2013). In order to explore the similarities between the literary narrative and the graphic novel and to verify the transformations taking place in the adaptation process, Groensteen’s (2013/ 2015) and other authors’ contributions to both literary and graphic novel theories were taken into account. The analysis shows that the work by Anyango and Mairowitz recreates through the use of both verbal and non-verbal resources the core aspects of Conrad’s novel, emphasizing the history of Congo’s colonial period by adding fragments of the autobiographical account found in The Congo Diary as well as cartographic elements such as maps of the Congo River and Belgian Congo.
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Ortega, Chávez Sergio Leonardo. "Los elementos gráficos de las producciones cinematográficas y su influencia en la construcción de la narrativa visual del retrofuturismo." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651609.

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La investigación tiene como objetivo examinar la relación entre los elementos gráficos usados en las producciones cinematográficas retrofuturistas pertenecientes a la plataforma de streaming de Netflix y el desarrollo de su estructura narrativa con la finalidad de hallar si estos elementos elaborados a través del diseño gráfico son determinantes para el desarrollo narrativo de una producción cinematográfica considerando factores relacionados a la experiencia cinematográfica. Se estudiaron, a través del análisis documental y de contenido por medio de la observación científica, los elementos gráficos de cuatro capítulos con estética retrofuturista de las series Black mirror (2011) y Maniac (2018), pertenecientes a la plataforma de streaming Netflix. Para lo cual se realizó una clasificación de los mencionados elementos gráficos según su rol y el área del diseño gráfico a la que se adjuntan, obteniendo información detallada de los mismos. A lo largo de la investigación se encontraron 198 elementos propios del diseño gráfico a través de los cuatro capítulos analizados. Los anteriores dependiendo de su uso comunicaban distintas partes de la narrativa, resaltan distintas escenas donde los elementos gráficos definían la trama. Además, se puede afirmar que un elemento gráfico es capaz de revelar distintos estados emocionales del personaje o cambios de contextuales del mundo ficticio en el cual la narrativa tiene lugar. Se concluye a través de esta investigación que el diseño gráfico a través de los elementos gráficos posee una influencia resaltante en la narrativa visual cinematográfica, sobretodo en el género retrofuturista y en la construcción de su estética.
The objective of this research is examining the relationship between the graphic elements used in the retrofuturistic cinematographic production to Netflix streaming platform and in the development of its structural narrative, in order to find if the graphic elements crafted through graphic design are key for the narrative development of a cinematographic production considering factors related to the cinematographic experience. Through a documentary analysis and by means of scientific observation graphic elements from four chapters with retrofuturistic aesthetics from Black Mirror series (2015) and the Maniac series (2018), both belonging to the Netflix streaming platform were studied. For this task a classification of the mentioned graphic elements was conducted, each according to its role and the graphic design area in which they connect, thus obtaining detailed information on those. Throughout the research, a total of 198 elements belonging to graphic design were found among the four chapters analysed. The previous ones, depending on their use, expressed distinct parts of the narrative, some scenes that included graphic elements that defined key parts of the narrative stand out. Furthermore, one can affirm that a graphic design element is capable of revealing emotional states of a character or also show contextual changes in the world where the narrative takes place.  One then reaches the conclusion that by means of researching the various graphic design elements these possess a striking influence on the visual cinematographic narrative, especially in the retrofuturistic genre and in the construction of its aesthetic.
Trabajo de investigación
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Lombard-Cook, Kathleen. "Interrogating and analysing narrative structure through comic books." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/23507.

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How can the structures of graphic narratives help us to interrogate, analyse, and ultimately ground stories of ourselves and our world? By not relying solely on verbal or visual language, but the complex interplay between multiple signification strategies, comics open up possibilities for transcending the limits of any single linguistic mode and more fully enunciating the complex layers of superimposed truths that make up our lived experiences. In this doctoral project, I utilize media-specific analysis of graphic narratives and interrogate the multi-modal communication strategies inherent in comics. The result is a multidisciplinary construction of the structural and semiotic modes of comics as an enactment of contemporary narrative ideals that privilege reader-centric, subjective constructions of meaning. My submission consists of four chapters of written research, to be submitted at the end of January, and a collection of autobiographical narrative works that will form an exhibition which will be shown at the time of the viva in April. The presentation of the textual material is an inseparable component of the content, and a piece of practical work in itself. The chapters can be read in any sequence; for the purposes of this abstract, I will discuss them in alphabetical order. My practice work challenges the traditional use of comics-specific affordances, such as panel borders, gutter, use of space as time, and other verbo-visual techniques by remediating them outwith book and digital book-like objects we associate with graphic narratives. Each chapter in the dissertation is its own book-object that enacts the content as well as relates to the larger body of practice work. Childhood Memoirs—Autobiographical Approaches The use of multiple signification strategies allows for communication that transcends the limits of textual or verbal language and can allow a creator to enunciate what may be unspeakable or incomprehensible, such as moments of trauma. I pay special attention to how subjectivity is presented in graphic memoirs within this context, as the drawn nature of comics allows for shifts in the status of the author/narrator that are unique to the medium. Comics as a Synthetic Medium—A Very Short Introduction The ‘introductory’ chapter contextualizes my research and comics studies more generally within non-binary, non-hierarchical concepts of rhizomatic knowledge structures that utilize the concept of text in the Barthesian sense as a mode of communication rather than solely lexicographic writing. In comics, text and imagery can actively oppose each other, creating a space where new meaning can be synthesized from this tension. This is Derrida’s deconstruction, Benjamin’s inclusion of cultural production in literature, or Barthes’ writerly text. Each utterance on a comics page may convey multiple levels of independent meaning, making it unique among narrative media. By examining the semiotic and structural theories presented by Barthes and Derrida, as well as Benjamin, Deleuze, Witgenstein and others, I develop the case for a comics-specific theory of trans-medial, subjective, deconstructed communication. Mapping the Journey—The Cartography of Autobiography In this chapter, I analyse the mythology of the supposed inductive system of representation in mapping and explore how including a secondary visual semiological system, that of the map, within the primary system of comics impacts reader perception of truth through verifiability. I also explore the intersection of non-representational theory within geography and authentication within autographics. Media Specificity of Non-traditional Graphic Narratives The focus of this chapter is on the impact of disseminatory (re)mediation on the medium of graphic narratives. I assert that neither digital nor print is superior to the other, but deliver different experiences to the reader. Through close analysis of the formal qualities inherent in digital and physical representation of comic content, I articulate the qualities unique to each distribution strategy and theorize ways that creators can take advantage of the media at their disposal. The practical element of my submission takes the form of a collection of objects that utilize a variety of graphic narrative structures outwith traditional comics forms in order to explore facets of my childhood memories. The exhibition will be constituted of several lanterns, dioramas and dolls’ houses, as well as some printed material. I attempt to ground my memories in architecture and place, while aware that the sense of solidity this lends my recollections is a false sense of objective security. To counteract any attempt to present a wholly unified and reliable narratorial self, I present the same places and memories through various angles and media. I make explicit some of the dissonant ‘truths’ myself and other members of my family were presented with, as an attempt to consciously confront the fragility of utilizing such collectively constructed memory to construct a stable self-image.
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Gilroy, Andrea. "Origin Stories: Narrative, Identity, and the Comics Form." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19280.

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My dissertation argues that comics’ unique formal properties are particularly suited toward exploring and representing the complex nature of identity. Just as the comics form is broadly defined by a peculiar tension between word and image, so identity can be conceived as a constant negotiation between abstract (“unrepresentable”) concepts that define identity and an individual’s attempts to represent that identity. Due to its formal negotiation of word and image, the comics form is thus uniquely suited to address the problems of identity and its representation. I begin this project by examining the relationship between word and image in comics. Some comics scholars have argued verbal and visual signification are hybridized, while others go so far as to claim the distinction between word and image is unsustainable. Still others reject these claims, arguing comics’ hybridity necessitates a strict separation of word from image. I argue that words and images in comics function on a spectrum in which the line between word and image must be able to be hybridized and distinct at the same time. This definition of the word/image relationship can describe the most straightforward, illustrative comics as well as the most experimental comics texts; it also provides the methodological framework for my project. In this dissertation, I examine the representation of gendered identity in Gilbert Hernandez's Love and Rockets stories and Junot Díaz's novel The Brief Wondrous Life of Oscar Wao, arguing both authors’ injunction that the reader look at the mothers in their works is evidence of their demand that we understand the women as whole, ambivalent subjects. I explore the way the Gene Yang and Sonny Liew’s graphic novel The Shadow Hero addresses the repressive and racist history of superhero comics. In doing so, Yang and Liew’s text reveals the ways superhero texts constantly negotiate the genre’s conservative instinct to protect the status quo and its revolutionary vision for a better world. Finally, I contend Greg Rucka and J. H. Williams III's Batwoman: Elegy reveals at least one intrinsically progressive theme in superhero genre: its performative and inherently queer conception of identity.
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Mitchell, Holly. "I Didn't Grieve Wrong: Using the Graphic Novel For Personal Healing and Public Awareness." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/scripps_theses/1217.

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This paper discusses how the author created a comic as a way to explore their personal suffering and the suffering of those around them throughout schooling. It defines the inspirations, both personal and technical for how the comic was produced and how it will expand to a graphic novel after college.
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Carr, Alexander Leo. "Graphic narrative and existential philosophy : the scenic design for "The Trial of Judith K."." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/42085.

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“The Trial of Judith K.,” by Sally Clark was held in the Frederic Wood Theatre at the University of British Columbia (UBC) from September 29th through October 8th, 2011 and was the first production of the 2011/2012 theatre season. The production team was as follows: Director, Tom Scholte; Scenic Designer, myself, Alexander L. Carr; Lighting Designer, Mandi Lau; Costume Designer, Allison Green; Sound Designer, Emily Griffiths; and Properties Designer, Lynn Burton. The Technical Director for this production was James Ferguson and the Production Manager was Jay Henrickson. I approached the design inspired by the philosophy of Jean Paul Sartre. Other major influences on this project were the literary art form the graphic narrative and cartoon cell animation. A major focus in my study of scenic design is how to interpret structural and thematic concepts of the graphic narrative and cartoon animation in three-dimensional space for use on the stage. Three of the concepts I explored in this design were “page turning” as one would turn the pages of a book, “frames,” or the pictorial images found in a graphic narrative, and “the gutter,” or the physical and psychological space between frames in a graphic narrative. Graphic narrative and cartoon animation were also direct influences on the paint scheme chosen for the set.
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Valdes, Marius I. "The Unwantables: An Exploration of Visual Narrative." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1378.

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The Unwantables is a creative project that has evolved from my lifelong interest in and relationship with visual stories. To me the most compelling aspect of visual storytelling is "imagination". The author possesses the ability to create new worlds, interesting characters, and situations that can have the potential to communicate about any topic. My project explores visual narrative as a communication tool to explain the role of imagination in my life.
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Smida, Megan Alice Moore Alan. "(Re)telling Ripper in Alan Moore's From hell : history and narrative in the graphic novel." Dayton, Ohio : University of Dayton, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1272574121.

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Thesis (M.A. in English) -- University of Dayton.
Title from PDF t.p. (viewed 06/23/10). Advisor: James Boehnlein. Includes bibliographical references (p. 44-46). Available online via the OhioLINK ETD Center.
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Liu, Yi. "Case Study of Perception with Motion Graphic Music Video: The Relationship between Narrative & Representation." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1407410136.

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Weilein, Lucia. "Transforming Narratives." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3079.

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Narrative, often considered synonymous with “story,” can be viewed from a structuralist perspective and analyzed independent of any particular content. Breaking narrative into categories of story and discourse, this autonomous structure makes possible a translation of content from one form to another. The various media and form types common in graphic design can serve as both recipient and translator of narratives, converting content into a framework that includes the concept of craftsmanship, aesthetic components and specifications, legibility and composition, and the physical form of the designed object. To examine how this framework functions in practice, I have developed a series of three volumes in which cinematic tropes are represented in book form based on a morphology of traits.
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Gregory, Richard Cedric Thomas Art College of Fine Arts UNSW. "A graphic investigation of the atlas as a narrative format for the visual communication of cultural and social data." Awarded by:University of New South Wales. Art, 2009. http://handle.unsw.edu.au/1959.4/43798.

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Maps and atlases are traditionally convenient documents for representing the surface of the earth. They provide an impression of spatial relationships and facilitate an appreciation of geographical and environmental characteristics. They are essential tools for creating an awareness of the world beyond the limits of our experience. Maps can also inform readers on the flow of cultural or economic influences, because they show localities in relation to their neighbours. Furthermore, they capture the reader's imagination by provoking the desire for adventure and exploration. Occasionally maps are also censored because they are an efficient means of indicating strategic features. This project concerns the historical and contemporary examples of communicating information visually by analysing a selection of conventional literary and visual sources, which informs the research. It includes graphic forms that present abundant data, for example, atlases and texts on the architectural history of Central Asia, Tibet, China and Japan. The studio works will examine illustration, draughtsmanship, rendering, and textual/visual imagery. The outcome will be an illustrated atlas of traditional architecture in the earthquake zones of Central Asia (Xinjiang), Tibet, China, Japan and related areas. The graphic format is used as a narrative for the communication of environmental, cultural and architectural data of the region. The atlas is also intended to present the subject in a holistic form in relation to environmental influences on the structures and materiality of buildings, and the broader field of history.
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Gonzalez-Ledo, Mary K. "The Use of Computer Graphic Organizers For Narrative Writing By Elementary School Students With Specific Learning Disabilities." FIU Digital Commons, 2012. http://digitalcommons.fiu.edu/etd/675.

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Writing is an academic skill critical to students in today’s schools as it serves as a predominant means for demonstrating knowledge during school years (Graham, 2008). However, for many students with Specific Learning Disabilities (SLD), learning to write is a challenging, complex process (Lane, Graham, Harris, & Weisenbach, 2006). Students SLD have substantial writing challenges related to the nature of their disability (Mayes & Calhoun, 2005). This study investigated the effects of computer graphic organizer software on the narrative writing compositions of four, fourth- and fifth-grade, elementary-level boys with SLD. A multiple baseline design across subjects was used to explore the effects of the computer graphic organizer software on four dependent variables: total number of words, total planning time, number of common story elements, and overall organization. Prior to baseline, participants were taught the fundamentals of narrative writing. Throughout baseline and intervention, participants were read a narrative writing prompt and were allowed up to 10 minutes to plan their writing, followed by 15 minutes for writing, and 5 minutes of editing. During baseline, all planning was done using paper and pencil. During intervention, planning was done on the computer using a graphic organizer developed from the software program Kidspiration 3.0 (2011). All compositions were written and editing was done using paper and pencil during baseline and intervention. The results of this study indicated that to varying degrees computer graphic organizers had a positive effect on the narrative writing abilities of elementary aged students with SLD. Participants wrote more words (from 54.74 to 96.60 more), planned for longer periods of time (from 4.50 to 9.50 more minutes), and included more story elements in their compositions (from 2.00 to 5.10 more out of a possible 6). There were nominal to no improvements in overall organization across the 4 participants. The results suggest that teachers of students with SLD should considering use computer graphic organizers in their narrative writing instruction, perhaps in conjunction with remedial writing strategies. Future investigations can include other types of writing genres, other stages of writing, participants with varied demographics and their use combined with remedial writing instruction.
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Beemer, Lawrence W. "American Superhero Comics: Fractal Narrative and The New Deal." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1303837053.

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27

Stephens, Wendy Steadman. "The Influence of Engagement with Graphic Narrative Text Formats on Student Attitudes Towards the School Library." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700038/.

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Comics, graphic novels, and manga differ appreciably from textual narrative formats, and materials with increasingly visual elements have found their way into progressive and student-centered library collections. But many educators and librarians still resist inclusion of graphic narratives in school libraries and devalue the reading practice of students who prefer more visual texts. Using the framework of radical change, which posits that both text conventions and reader expectations for text are increasingly multimodal as they possess characteristics of evolving digital media, this study considered the relationship of the characteristics of text individual students prefer, particularly those they select from the school library, and their attitudes towards aspects of reading practice as evidenced through the Adolescent Motivation to Read Profile instrument. Survey data was supplemented with circulation history from the library management system to inform a correlational study punctuating attitudinal differences based on reader preferences. Findings include high school students who engage with graphic narrative text formats reporting more favorable views of libraries and reading. There is a demonstrable distinction in attitudes between students who prefer more visual text when compared with peers with more traditional print affinities. Student engaging with graphic narrative texts also report more frequent engagement with text overall. These demonstrated relationships should help to legitimize the inclusion of more graphic narrative text formats in school library collections.
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Capstick, Andrea, Alison Dennison, Jan R. Oyebode, Lesley Healy, Claire A. Surr, Sahida Parveen, C. Sass, and Michelle Drury. "Drawn from life: Cocreating narrative and graphic vignettes of lived experience with people affected by dementia." Wiley, 2021. http://hdl.handle.net/10454/18590.

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Yes
Background: The growing literature on Patient and Public Involvement and Engagement (PPIE) and dementia identifies specific problems related to the influence involvement has on research outcomes, over-reliance on family members as proxies, and lack of representation of seldom-heard groups. Adaptations to the PPIE process are therefore needed in order to make possible the involvement of a broader spectrum of people living with dementia. Objective: To adapt the PPIE process in order to make participation in co-creation by people living with dementia accessible and meaningful across a spectrum of cognitive abilities. Design: Narrative elicitation, informal conversation, and observation were used to co-create three vignettes based on PPIE group members’ personal experience of dementia services. Each vignette was produced in both narrative and graphic formats. Participants: Nine people living with dementia and five family members. Results: Using enhanced methods and outreach it was possible to adapt the PPIE process so that not only family members and people with milder cognitive difficulties could participate, but also those with more pronounced cognitive problems whose voices are less often heard. Conclusions: Making creative adaptations is vital in PPIE involving people living with dementia if we wish to develop inclusive forms of PPIE practice. This may, however, raise new ethical issues, which are briefly discussed.
National Institute for Health Research. Grant Number: PR-R10-0514-120006
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Capstick, Andrea, Alison Dennison, Jan R. Oyebode, Lesley Healy, Claire A. Surr, Sahdia Parveen, C. Sass, and Michelle Drury. "Drawn from life: Cocreating narrative and graphic vignettes of lived experience with people affected by dementia." Wiley, 2021. http://hdl.handle.net/10454/18590.

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Yes
Background: The growing literature on Patient and Public Involvement and Engagement (PPIE) and dementia identifies specific problems related to the influence involvement has on research outcomes, over-reliance on family members as proxies, and lack of representation of seldom-heard groups. Adaptations to the PPIE process are therefore needed in order to make possible the involvement of a broader spectrum of people living with dementia. Objective: To adapt the PPIE process in order to make participation in co-creation by people living with dementia accessible and meaningful across a spectrum of cognitive abilities. Design: Narrative elicitation, informal conversation, and observation were used to co-create three vignettes based on PPIE group members’ personal experience of dementia services. Each vignette was produced in both narrative and graphic formats. Participants: Nine people living with dementia and five family members. Results: Using enhanced methods and outreach it was possible to adapt the PPIE process so that not only family members and people with milder cognitive difficulties could participate, but also those with more pronounced cognitive problems whose voices are less often heard. Conclusions: Making creative adaptations is vital in PPIE involving people living with dementia if we wish to develop inclusive forms of PPIE practice. This may, however, raise new ethical issues, which are briefly discussed.
National Institute for Health Research. Grant Number: PR-R10-0514-120006
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30

Smida, Megan Alice. "(Re)Telling Ripper In Alan Moore's From Hell: History And Narrative In The Graphic Novel." University of Dayton / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1272574121.

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31

Monteiro, Clarissa Ferreira. "Building stories e a poética experimental: um olhar semiótico sobre o quadrinho de Chris Ware." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/8/8139/tde-19072018-174315/.

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Esta dissertação tem por objetivo analisar a poética do quadrinho experimental, tendo como corpus principal a obra Building Stories, do quadrinista norte-americano Chris Ware. Building Stories é composto por quatorze impressos, de diferentes formatos e tamanhos. Não é apresentada uma ordem de leitura, permitindo ao leitor escolher seu caminho livremente (dentro das 87 bilhões de combinações possíveis). A primeira parte da pesquisa ocupa-se de fazer um recorte diacrônico que contextualize a obra de Ware, mostrando movimentos de ruptura do quadrinho norte-americano, a partir dos underground comix de 1960-70. Dentre as diversas vertentes surgidas do underground, destaca-se o alternativo ao qual pertencem nomes como Art Spiegelman, Richard McGuire e Chris Ware. A consideração das características do quadrinho alternativo permitem mostrar algumas das singularidades da narrativa gráfica experimental e como Ware se coloca em relação a essa produção. Se faz necessário também apresentar o trabalho de Ware, seu percurso como quadrinista e as características de sua criação, exploradas também nas histórias analisadas nesta dissertação. A segunda parte da pesquisa faz um recorte de duas das quatorze histórias contidas em Building Stories, para análise. A seleção visa apresentar a obra de Ware, mostrando narrativas gráficas que apresentam algumas de suas principais características e a poética dessas narrativas. As análises se utilizam (i) da teoria greimasiana sobre o texto, observando o percurso gerativo do sentido; (ii) a teoria dos sistemas semissimbólicos, a partir dos estudos de Jean-Marie Floch e Antonio Vicente Pietroforte sobre o texto sincrético dos quadrinhos e (iii) a teoria zilberbergiana, naquilo que concerne a missividade e o ritmo. Por meio da aplicação desses três modelos teóricos, busca-se fazer uma análise abrangente dos quadrinhos de Ware, mostrando a complexidade de suas narrativas, nas quais a estrutura formal do quadrinho faz uma proposta de leitura alternativa. A terceira parte, por fim, se debruça sobre a estrutura de Building Stories, estabelecendo um paralelo entre as múltiplas combinações possíveis de histórias e o conceito saussuriano de relação sintagmática. A subversão da leitura linear (presente nas narrativas gráficas convencionais) permite que se percorra o quadrinho por diversos caminhos, a partir de diferentes pontos de partida: a identidade dos personagens é construída a cada texto escolhido.
This dissertation aims to analyze the poetics of the experimental comic, presents as main corpus the oeuvre Building Stories, by North American comic author Chris Ware. Building Stories consists of fourteen prints, of different shapes and sizes. A reading order is not suggested, allowing the readers to freely choose their own path (within its 87 billion possible combinations). The first part of this research makes a diachronic clipping that contextualizes Wares work, presenting the rupture movements of American comics, starting from the underground comix of the 1960s and 70s. Among the varieties of non-mainstream comics that came after the underground, alternative comics are highlighted, featuring names such as Art Spiegelman, Richard McGuire and Chris Ware. A consideration of the characteristics of alternative comics shows some of the singularities of the experimental graphic narrative and how Wares comics stand in relation to this form of production. It is also necessary to present Wares work, his course as a comics author and the characteristics of his creations, explored also in the stories analyzed in this dissertation. The second part of the research selects two of the fourteen prints in Building Stories, for further analysis. The selection aims to present Wares oeuvre, showing graphic narratives that feature some of its characteristics and their poetic qualities. The analysis makes use of (i) the Greimasian theory of text, following the generative course of meaning; (ii) the theory of semi-symbolic systems, based on the studies of Jean-Marie Floch and Antonio Vicente Pietroforte on the syncretic text of comics and (iii) the Zilberbergian theory, in regards to missivity and rhythm. Through the application of these theoretical models, it is sought to make a comprehensive analysis of Wares comics, showing the formal complexity of his narratives, in which the formal structure of the comic proposes an alternative form of reading. The third part, lastly, focuses on the structure of Building Stories, establishing a parallel between its multiple possible combinations and the Saussurian concept of syntagmatic relation. The subversion of the linear reading (featured in conventional graphic narratives) allows the reader to follow different paths in the comic, from different starting points: the identity of its characters is constructed with each chosen text.
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32

Lyn, Francesca. "Graphic Intimacies: Identity, Humor, and Trauma in Autobiographical Comics by Women of Color." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5904.

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Graphic Intimacies: Identity, Humor, and Trauma in Autobiographical Comics by Women of Color examines works of comics art about the lived experience of the comics’ creator. These graphic narratives address racialized difference and the construction of identity while also using humor to negotiate their narrations of traumatic events. I argue that these creators employ the structure of comics to replicate the fragmentary nature of memory. Comics allow for the representation of trauma as being intimately linked to corporeality. The comics medium allows creators to make visible and present fractured versions of the self, a product of traumatic fragmentation. Drawing traumatic memories becomes a symbolic enactment of transformation. Comics become a way of coping with the fragmentary nature of traumatic memory, permitting a consolidation of memory even when a totality is impossible. Graphic Intimacies examines representative texts by four autobiographical cartoonists: Lynda Barry, Belle Yang, MariNaomi, and Whit Taylor. Each of these cartoonists engages in critiques of social issues through the negotiation of a multilayered identity. For instance, Barry’s One Hundred Demons (2002) explores her identity as a white-passing Filipino American growing up in a low-income neighborhood. In Forget Sorrow: An Ancestral Tale (2011), Yang a Taiwanese born Chinese American artist, tells the story of her father’s family in order to heal from the trauma of intimate partner abuse. Biracial Japanese American artist MariNaomi explores her disconnection from her Japanese heritage while chronicling her experiences working in Japanese-style hostess bars in Turning Japanese (2016).
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McCrory, Dustin W. "Where Do We Go From Here? Multiliteracy and the Future of Narrative." ScholarWorks@UNO, 2013. http://scholarworks.uno.edu/td/1698.

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Words on a page are insufficient vehicles for complex ideas. When images and words appear together on the page, as in comics, the process of meaning-making through narrative functions more efficiently. Building on this idea, we must establish a “graphic narratology” to understand the process whereby meaning is transmitted. Analysis of narratological conventions, as well as the conventions of mass-market comics, provides a framework for this new narratology.
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Espinel, Miguel Angel. "Replenishment: A Musical Narrative Inspired by Sleep." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1062888/.

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The Replenishment cycle contains five works that allude to the experience of sleep, beginning with awake drowsiness and ending with the piece inspired by rapid eye movement (REM) sleep, titled Conceiving Realities. This last piece is an intermedia work composed for chamber ensemble, live painting with biofeedback, computer, and audiovisual processing. This critical essay describes the composition of Conceiving Realities within the context of the Replenishment cycle, followed by a thorough analysis of the research involved in the technological aspects of the piece, and finally, a description of the instrumentation, notation, intermedia elements, and technology comprising the work. Conceiving Realities uses a system of interactions between painting, biofeedback, music, and video, in which a painter wears brainwave and heartbeat sensors that send data to a computer patch processing the sound of an ensemble as the painter listens and creates the painting while responding to the music. This requires a passive biofeedback system in which the painter is focused on listening and painting. The computer uses the data to process existing sounds, instead of synthesizing new lines. The score blends elements of traditional notation, graphics, and guided improvisation; giving the performers some creative agency. This alludes to the way in which scenarios in dreams occur without voluntary control of the dreamer. Finally, a camera captures the painting and projects three video screens applying individual types of processing to the original video stream, controlled in real time by the amplitude of the ensemble. All these elements create an immersive experience for the audience that is mediated by the interaction of sight and sound.
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Le, Roux Marike. "Narrating an unstable memory : a postmodern study of fictional pasts in the (auto/bio)graphic novel." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/79942.

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Thesis (MA)--Stellenbosch University, 2013.
ENGLISH ABSTRACT: To write a life story the auto/biographer must reflect upon the past that was once experienced. When presented with this task of depending on memory and narrative, the auto/biographer often finds himself/herself in the position of creating and imagining, rather than reflecting or presenting the past as it was lived. Fragmentation, forgetfulness, selection, (re)construction and imagination are often inextricably connected to Memory which results in the reliance on an unstable memory to access the past. This dissertation explores how postmodern auto/biographies, specifically the (auto/bio)graphic novel, acknowledges the difficulty of writing about the past when concerned with truth. The (auto/bio)graphic novel disrupts the notion of truth by blurring the boundaries between fact and fiction, resulting in a hybrid form where text and image, reality and imagination co-exist to create new, and often more significant pasts (that can serve the present).
AFRIKAANSE OPSOMMING: Om ‘n lewensverhaal te skryf, reflekteer die outo/biograaf op dít wat eens geleef was in die verlede. Deur hierdie proses, wat ‘n afhanklikheid van die geheue behels, vind die outo/biograaf homself/haarself gereeld in ‘n situasie waar hy/sy ontwerp en verbeel, eerder as om die verlede weer te gee soos dit beleef was. Fragmentasie, vergeetagtigheid, selektering, (her)konstruering en verbeelding is soms onskeibaar van Geheue wat dui op die afhanklikheid van ‘n onstabiele geheue in die skryf- en illustreer-prosesse van ‘n outo/biografie. Hierdie verhandeling ondersoek hoe postmoderne outo/biografieë, spesifiek die (outo/bio)grafiese roman, bewus is van die kwessies rondom die skryf van die verlede in verhouding tot waarheid. Die (outo/bio)grafiese roman ontwrig die idee van waarheid deur die grense tussen feit en fiksie te ondermyn. Gevolglik onstaan ‘n hibriede vorm van outo/biografie waar teks en beeld, realiteit en verbeelding gekombineer word om nuwe en meer beduidende verledes te skep (wat so ook die hede op nuwe maniere kan dien).
mlb2013
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36

Brito, Adélio Gonçalves. "A construção do herói no percurso narrativo da graphic novel Os 300 de Esparta: Do Dever à Vitória - uma jornada." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/4426.

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Made available in DSpace on 2016-04-26T18:12:04Z (GMT). No. of bitstreams: 1 Adelio Goncalves Brito.pdf: 55870463 bytes, checksum: 4884765df8fcc405255c564841ce4601 (MD5) Previous issue date: 2012-08-10
The goal of this study is to investigate the semiotic building process of a hero in the graphic novel 300, by Frank Miller, through the identification of a unique style of the author, based on narrative protocols of this media. Object of the investigation and contextualization determinant of this construction, the language of comics is exposed and analyzed in what constitute it, that is, on what defines it as a genre and characterizes it as a singular media, propitious as an entertainment use, especially in its graphic novel format. So, the research predisposes to unravel this language discursive course (Comics in graphic novel format), through which represents and constitutes the character of King Leonidas, leader of the warrior campaign which gives name to the aforementioned graphic novel. Such unraveling is supported by a semiotic analysis of the representation games between the characters and the narrative in the journey of the hero, which justifies the use of a theoretical reflection provided by the narratology of Vladimir Propp, supported by the Haroldian study on Macunaíma and the deepened analysis on that subject made by the studies of Christopher Vogler, and, finally, under the perspective of myth Joseph Campbell. The studies showed a King Leonidas built from a rescue of he old style hero, celebrated in the early days of comics, associated with multiple layers of meanings, which are repeated in two other Miller s characters, while they identified a millerian style, that works with elements of comics language in an unusual way, combining them with other languages, such as film and painting
O objetivo desta pesquisa é investigar o jogo de construção semiótica do herói na graphic novel Os 300 de Esparta, do quadrinista Frank Miller, por meio da identificação de um estilo próprio do autor, embasado nos protocolos narrativos desta mídia. Objeto da investigação e contextualização determinante dessa construção, a linguagem dos quadrinhos é exposta e analisada naquilo que a constitui, ou seja, naquilo que a define como gênero e a caracteriza como uma mídia singular propícia ao uso como entretenimento, especialmente em seu formato de graphic novel. Assim, a pesquisa se predispõe a deslindar os percursos discursivos desta linguagem (História em Quadrinhos em seu formato graphic novel), por meio dos quais se representa e constitui a personagem do Rei Leônidas, que é o condutor da campanha guerreira a que se refere o título da HQ. Tal deslinde está embasado numa análise semiótica dos jogos de representação entre as personagens e a narrativa na jornada do herói, o que justifica o uso da reflexão teórica proporcionada pela narratologia de Vladimir Propp, apoiada pela análise haroldiana do Macunaíma, além dos aprofundamentos que os estudos de Christopher Vogler acrescentam e, por fim, sob a perspectiva do mito de Joseph Campbell. Os estudos apontaram um Rei Leônidas construído a partir do resgate do modelo antigo de herói, celebrado nos primórdios das HQs, associado a múltiplas camadas de significações, que se repetem em outras duas personagens consagradas de Miller, ao mesmo tempo em que identificou-se um estilo milleriano, que trabalha elementos da linguagem dos quadrinhos de maneira inusitada, combinando-os com outras linguagens, como cinema e pintura
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Du, Plessis Daniel Marthinus. "Cultural evolution & genre : an investigation of three graphic narratives of the South African Border War (1975-1988)." Thesis, Stellenbosch : Stellenbosch University, 2006. http://hdl.handle.net/10019.1/21512.

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Stellenbosch University. Faculty of Arts and Social Sciences. Dept. of Visual Arts
Thesis (MA (VA)) -- Stellenbosch University, 2006.
ENGLISH ABSTRACT: Cultural evolution & genre: an investigation of three South African graphic narratives of the South African Border war (1975-1988) Magister in Fine Arts thesis, Department of Fine Arts, Stellenbosch University This study analyses three South African graphic narratives in the context of culture evolving in the Darwinian sense. It is deemed necessary to consider evolutionary theory in such a study of graphic narratives as it considers the development of culture as resulting from a process of evolution akin to natural selection. Special attention is paid to the theory of memetics, in the field of evolutionary epistemology, and its proposal to model cultural evolution. While this model relies on evolutionary theory, the development of culture is seen as evolving separately from biological evolution. This evolutionary perspective on culture is combined with the concepts of discourse and genre in social semiotics and media studies to investigate the changes in the depiction of the Border war in South African graphic narratives. As such this study focuses on the strategic viewpoint of cultural evolution, the role of memes in genre and its interaction with the evolution of discourse. This approach is offered as a useful method to analyse cultural artefacts.
AFRIKAANSE OPSOMMING: Kulturele evolusie & genre: 'n ondersoek van drie grafiese verhale van die Suid-Afrikaanse Grensoorlog (1975-1988) Magister in Beeldende Kunste tesis, Oepat1ement Beeldende Kunste, Universiteit van Stellcnbosch Hicrdie studic ontleed drie Suid-Afrikaanse graficse verhale in die konteks van kultuur wat evolueer in die Oarwinistiese sin. Oit word belangrik gereken om evolusieteorie in so 'n studie van grafiese verhale in ag te neem aangesien die ontwikkeling van kultuur as die resultaat van 'n proses van evolusie, verwand aan natuurlike seleksie, geag word. Spesiale aandag word geskenk aan die teorie van meme, in die veld van evolusieepistemologie, en die teorie se voorstel om kulturele evolusie te modelleer. Terwyl so 'n teorie op evolusieteorie steun, word die ontwikkeling van kultuur beskou as 'n afsonderlike proses van natuurlike seleksie. Hierdie evolusienere perspektief op kultuur word verenig met die konsepte van diskoers en genre in sosiale semiotiek en media studies om die veranderende uitbeelding van die Grensoorlog in Suid-Afrikaanse gratiese verhale na te vors. Sodanig fokus hierdie studie op die strategiesc oogpunt van kulturele evolusie, die rol van meme in genre en die interaksie met die ontwikkeling van diskoers. Hierdie benadering word aangebied as 'n waardevolle metode om kulturele artefakte te ontleed.
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Klimas, Matthew L. "Argent Sound Recordings: Multimodal Storytelling." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/795.

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ARGENT SOUND RECORDINGS explores the integration of visual, written and sonic elements to tell a story. "The Silver Bell," a fairy tale, is delivered through the internet – providing users an opportunity to experience and interpret a constructed narrative under the guise of an independent record label website.
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Gillingham, Erica. "Lesbian love stories in young adult literature and graphic memoirs : narrative constructions of same-sex relationships between female characters across genre and form." Thesis, University of Roehampton, 2018. https://pure.roehampton.ac.uk/portal/en/studentthesis/Lesbian-Love-Stories-in-Young-Adult-Literature-and-Graphic-Memoirs(e1d18ba0-5f12-4b61-9aa2-8f891ce00982).html.

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This thesis examines the narrative constructions of same-sex relationships between female characters in lesbian love stories published for a young adult audience in the United States in English from 1976 to 2016. The thesis argues that there has been a significant shift in the portrayals of lesbian and female bisexual characters, and their same-sex relationships, during this period, as well as a dramatic increase in the diversity of these stories for a young adult audience. The interrogation of narrative and characterisation takes into consideration the ways these lesbian love stories participate in and are shaped by genre, discussing generic conventions from romance, fantasy, science fiction, and memoir and, to a lesser extent, magical realism and historical fiction. The investigation also privileges the idea of love, in its multitude of forms, as the central theme of the selected novels, and for the research project as a whole. Through the examination of the research corpus, the thesis, first, proposes three key narratives elements—the revelation (coming out), the first kiss, and the resolution—that serve a particular function in the representations of these characters and their romantic relationships in YA novels and graphic memoirs. The analysis then includes case studies on the work of two prominent authors of lesbian and bisexual young adult novels, Julie Anne Peters and Malinda Lo, in respective chapters. The thesis will next explore philosophically motivated fiction on the theme of love. Finally, a study of graphic memoirs will consider genre in the portrayals of lesbian love stories in the comics form. Overall, the thesis illustrates a spectrum of storytelling—from the conventional romance narrative to novels that are deeply invested in the depiction of love, in all its forms—through the depictions of same-sex relationships between female characters for a young adult audience.
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40

Dycus, Dallas. "Chris Ware's Jimmy Corrigan: Honing the Hybridity of the Graphic Novel." Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/english_diss/47.

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The genre of comics has had a tumultuous career throughout the twentieth century: it has careened from wildly popular to being perceived as the source of society’s ills. Despite having been relegated to the lowest rung of the artistic ladder for the better part of the twentieth century, comics has been gaining in quality and respectability over the last couple of decades. My introductory chapter provides a broad, basic introduction to the genre of comics––its historical development, its different forms, and a survey of comics criticism over the last thirty years. In chapter two I clarify the nature of comics by comparing it to literature, film, and pictorial art, thereby highlighting its hybrid nature. It has elements in common with all of these, and yet it is a distinct genre. My primary focus is on Chris Ware, whom I introduce in chapter three, a brilliant creator who has garnered widespread recognition and respect. His magnum opus is Jimmy Corrigan: The Smartest Kid on Earth, the story of four generations of Corrigan men, most of whom have been negligent in raising their children. Jimmy Corrigan, as a result, is an introverted, insecure thirty–something–year–old man. Among comics creators Ware is unusual in that his story does not address socio–political issues, like most of his peers, which I discuss in chapter four. Jimmy Corrigan is an isolated tale with a very specific focus. Ware’s narrative is somewhat like those of William Faulkner, whose stories have a narrow focus, revolving around the lives of the inhabitants of Yoknapatawpha county, rather than encompassing the vast landscape of national socio–political concerns. Also, in chapter five I explore the intriguing combination of realist and Gothic elements––normally at opposite ends of the generic continuum––that Ware merges in Jimmy Corrigan. This feature is especially interesting because it is another way that his work explores aspects of hybridity. Finally, in my conclusion I examine the current state of comics in American culture and its future prospects for development and success, as well as the potential for future comics criticism.
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Jackson, Stephanie. "Music Cover Design in the Digital Age." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin156327401366013.

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Stewart, Taylor Simone. "Untitled Unknown." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5897.

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This article is the first of a series exploring domination culture through the ways narrative has been indoctrinated as reality and weaponized as a holding cell for captives. Within this exploration, the narrative of domination is placed in relation to higher dimensional realms of the unknown; this being the before and after of domination culture. This positioning will allow for the reality of a simultaneous existence within the labyrinth of domination and a higher dimensional unknown to be framed. Within this series of articles, I question the roll of the rogue characters shamanistic agents of resisting domination, the fear of dark matter as a sub-narrative of domination, the power of submitting to the limits of human perception and the way perceived darkness can help unveil the structure of the narrative of domination. This article will begin to define this narrative and introduce the poetic freedom, of what lies beyond human perception.
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43

Ings, Welby. "Talking pictures a creative utilization of structural and aesthetic profiles from narrative music videos and television commercials in a non-spoken film text : this thesis is submitted to Auckland University of Technology in partial fulfilment of the degree of Doctor of Philosophy, 2005." Click here to access this resource online, 2005. http://repositoryaut.lconz.ac.nz/theses/188/.

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Thesis (PhD) -- Auckland University of Technology, 2004.
The digital copy of the exegesis, and the 2 CDs of images, props and environments created for the work have been removed from the thesis and are held by the Library's Digital Services Team. Also held in print (423 p. : ill. ; 25 x 27 cm. + 1 DVD of the film Boy (ca. 15 min.)), in Wellesley Theses Collection. (T 791.4372 ING)
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Comer, Kathryn Bridget. "From Private to Public: Narrative Design in Composition Pedagogy." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1313075298.

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45

Blomqvist, Ankarberg Victor, and Rasmus Hillberg. "Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26427.

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This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player’s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these.
Denna studie behandlar Environmental Storytelling -tekniker och huruvida dessa kananvändas i kombination med varandra för att leda en spelare genom en spelscen i ettvisst mönster, påverka spelarens narrativa och utforskande uppfattning samt utforskahuruvida Self-paced Exploration kan kombineras med detta. Det är en kvalitativstudie utförd genom sex enskilda spelsessioner med tillhörande intervjuer där sexpersoner får spela en av tre versioner av samma spelscen. Spelscenernas endaskillnader är de olika vägledningstekniker som används. Informanternasrörelsemönster kartläggs och intervjuerna spelas in genom ljud, såväl somskärminspelning. Resultatet påvisade att Environmental Storytelling -tekniker mycketväl kan användas till att styra spelares utforskningsmönster, både narrativt ochnavigationsmässigt, samt att Self-paced Exploration kan utnyttjas till en störreeffektivitet i kombination med dessa.
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46

Cohen, Michelle Fern. "Style Made Visible: Reanimating Composition Studies Through Comics." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1524132621451785.

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47

Sina, Véronique. "Comic." Universität Leipzig, 2020. https://ul.qucosa.de/id/qucosa%3A72982.

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Mit dem Begriff Comic wird eine kontingente und veränderbare künstlerisch-mediale Form bezeichnet, in der u. a. die Kombination von Bild und Text sowie eine sequentielle Bildfolge als zentrale formal-ästhetische Charakteristika gelten können. Die Kategorie Gender besitzt in Comics eine grundlegende strukturierende Funktion, die sich sowohl in der Produktion und Rezeption als auch in den Inhalten von und der wissenschaftlichen Auseinandersetzung mit Comics niederschlägt.
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Tyrrell, Genevieve. "Zora." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5723.

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This mixed-media memoir uses a variety of forms from short epigrammatic essays to straightforward stories and graphic narratives to explore the author's coming-of-age experiences augmented by chronic illness. Trying to succeed in the film industry, romance, and family situations, the young female narrator navigates the often unexpected or disappointing consequences of having an autonomic nervous system disorder. Relationships between conflicting identities emerge—between healthy versus sick self, projected/envisioned versus actual self, and tough versus vulnerable self—as the narrator journeys toward a more complete and accepting self-understanding.
M.F.A.
Masters
English
Arts and Humanities
Creative Writing
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Pivetta, Luiz Alberto do Canto. "Design de narrativas gráficas : como metodologia projetual visual pode auxiliar a produção de HQ." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/180634.

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As artes sequenciais (AS) ou narrativas gráficas (NG) são uma modalidade de expressão híbrida (multimodal) composta de texto imagem e texto palavra. Ao longo de toda sua história, as NG têm enfrentado diversos desafios na academia e no mercado, e, mesmo sendo um assunto de complexa multidisciplinaridade, é objeto de poucas pesquisas no design visual, que possui amplo conhecimento em metodologias projetuais e características intrinsecamente multidisciplinares, além de expertise técnica em comunicação visual. Esta pesquisa busca analisar os princípios metodológicos de projeto visual e o processo de produção das narrativas gráficas partir de pesquisa bibliográfica, fazendo uma análise etapa a etapa de metodologias selecionadas nas áreas de Design Generalista (MUNARI, 2008; BAXTER, 1995), Design Visual (FUENTES, 2006; DENARDI E GERALDES, 2016; MAYA, FRANCESCHI E NEROSKY, 2016; HALUCH, 2013), Narrativas (BEREITER E SCARDAMALIA, 1987; INGERMAN, 2014) e Narrativas Gráficas (LARSON, 2014; SALERNO, 2011; MOORE, 2003; BYRNE, 1999; MATEU-MESTRE, 2010). Utilizando bibliografia sobre projeto visual, imagem, linguagem visual, narrativas e narrativas gráficas como base para a construção de conhecimento teórico, as etapas são segmentadas em fases, utilizando como base as metodologias projetuais generalistas, mostrando que existem benefícios para os profissionais produtores de NG em utilizar as metodologias projetuais do Design Visual como linha projetual para a produção de HQ.
The sequential arts (AS) or graphic narratives (NG) are a modality of hybrid modality (multimodal) composed of image and word. Throughout its history, NG has faced several challenges in academia and in the market, and although it is a subject of complex multidisciplinarity, it has little research in the visual design field, that has ample knowledge in design methodologies and characteristics intrinsically multidisciplinary, as well as technical expertise in visual communication. This research seeks to analyze the methodological principles of visual design and the process of production of graphic narratives, making a step by step analysis of selected methodologies in the areas of General Design (MUNARI, 2008; BAXTER, 1995), Visual Design (FUENTES, 2006; DENARDI E GERALDES, 2016; MAYA, FRANCESCHI E NEROSKY, 2016; HALUCH, 2013), Narratives (BEREITER E SCARDAMALIA, 1987; INGERMAN, 2014) and Graphic Narratives (LARSON, 2014; SALERNO, 2011; MOORE, 2003; BYRNE, 1999; MATEU-MESTRE, 2010). Using bibliographic research on visual design, image, visual language, narratives and graphic narratives as the basis for the construction of theoretical knowledge, the steps are segmented in phases, using as base the generalist design methodologies, showing that there are benefits for the professional producers of NG to use the Visual Design methodologies as the design backbone for NG production.
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Sinfield, David Lewis. "Manifesto under the surface : reflections on workers' narratives from below the minimum wage : [this exegesis is submitted to the Auckland University of Technology for the degree of] Master of Art and Design, 2009 /." Click here to access this resource online, 2009. http://hdl.handle.net/10292/815.

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This research project is concerned with workers’ narratives, specifically those who have been employed in paid work below the national minimum wage in New Zealand. As a graphic designer who has direct experience of exploitation through employment, I am interested in researching the subjective experience of underpaid workers in New Zealand. In doing this I have sought to creatively synthesize experiences into artworks that provide a deeper insight into the impact of underpaid work. Through this investigation I have attempted to contribute to a broader discussion of underpaid work than what is currently provided, through the analysis of statistical data. In undertaking this project I have also been concerned with investigating new potentials in serigraphy (a graphic medium traditionally associated with working-class politics). I have inquired into how it might be used to create a visual ‘voice’ for contemporary workers’ narratives. Accordingly, this project has employed audio recordings of three personal stories. The research has led to the production of a series of serigraphic prints that artistically interpret the journeys and experiences of the participants. These images sit in discourse with looped audio excerpts of their recorded interviews. In this approach, narratives of marginalisation that have often been muted through their presentation as written records, have been re-conceptualised as an artists' images, with which the recordings are in discussion.
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