Dissertations / Theses on the topic 'Graphic narrative'
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Deardorff, Philip. "Novice Teachers' Stories Represented As a Graphic Narrative." Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc271802/.
Full textSteiling, 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.
Full textWege, Birte. "Drawing on the Past : Graphic Narrative Documentary / Birte Wege." Frankfurt : Campus, 2019.
Find full textMcGregor, 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.
Full textTitle 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.
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/.
Full textPalmer, Rebecca. "Understanding graphic narrative through the synthesis of comic and picturebooks." Thesis, Anglia Ruskin University, 2016. http://arro.anglia.ac.uk/701523/.
Full textVanegas-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.
Full textSe 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.
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.
Full textHetrick, Nicholas M. "Making Bodies Matter: Disability Narrative After the ADA." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306377901.
Full textWhittemore, 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.
Full textMaster 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.
De, La Lama Luis. "Creating a Mythopoeic Graphic Novel To Expand Self-Understanding." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5622.
Full textBlair, 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/.
Full textWolf, Lewis. "Pistons, pins-ups & fisticuff - a graphic narrative exploration of architectural design." Diss., University of Pretoria, 2012. http://hdl.handle.net/2263/30219.
Full textDissertation MArch(Prof)--University of Pretoria, 2012.
Architecture
MArch(Prof)
Unrestricted
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.
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.
Full textThe 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
Lombard-Cook, Kathleen. "Interrogating and analysing narrative structure through comic books." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/23507.
Full textGilroy, Andrea. "Origin Stories: Narrative, Identity, and the Comics Form." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19280.
Full textMitchell, 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.
Full textCarr, 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.
Full textValdes, Marius I. "The Unwantables: An Exploration of Visual Narrative." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1378.
Full textSmida, 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.
Full textTitle from PDF t.p. (viewed 06/23/10). Advisor: James Boehnlein. Includes bibliographical references (p. 44-46). Available online via the OhioLINK ETD Center.
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.
Full textWeilein, Lucia. "Transforming Narratives." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3079.
Full textGregory, 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.
Full textGonzalez-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.
Full textBeemer, Lawrence W. "American Superhero Comics: Fractal Narrative and The New Deal." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1303837053.
Full textStephens, 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/.
Full textCapstick, 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.
Full textBackground: 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
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.
Full textBackground: 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
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.
Full textMonteiro, 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/.
Full textThis 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.
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.
Full textMcCrory, Dustin W. "Where Do We Go From Here? Multiliteracy and the Future of Narrative." ScholarWorks@UNO, 2013. http://scholarworks.uno.edu/td/1698.
Full textEspinel, Miguel Angel. "Replenishment: A Musical Narrative Inspired by Sleep." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1062888/.
Full textLe, 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.
Full textENGLISH 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
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.
Full textThe 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
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.
Full textThesis (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.
Klimas, Matthew L. "Argent Sound Recordings: Multimodal Storytelling." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/795.
Full textGillingham, 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.
Full textDycus, Dallas. "Chris Ware's Jimmy Corrigan: Honing the Hybridity of the Graphic Novel." Digital Archive @ GSU, 2009. http://digitalarchive.gsu.edu/english_diss/47.
Full textJackson, Stephanie. "Music Cover Design in the Digital Age." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin156327401366013.
Full textStewart, Taylor Simone. "Untitled Unknown." VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5897.
Full textIngs, 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/.
Full textThe 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)
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.
Full textBlomqvist, 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.
Full textDenna 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.
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.
Full textSina, Véronique. "Comic." Universität Leipzig, 2020. https://ul.qucosa.de/id/qucosa%3A72982.
Full textTyrrell, Genevieve. "Zora." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5723.
Full textM.F.A.
Masters
English
Arts and Humanities
Creative Writing
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.
Full textThe 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.
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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