Academic literature on the topic 'Graphic novel'

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Journal articles on the topic "Graphic novel"

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Martin, Elaine. "Graphic Novels or Novel Graphics?: The Evolution of an Iconoclastic Genre." Comparatist 35, no. 1 (2011): 170–81. http://dx.doi.org/10.1353/com.2011.0015.

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Fong, Harmon. "Medthics Graphic Novel." Journal of Medical Humanities 33, no. 4 (September 8, 2012): 273–85. http://dx.doi.org/10.1007/s10912-012-9188-2.

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Mylchenko, Larуsa, and Larуsa Tatarinova. "Features of perception of the visual book. Comics. Manga. Graphic novel." Вісник Книжкової палати, no. 12 (December 17, 2020): 10–15. http://dx.doi.org/10.36273/2076-9555.2020.12(293).10-15.

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The article examines aspects of the development of the visual book, in particular the graphic novel, as the newest synthetic art form, which combines the visual and the verbal. The exploration is devoted to the analysis of the evolution of the graphic novel: from a simple comic book form to a meaningful novel, from a series of drawings to a recognized literary genre. The popularity of the graphic novel continues to grow. Its place in the artistic coordinate system and its significance for the culture of the beginning of the XXI century are studied. The newest kind of synthetic art shows good dynamics of development and aspires to take the place among literary works. Modern graphic novel addresses serious issues, constantly improving the form and content. The article analyzes the artistic features of the graphic novel and its national differences. Despite the peculiarities of graphic novels in the United States, Western Europe, Japan, and Ukraine, there has been a clear convergence of publication formats in recent decades, although each of the works, such as manga, BD, or Ukrainian painting, depicts its national hero. The recognition of graphic novels as a separate art form was facilitated by the nominations and awards of prestigious literary prizes. Despite considerable criticism, art critics have acknowledged that "graphics are becoming a new power tool for storytelling". Graphic novels are becoming increasingly important in the field of publishing. A separate place for a visual work of literature has appeared on the shelves of bookstores. Traditional bookstores and libraries offer a wider selection of graphic novels. Sales of graphic novels are growing.
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Kim, Sunghwa. "Kafka und Graphic Novel." Franz Kafka 41 (June 30, 2019): 43–62. http://dx.doi.org/10.31647/fk.2019.06.41.43.

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Friendly, Michael. "Visions and Re-Visions of Charles Joseph Minard." Journal of Educational and Behavioral Statistics 27, no. 1 (March 2002): 31–51. http://dx.doi.org/10.3102/10769986027001031.

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Charles Joseph Minard is most widely known for a single work—his poignant flow-map depiction of the fate of Napoleon’s Grand Army in the disastrous Russian campaign of 1812. In fact, Minard was a true pioneer in thematic cartography and in statistical graphics; he developed many novel graphic forms to depict data, always with the goal to let the data “speak to the eyes.” This article reviews Minard’s contributions to statistical graphics, the time course of his work, and some background behind the famous March on Moscow graphic. This article also looks at some modern revisions of this graph from an information visualization perspective and examines some lessons this graphic provides as a test case for the power and expressiveness of computer systems or languages for graphic information display and visualization.
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Browne, Ray B. "The Rough Guide to Graphic Novels: Includes Exclusive Graphic Novel by Danny Fingeroth." Journal of American Culture 32, no. 2 (June 2009): 185. http://dx.doi.org/10.1111/j.1542-734x.2009.00707_30.x.

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L., Luffina, and J. Amalaveenus. "Repression of Obsessive-Compulsive Disorder Through Graphic Narrative in Ian William’s The Bad Doctor (2014)." World Journal of English Language 15, no. 4 (February 7, 2025): 20. https://doi.org/10.5430/wjel.v15n4p20.

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Comics is a sequential art that appeals to a diversified audience, a medium of reflection on culture, society, and history. Graphic literature is a discourse of dynamic interaction of graphics in literature, including literary comics, graphic novels, sequential art, juxtaposed images, and other dimensions of visual and printed images. A Graphic novel is the collaborative medium of the interaction of word and image, visual and verbal imagery to create numerous meanings and multiple interpretations. The term Graphic medicine was coined by Ian Williams who is a doctor, comic artist, and writer; He defined Graphic Medicine as the intersection of the medium of comics and the discourse of healthcare. Graphic medicine analyzes and interprets the medium of comics which serves as an innovative platform for disturbing, risky, and taboo ideas of illness. Ian Williams’s graphic novel The Bad Doctor (2014) is a verbal and visual illustration of Obsessive Compulsive Disorder (OCD). The protagonist Ian a general practitioner tries to cope with his OCD, his obsessions are comically and satirically represented through the artistic medium of graphic narrative and iconography of illness. Graphic Narrative of psychological illness like OCD by the sufferer of the illness gives a whole new perspective on the experience of psychological illness. Graphic narrative and iconographic representation of illness break down the traditional stereotypes of illness and give voice to the muted patient whose stories are unheard.
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Abdul Gani Jamora Nasution, Wahyu Azhari, Khairina Janani, and Shafa Azzahra Nurzal. "NARASI KESEMBILAN WALI DALAM MENYEBARKAN AGAMA ISLAM DI INDONESIA DALAM BUKU MI." Jurnal Riset Rumpun Agama dan Filsafat 1, no. 2 (October 31, 2022): 156–67. http://dx.doi.org/10.55606/jurrafi.v1i2.709.

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Graphic novel is one of many communication mediums with a combination of visual and verbal that mutually reinforces one another. This work remains a novel but uses the style of storytelling like a comic, using many illustrations. Graphic novels tell their stories from the beginning to the end, therefore graphic novels tend to be longer than comics. The content or quality of the story is different; graphic novel features a story with a more detailed content so that reading it requires serious concentration to think and understand what the creator is trying to convey.The graphic novel of Wali Songo's da'wah story, created by Gerdi Wirata Kusuma in 2015, presents nine Wali Songo stories, which are then selected into two stories to be studied, namely Sunan Kudus and Sunan Kalijaga. The graphic novel discusses the brief history of Wali Songo's life, including Wali Songo's propagation method in spreading the teachings of Islam.This research uses qualitative content analysis method, with Scott McCloud's comic theory, namely using comic element in the forms of image selection, selection of flow, and choices of words, moments, and frames. This identification is divided into two aspects; visual and verbal. Visual in the form of sequences of images, point of view, and graphics. Verbal in the form of narrative text that resides in column panels or word bubbles.The result of this research indicates that visual and verbal use are interrelated, such as the use of shots related to narration, the use of narration to mention information that can not be conveyed visually or visual expressions that can not be described verbally. This visual and verbal combination that mutually reinforces one another shows that this graphic novel is able to show the story of the history of Wali Songo's method in spreading teachings of Islam through assimilation of education and cultural arts with symbolic visual observations. The graphic novel of Wali Songo's da'wah story tries to show its history visually and verbally that is easy to understand and is able to become a part of medium of education.
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Prakasan, Raveena, and M. G. Priya. "Reading through the “Coloured Canvas”: Unveiling Cultural Graphics in Indian Mythological Graphic Novels." IAFOR Journal of Arts & Humanities 11, no. 1 (August 16, 2024): 65–75. http://dx.doi.org/10.22492/ijah.11.1.05.

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This study has one central objective, which is to examine the main problems of interpretation raised by Indian graphic novels that recount mythological stories. Through the work of selected authors with dissimilar styles of writing, this inquiry will focus on the many ways in which the genre engages with history, analysing the concept of nation they propose and its attendant cultural identity patterns. To reach a pertinent interpretation of these narratives’ mythological content requires the analytical tools of visual culture. With them, an explanation of how meaning and identity are understood and proposed by the authors will be feasible. This study, then, will aim to place these graphic novels within the social circumstances of their production, dissemination, and consumption, all the while using Pramod K Nayar’s book The Indian Graphic Novel: Nation, History and Critique as an essential resource. This work provides novel insights into the genre of graphic novels in India, especially in its chapter titled “Cultural Graphics.” Cultural graphics probe into the many ways visual elements and artistic innovations transmit features of a specific culture or cultural identity. In this light, this paper studies the selected narratives as examples of cultural graphics, analysing their iconography and symbols with special attention to their traditional art style and storytelling techniques. The paper will also identify Nayar’s core ideas of cultural instance, tableau vivant, and parergon as seen in the selected works.
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Prakasan, Raveena, and M. G. Priya. "Reading through the “Coloured Canvas”: Unveiling Cultural Graphics in Indian Mythological Graphic Novels." IAFOR Journal of Arts & Humanities 11, no. 1 (August 16, 2024): 66–75. http://dx.doi.org/10.22492/ijah.11.2.05.

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This study has one central objective, which is to examine the main problems of interpretation raised by Indian graphic novels that recount mythological stories. Through the work of selected authors with dissimilar styles of writing, this inquiry will focus on the many ways in which the genre engages with history, analysing the concept of nation they propose and its attendant cultural identity patterns. To reach a pertinent interpretation of these narratives’ mythological content requires the analytical tools of visual culture. With them, an explanation of how meaning and identity are understood and proposed by the authors will be feasible. This study, then, will aim to place these graphic novels within the social circumstances of their production, dissemination, and consumption, all the while using Pramod K Nayar’s book The Indian Graphic Novel: Nation, History and Critique as an essential resource. This work provides novel insights into the genre of graphic novels in India, especially in its chapter titled “Cultural Graphics.” Cultural graphics probe into the many ways visual elements and artistic innovations transmit features of a specific culture or cultural identity. In this light, this paper studies the selected narratives as examples of cultural graphics, analysing their iconography and symbols with special attention to their traditional art style and storytelling techniques. The paper will also identify Nayar’s core ideas of cultural instance, tableau vivant, and parergon as seen in the selected works.
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Dissertations / Theses on the topic "Graphic novel"

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Lykou, Paraskevi. "Autobiographies : psychoanalysis and the graphic novel." Thesis, University of York, 2014. http://etheses.whiterose.ac.uk/6941/.

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This thesis explores the conjunction of the graphic novel with life-writing using psychoanalytic concepts, primarily Freudian and post-Freudian psychoanalysis, to show how the graphic medium is used to produce a narrative which reconstructs the function of the unconscious through language. The visual language is rich in meaning, with high representational potential which results in a vivid representation of the unconscious, a more or less raw depiction of the function of the psychoanalytic principles. In this project I research how life-writing utilises the unique representational features of the medium to uncover dimensions of the internal-self, the unconscious and the psyche. I use the tools and principles of psychoanalysis as this has been formed from Freud on and through the modern era, to propose that the visual language of the graphic medium renders the unconscious more accessible presenting the unconscious functionality in a uniquely transparent way, so that to some extent we can see parts of the process of the construction of self identity. The key texts comprise a sample of internationally published, contemporary autobiographical and biographical accounts presented in the form of the graphic novel. The major criterion for including each of the novels in my thesis is that they all are, in one way or another, stories of growing up stigmatised by a significant trauma, caused by the immediate familial and/or social environment. Thus they all are examples of individuals incorporating the trauma in order to overcome it, and all are narrations of constructing a personal identity through and because of this procedure. The presentation of the characters’ childhood is a (re)construction of their family history and an emergence of their own sense of the self, as this sense has been defined in the late modernity.
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Edholm, Rosalie. "Portrait: A Graphic Novel and Artist's Book." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/scripps_theses/24.

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At this exact moment, graphic novels are enjoying a heyday of popularity, profusion and attention. As the graphic novel medium matures and detaches itself from the “non-serious” reputation of comics, it is becoming clear that graphic novels are a powerful and effective art form, using the both verbal and the visual to relay their narratives. Portrait, the short graphic novel that is my senior art project, is intended to emphasize the artist’s book character of the graphic novel, and serve as an example of how a graphic novel’s artist’s book characteristics allow communication of the artist’s message effectively.
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Kwong, Wai-chun, and 鄺慧珍. "Motivating secondary school readers using graphic novel." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B50178507.

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English language enjoys a high status in Hong Kong. Many parents enroll their children to language classes at a very young age aiming to get them into well-regarded schools for a better prospect. One way that can help learners improve English proficiency is through reading. However, when local students are streamed into different secondary schools, the motivation to read is lowered. This thesis aims at highlighting the different learning contexts of our students that contribute to reading. A new genre, graphic novel, is used to investigate the effectiveness to motivate secondary school students to read. Factors are also identified which may facilitate the revival of the interest of students of different backgrounds and abilities in reading. The study consists of 8 Form 3 (grade 9) students and 2 secondary English teachers. 5 students are studying in a secondary school with English as medium of instruction (EMI) and the other 3 students are studying in a secondary school with Chinese as medium of instruction (CMI). The 2 teachers are working in these two secondary schools respectively. This research was conducted using an action research approach. Questionnaires, interviews and students’ journals were used to achieve the aim of the study. The results reveal that graphic novel can positively motivate secondary school students to read. Teachers can also make use of the features of the genre to make the lessons more interesting. However, more research needs to be done about the introduction of the genre in classrooms and the value of the genre in improving the language proficiency.
published_or_final_version
Education
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Master of Education
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Roper, Margaret Mary. "Shakespeare and contemporary adaptation : the graphic novel." Thesis, University of Birmingham, 2013. http://etheses.bham.ac.uk//id/eprint/3962/.

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This thesis examines the process of adaptation of Shakespeare’s plays into the graphic novel medium. It traces the history of these adaptations from the first comic books produced in the mid-twentieth century to graphic novels produced in the twenty-first century. The editions used for examination have been selected as they are indicative of key developments in the history of adaptation of Shakespeare’s plays into the medium. This thesis explores how the plays are presented and the influences on the styles of presentation. It traces the history of the form and how the adaptations have been received in various periods. It also examines how the combination of illustrations and text and the conventions of the medium produce unique narrative capacities, how these have developed over time and how they used to present the plays. Sales data of Shakespeare graphic novels is presented and analysed to reveal the target audience is the education sector which in turn drives the publisher’s promotion of the authenticity and fidelity of their editions. How authenticity is claimed and invoked in the adaptation into graphic novels is also examined.
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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/.

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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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Takakjian, Cara Elizabeth. "The Italian Graphic Novel: Reading Ourselves, Reading History." Thesis, Harvard University, 2013. http://dissertations.umi.com/gsas.harvard:11002.

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This study seeks to unravel the intricate connection between a selection of graphic novels, the moments in which they were created, and the process of weaving an Italian cultural history. It analyzes graphic novels and comics from three periods in Italian contemporary history – 1968, 1977 and 2001 – and asks how the hybrid image-text language of graphic novels might provide a unique insight into the relationship between the individual and history in contemporary Italy. More specifically, it looks at how the comic medium not only reflects or represents historical events, but effectively re-writes and re-traces them, allowing us to re-think History. Ultimately, this work reveals how the graphic novel medium has been used as an instrument in the process of weaving an Italian cultural history since 1968. Comics not only reflect the time in which they are created, either explicitly or implicitly, but also work as cultural agents in the formation and re-telling of history. Whether they attempt to speak to and for a generation seeking change and a new reality of freedom, are a means of aggressive socio- political criticism in a moment of apathy and disillusion, or a space to reflect on and work through personal and historical trauma, graphic novels are shaped by, and help to shape, our vision of ourselves and our society.
Romance Languages and Literatures
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Hilton, Laura Jayne. "The Gothic double in the contemporary graphic novel." Thesis, University of Birmingham, 2011. http://etheses.bham.ac.uk//id/eprint/928/.

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This thesis examines the role of the Gothic double as articulated within the contemporary graphic novel. Discussing representations, interpretations and subversions of the Gothic double, the analysis will apply a synthesised theoretical framework of the psychoanalytical double and literary double to five key works from three canonical creators: Neil Gaiman, Frank Miller and Alan Moore. The discussion will be divided into three sections in order to focus on three recurring motifs in the image-text hybrid of the contemporary graphic novel. Firstly, a discussion of superheroes, SF and the Gothic double aims to explore how works such as The League of Extraordinary Gentlemen and Batman: The Dark Knight Returns combine innovative approaches to the superhero with direct reference to SF and the motif of the Gothic double. Section two offers a reading of how Neil Gaiman’s A Game of You subtly explores complex issues of gender and sexuality in relation to the Gothic double. Section three discusses the urban Gothic, exploring the dualistic presentation of the city in both From Hell and Sin City alongside an interpretation of how each text approaches the issue of prostitution. Throughout, the discussion will approach these graphic novels as literary works and will focus on the analysis of narrative elements including structure, characterisation and, of course, genre.
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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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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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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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Grice, Karly Marie. "A (Graphic) Novel Idea for Social Justice: Comics, Critical Theory, and A Contextual Graphic Narratology." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1503329869170118.

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Books on the topic "Graphic novel"

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Kevin, Kaiser, Strachan Bob, and Dekker Ted 1962-, eds. Red: Graphic novel. Nashville, Tenn: Thomas Nelson, 2008.

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Bob, Strachan, Kaiser Kevin, and Dekker Ted 1962-, eds. Black: Graphic novel. Nashville: Thomas Nelson, 2008.

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Children, Hyperion Books for, ed. W.I.T.C.H. graphic novel. New York: Volo, 2005.

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Verfasser, Beyer Marcel 1965, ed. Flughunde: Graphic Novel. Berlin: Suhrkamp, 2013.

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Jan, Baetens, ed. The graphic novel. Louvain, Belgium: Leuven University Press, 2001.

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Tooks, Lance. Narcissa: Grapnic Novel (Doubleday Graphic Novels). Doubleday, 2002.

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Graphic Novel. Scholastic, Incorporated, 2000.

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Pierce, Tamora, and Becca Farrow. First Test Graphic Novel : (a Graphic Novel). Penguin Random House LLC, 2024.

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Pierce, Tamora, and Becca Farrow. First Test Graphic Novel : (a Graphic Novel). Penguin Random House LLC, 2024.

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Ax: The graphic novel (Marvel graphic novel). Marvel Comics, 1988.

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Book chapters on the topic "Graphic novel"

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Trinkwitz, Joachim. "Comic / Graphic Novel." In Handbuch Kriminalliteratur, 383–93. Stuttgart: J.B. Metzler, 2018. http://dx.doi.org/10.1007/978-3-476-05430-2_52.

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Robbins, Janice I. "The Graphic Novel." In Advanced Reading Instruction in Middle School, 155–59. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003232902-12.

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Wall, Shelley. "Medical Graphics and Graphic Medicine." In Graphic Medicine, Humanizing Healthcare and Novel Approaches in Anatomical Education, 23–40. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-39035-7_2.

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Dolle-Weinkauff, Bernd. "Comic, Manga, Graphic Novel." In Handbuch Kinder und Medien, 457–68. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-531-18997-0_35.

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Giesa, Felix. "Comic, Manga und Graphic Novel." In Handbuch Kinder- und Jugendliteratur, 220–29. Stuttgart: J.B. Metzler, 2020. http://dx.doi.org/10.1007/978-3-476-04721-2_25.

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Klein, Christian. "Biographische Comics und Graphic Novel." In Handbuch Biographie, 275–83. Stuttgart: J.B. Metzler, 2022. http://dx.doi.org/10.1007/978-3-476-05843-0_32.

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Round, Julia. "Gothic and the Graphic Novel." In A New Companion to the Gothic, 335–49. Chichester, UK: John Wiley & Sons, Ltd, 2012. http://dx.doi.org/10.1002/9781444354959.ch23.

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Novak, Ryan J. "Making Your Own Graphic Novel." In Teaching Graphic Novels in the Classroom, 133–50. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003238669-11.

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"Graphic Novel." In Out of the Shadows of Angkor, 255–75. University of Hawaii Press, 2022. http://dx.doi.org/10.1515/9780824896843-009.

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Saltzman, Esther Bendit. "Novel to Graphic Novel." In The Cambridge Companion to the Graphic Novel, 144–59. Cambridge University Press, 2017. http://dx.doi.org/10.1017/9781316258316.011.

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Conference papers on the topic "Graphic novel"

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Harshavardhan, G., Sandeep Singh Kang, Geet Kiran Kaur, and Sanjay Singla. "The Future of Graphic Novel Translation: Fully Automated Systems." In 2024 International Conference on Knowledge Engineering and Communication Systems (ICKECS), 1–8. IEEE, 2024. http://dx.doi.org/10.1109/ickecs61492.2024.10617012.

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Jamaludin, Zulikha. "Modelling a digital graphic novel." In 2017 8th International Conference on Information Technology (ICIT). IEEE, 2017. http://dx.doi.org/10.1109/icitech.2017.8080024.

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Tammaro, Rosanna, Anna D’Alessio, Anna Iannuzzo, and Alessia Notti. "TEACHING ENGLISH WITH A CHILLY FORMAT: THE GRAPHIC NOVEL!" In International Conference on Education and New Developments. inScience Press, 2022. http://dx.doi.org/10.36315/2022v1end111.

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"Recently, the term graphic novel is commonly used in the educational area, and it’s often associated with another term, which is ‘comic book ‘. In a typical perception, the graphic novel provides an interesting way to communicate language concepts with a number of characteristics that may help students learning in a more effective manner rather than traditional textbooks. Given that it has been introduced in school lessons, it has certainly represented an opportunity for teachers. However…what exactly is a graphic novel? It is a didactic tool. A graphic novel, as its name suggests, is a novel that tells a complete story via illustrations. A graphic novel will offer the type of resolution that one expects from a novel, even if it is part of a series. Effectively, this makes a graphic novel longer and more substantive than a comic book, which is a serialized excerpt from a larger narrative story. Humankind has long told stories via images, beginning, perhaps, with the cave paintings of ancient civilizations. It was in the twentieth century, that we witnessed the rise in the use of comic books, which experienced a golden age during the Great Depression and World War II with the ascendance of Marvel and DC Comics. The Cold War era saw comic books and novels emerge into what is now known as a graphic novel. The term “graphic novel” traces back to an essay written by Richard Kyle in the comic book fanzine Capa-Alpha (although to this day there is not one fixed definition of “graphic novel”). The term is thought to have become mainstream with the publication of Will Eisner's A Contract with God in 1978. The authors provide an overview of the graphic novel format and its use in school lessons. The work is aimed at describing the most important steps of this format, with its implications for teachers and students. and the theoretical base that highlights how and why it can be a useful tool to present content relevant for the current generation of students. The authors provide examples of how the graphic novel medium could be applied to English concepts and conclude with the future prospects of this studying/teaching tool."
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Ahtik, Jure, and Tanja Nuša Kočevar. "A NOVEL APPROACH TO GRAPHIC COMMUNICATION EDUCATION." In 9th International Symposium on Graphic Engineering and Design. Faculty of Technical Sciences, 2018. http://dx.doi.org/10.24867/grid-2018-p45.

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Liu, Chunxiuzi, Fengyang Sun, Qingrui Ni, Lin Wang, and Bo Yang. "A Novel Graphic Bending Transformation on Benchmark." In 2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC). IEEE, 2020. http://dx.doi.org/10.1109/smc42975.2020.9283291.

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Banasiak, Rafal, and Theodor Wyeld. "A Brief History of the Graphic Novel." In 2018 22nd International Conference Information Visualisation (IV). IEEE, 2018. http://dx.doi.org/10.1109/iv.2018.00080.

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Gourlay, Amy, and Michael Crabb. "Graphic Novel Subtitles: Requirement Elicitation and System Implementation." In IMX '21: ACM International Conference on Interactive Media Experiences. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3452918.3465489.

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Setyaningsih, Retno Wulandari, and Titien Diah Soelistyarini. "Fidelity In Graphic Novel Translation: A Multimodal Approach." In International Conference on Language Phenomena in Multimodal Communication (KLUA 2018). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/klua-18.2018.37.

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Stanishevskaya, L. S., and E. S. Filippova. "PHENOMENON AND POTENTIAL OF GRAPHIC NOVEL IN RUSSIA." In INNOVATIONS IN THE SOCIOCULTURAL SPACE. Amur State University, 2021. http://dx.doi.org/10.22250/iss.2021.16.

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Chen, Zhenwei, and Yongzhen Ke. "A Novel Photographic and Computer Graphic Composites Detection Method." In 2012 National Conference on Information Technology and Computer Science. Paris, France: Atlantis Press, 2012. http://dx.doi.org/10.2991/citcs.2012.108.

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Reports on the topic "Graphic novel"

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Pandya, Phorum. Data In Deed. Edited by Sowmya Rajaram and Swetha Prakash. Indian School of Development Management, November 2024. http://dx.doi.org/10.58178/2411.1050.

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"Data Stories is a project that captures inspirational stories of how Social Purpose Organisations (SPOs) are using data to maximise their impact. These stories will be told in a unique format – a graphic novel – and emphasise how data-driven decision-making has helped Social Purpose Organisations (SPOs) create real, measurable change on the ground. This edition of the novel features the stories of 3 SPOs across the country – Udayan Care, Saturday Art Class, and Nourishing Schools Foundation. Told in a narrative, storytelling style, each story shows how the use of data has helped the SPO become more efficient, and have a greater positive impact on the community it works with. The hope is that this effort inspires other SPOs to use data in their work, and find new, exciting, and engaging ways to tell their stories."
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Nic Daeid, Niamh, Heather Doran, Lucina Hackman, and Pauline Mack. The Curse of the Burial Dagger Teacher Materials. University of Dundee, September 2021. http://dx.doi.org/10.20933/100001220.

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The Curse of the Burial Dagger is an interactive graphic novel murder mystery, created by the Leverhulme Research Centre for Forensic Science and digital story studio Fast Familiar. Players use maths, logic and critical reasoning skills to assist Susie uncover different types of forensic evidence and weigh up contrasting hypotheses. Can they uncover the events leading up to Lord Hamilton’s death and deduce how he died…before the curse strikes again? These documents are the Teacher/Group lead pack which contain additional resources including: • The Teacher/Group Lead Pack – Teacher walk through – Factsheet – What is Forensic Science? – Factsheet – What is a hypothesis? – Marzipan Calculation – Factsheet and activity – Fingerprint Analysis – Activity – Chromatography investigation • Printable completion certificate • Printable Note paper and fact-sheet
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Poggio, Tomaso, and Roberto Brunelli. A Novel Approach to Graphics. Fort Belvoir, VA: Defense Technical Information Center, February 1992. http://dx.doi.org/10.21236/ada259337.

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Brooks, Adam, Mary Tabit, John Cacciola, Kimberly Kirby, Lawrence Schoen, Alvin Kingcade, and David Gastfriend. Using Graphic Novels when Choosing Treatment for Alcohol Use Disorder. Patient-Centered Outcomes Research Institute (PCORI), July 2020. http://dx.doi.org/10.25302/07.2020.cdr.131007308.

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Burchell, T. D. Slurry Molding Technologies for Novel Carbon and Graphite Materials. Office of Scientific and Technical Information (OSTI), June 2004. http://dx.doi.org/10.2172/885612.

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Kozmina, Jelena, and Alytis Gruodis. Tool QUATTRO-20 for Examining of the Recurrent Sequencies Generated by Discrete Analogue of the Verhulst Equation. Publishing House - Vilnius Business College, June 2023. http://dx.doi.org/10.57005/ab.2023.1.3.

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QUATTRO-20 as advanced tool for estimation of the recurrent sequences was created and tested. Discrete analogue of Verhulst equation x(t+1)=F(x(t)), F(x)=rx(1-x), t=0, 1, 2, ..., was selected as the model of recurrent sequence. Related mathematical material is presented in user-friendly form: convergence conditions, Lyapunov index, behaviour of the sequencies generated by second, third, fourth compositions of function F(x). QUATTRO-20 contains several visualization methods such as xy plot, Bifurcation diagram, distribution of Lyapunov index, CobWeb plot, graphical solution. Novel graphical technique of realization of the sequence convergence was presented.
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Shen, Ciping. Preparations and characterizations of novel graphite-like materials and some high oxidation state fluorine chemistry. Office of Scientific and Technical Information (OSTI), November 1992. http://dx.doi.org/10.2172/10174522.

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Wright, Adam, Marija Milacic, Karen Rothfels, Joel Weiser, Quang Trinh, Bijay Jassal, Robin Haw, and Lincoln Stein. Evaluating the Predictive Accuracy of Reactome's Curated Biological Pathways. Reactome, November 2022. http://dx.doi.org/10.3180/poster/20221109wright.

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Reactome is a database of human biological pathways manually curated from the primary literature and peer-reviewed by experts. To evaluate the utility of Reactome pathways for predicting functional consequences of genetic perturbations, we compared predictions of perturbation effects based on Reactome pathways against published empirical observations. Ten cancer-relevant Reactome pathways, representing diverse biological processes such as signal transduction, cell division, DNA repair, and transcriptional regulation, were selected for testing. For each pathway, root input nodes and key pathway outputs were defined. We then used pathway-diagram-derived logic graphs to predict, either by inspection by biocurators or using a novel algorithm MP-BioPath, the effects of bidirectional perturbations (upregulation/activation or downregulation/inhibition) of single root inputs on the status of key outputs. These predictions were then compared to published empirical tests.
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Grossman, Max, Howard Porter Pritchard Jr., Zoran Budimlic, and Vivek Sarkar. Graph 500 on OpenSHMEM: Using a Practical Survey of Past Work to Motivate Novel Algorithmic Developments. Office of Scientific and Technical Information (OSTI), December 2016. http://dx.doi.org/10.2172/1338682.

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Juden, Matthew, Tichaona Mapuwei, Till Tietz, Rachel Sarguta, Lily Medina, Audrey Prost, Macartan Humphreys, et al. Process Outcome Integration with Theory (POInT): academic report. Centre for Excellence and Development Impact and Learning (CEDIL), March 2023. http://dx.doi.org/10.51744/crpp5.

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This paper describes the development and testing of a novel approach to evaluating development interventions – the POInT approach. The authors used Bayesian causal modelling to integrate process and outcome data to generate insights about all aspects of the theory of change, including outcomes, mechanisms, mediators and moderators. They partnered with two teams who had evaluated or were evaluating complex development interventions: The UPAVAN team had evaluated a nutrition-sensitive agriculture intervention in Odisha, India, and the DIG team was in the process of evaluating a disability-inclusive poverty graduation intervention in Uganda. The partner teams’ theory of change were adapted into a formal causal model, depicted as a directed acyclic graph (DAG). The DAG was specified in the statistical software R, using the CausalQueries package, having extended the package to handle large models. Using a novel prior elicitation strategy to elicit beliefs over many more parameters than has previously been possible, the partner teams’ beliefs about the nature and strength of causal links in the causal model (priors) were elicited and combined into a single set of shared prior beliefs. The model was updated on data alone as well as on data plus priors to generate posterior models under different assumptions. Finally, the prior and posterior models were queried to learn about estimates of interest, and the relative role of prior beliefs and data in the combined analysis.
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