digital graphic novels
DTC 338 Digital Graphic Novels
Last taught: Summer 2012, Spring 2011
This webpage duplicates the course syllabus and provides additional resources.
Course details subject to change at professor's discretion. Any changes will update this webpage.

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Course description
DTC 338 Digital, Multimedia Graphic Novels investigates the forms and affordances traditional print graphic novels and their narratives might assume as they are transformed from print to pixels by various forms of digital multimedia. Students will read digital graphic novels, investigate how various digital media might change narrative opportunities, and, based on what they have learned, build their own digital multimedia graphic novel.

Course focus
The focus of this course is action research and application of theory into practice to answer two questions: The first question drives the action research portion of the course. The second question, investigated by production of digital graphic novels, promotes theory into practice.

Specifically, we will investigate the forms and affordances traditional print graphic novels and their narratives might assume as they are remediated by or include attributes of digital multimedia.

Rationale
Special Topics classes (DTC 338) such as this one are designed to explore new and interesting opportunities in digital technology and culture not offered through the regular program curriculum. Special topics classes provide challenging research laboratories where faculty and students can apply theory to practice and work together to develop a new body of knowledge. This connection between learning and making follows from the "learn, think, build" focus of the CMDC program.

This course is an appropriate focus for research and practice in creative media and digital culture for several reasons. For these reasons, digital graphic novels represent an accessible and vernacular narrative medium that provides an interesting and challenging research laboratory in which to examine and experiment with their transformation from print to pixels.

Course structure
This course is envisioned as a series of lectures, discussions, collaborative workshops, individual and collaborative course projects, and presentations providing students an environment where they can work through a number of challenges, complete projects, and document their program learning. The following research questions will provide the course context, and its connection with the "learn, think, build" focus of The CMDC Program:
Background
This course evolves from interest in visual culture: a field of study within cultural studies focusing on aspects of culture that rely on visual images and their ability to communicate ideas quickly and effectively. Visual culture often overlaps with film or television studies and may include the study of video games, comics, traditional artistic media, advertising, the Internet, and other media that employ crucial visual components. Visual culture can be defined across a broad spectrum:

Narrow/Specific Definition
Visual culture is the tactic with which to study the genealogy, definition, and functions of postmodern everyday life from the point of view of the consumer, rather than the producer.

Middle Definition
A fluid interpretative structure for understanding response to visual media of both individuals and groups.

Broad/General Definition
Visual culture is concerned with visual events in which information, meaning, or pleasure is sought by the consumer in an interface with visual technology (any form or apparatus designed to be looked at or enhance natural vision: oil painting to television to Internet).

Basis for Visual Culture
Visual culture is important because it provides the context for so much of our daily lives. This stems from two factors
  1. The remarkable human ability to absorb and interpret the ever increasing bombardment of visual information
  2. Growing tendency to visualize things that are not in themselves visual, or cannot be seen
Digital Display of Visual Information
Visual culture certainly benefits from increased and new opportunities for the display of visual information through various digital mediums. Web 1.0, for example, is noted for its delivery of multimedia (including visual) within static web pages. On the other hand, Web 2.0, interactive Internet-based technologies such as wikis, social networking (e.g., Facebook), collaborative social constructions (e.g., online multiplayer games), blogs, micro-blogs (e.g., Twitter), video-sharing (e.g., YouTube), social bookmarking sites, and others, is characterized by its ability to promote social, interactive collaboration/construction/sharing of content.

Web 2.0
The affordances of Web 2.0 prompt many voices collaborating through the dynamic structure of the networks to create, communicate, and connect the spaces, shapes, and artifacts of a social, online, digital culture. With Web 2.0 the emphasis is no longer on the ability of an individual or organization to determine and push out a narrative to the many, but rather the social collaborative ability of the many to create, distribute, and validate the narrative themselves. The results are already, and will continue to be, unique, and interesting, especially as they are applied to cultural artifacts already in place/use.

Graphic novels are an excellent example. As artists and writers and publishers of graphic novels move to embrace the many affordances of Web 2.0, is it possible to conceive of digital graphic novels that productively promote social conscious and civic engagement? If so, what forms, might they take?

Ancillary to these primary research questions are several contextual considerations. Specifically . . .
Defining Terms
Graphic novels are not generally considered "comics" or "comic books" even though they employ many characteristics from both mediums. The basic characteristics of cartoons, comics, and comic books, and how they inform graphic novels, are outlined below. The key characteristics of graphic novels are Noted comic writer and illustrator Jennifer Abel has produced a two-part definition/explanation of graphic novels which you can download as .PDF files: Graphic Novels Part 1 HERE and Graphic Novels Part 2 HERE

Digital Technologies and Graphic Novels
Various forms of digital technologies may be used to augment the creation, production, and distribution of print-based graphic novels. The term "digital graphic novels" in often used in this context. But, for the purpose of this class, we will define "digital graphic novels" as those produced and consumed by some form of computer technology (free-standing, online, or networked). Such digital graphic novels are intended for various computer-based or facilitated contexts. Their existence or utilization outside these contexts is often difficult, if not impossible. As a result, digital graphic novels may be substantially different in nature than the more traditional print-based version with which we are familiar. As noted above, questions associated with the form, utilization, and interactivity afforded graphic novels by digital technologies are interesting, and help form the research basis for this course.

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Course details

Assessment
Final grades will be determined by the total points accumulated at the end of the semester and course professor's overall evaluation. Students earn points through completion of each course component as and when required, or lose points because of mistakes/problems/lack of participation/engagement as described below. Pay attention to the level of performance required for each grade. Students are encouraged to discuss their progress, performance, questions, and concerns with the professor who will exercise caution and fairness in assessing student work and assigning final grades but remains the final authority on all matters related to assessment and grading. Remember: the highest grades are earned by the best performance and participation. Completion of any course component does not guarantee the highest grade. No curving, averaging, or other manipulations are utilized. No extra credit opportunities are planned. Incompletes are not available; + and – grades used at professor's discretion. All grades will be A-F based on the following scale.

Grade information for this course.
Grade Points Results Description
A 90 and above Exemplary work Goes beyond requirements and expectations; Regular attendance and active participation; Shows a high level of engagement by student
B 80-89 Good work Good work; meets requirements, but not exemplary
C 70-79 Acceptable work Meets minimum expectations and requirements; Shows acceptable, but no more, engagement by student
D 60-69 Minimal work Little effort, engagement, participation
F 68 and bellow Failure Failure in any or all aspects of course expectations or requirements

Course components
Course components are separate yet integrally interconnected. Success in each is required for overall success. All work must be submitted as and when required. Late work will be penalized, or not accepted. No substitutions for assigned work projects, late work, or work not submitted.

Components of this course that count toward the final grade.
Component Context Points Basis for assessment
Substantial digital graphic novel remediating provided traditional print story Individual 40 Professor evaluation of depth and engagement with the associated problems, and creative yet practical solutions to those problems.
Written reviews of and responses to assigned readings of digital graphic novels Individual 20 Up to 5 points deducted for each grammar, mechanical, spelling, etc. error that confuses or obstructs communication. Points deducted for lack of clarity, depth, breadth, and/or integration of knowledge.
Quizzes on assigned readings Individual 20 Generally, quiz questions will be worth 1-2 point each. Partial credit may be granted at professor's discretion.
Attendance Individual 10 Regular attendance is required for course success. Absent students remain responsible for all assignments, class work, group expectations/assignments, and/or changes in the course schedule. There is no guarantee of ability to make up missed work, etc. After one absence, up to 6 points may be deducted for each subsequent absence. Arriving late and/or leaving early count as absences. The course professor is the final authority on all matters related to attendance.
Participation Individual 10 Active engagement with the activities, expectations, and requirements of this course will be the basis for assessing student participation. Lack of preparation, subject mastery, and/or commitment to participating in an engaging, thoughtful manner, as well as working off task (checking email, social media, playing games, etc.), may result in point deductions or a request that student(s) drop the course. The course professor is the final authority on all matters related to participation. The following heuristics will be applied to assessment of participation.
  • Works collaboratively and respectfully with others
  • Functions under pressure, often without supervision or immediate guidance
  • Solves problems, often with "just in time learning" and/or the ability to research appropriate solutions
  • Meets deadlines and produces work as and when required
  • Communicates effectively through speaking and writing
  • Demonstrates self-motivation and independent problem solving to benefit both collaborative team and individual outcomes
  • Performs expectations and requirements of specific assigned project(s) or role(s), or goes beyond them
  • Develops and implements new skills as required by assigned project(s) or role(s)
  • Predicts potential problems, seeks and implements solutions, and assures their success through attention to detail(s)
  • Leads and inspires others by example in both thought and practice
  • Implements skills learned from other CMDC classes
  • Demonstrates exemplary engagement through a constant search for ways in which to contribute to the successful completion of assigned project(s)

Attendance policy
See "Attendance" under "Course componenets" above.

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Course Schedule
NOTE: Subject to change at professor's discretion. Any changes will update schedule.

Course schedule; Summer 2012
Week Day / Date Topic / Theme Activities For this class
1.1 T 19 June 2012 Course introduction and overview    
1.2 TH 21 June 2012 Visual culture and graphic novels Lecture 1.2.0 Visual culture

Lecture 1.2.1: What are graphic novels?

Anticipate a quiz
"Graphic Novels" (Part 1) by Jennifer Abel

Graphic Novels" (Part 2) by Jennifer Abel

Begin reading The Carrier

Begin reading A.D.: New Orleans after the Deluge Start with online version, paying particular attention to the hyperlinks out to online resources associated with the story.

Begin reading Bound by Law?
2.1 T 26 June 2012 Graphic novel genres and why we should study them Lecture 2.1.0 Graphic novel genres

Lecture 2.1.1 Why study graphic novels?

Review and report

Anticipate a quiz

Discuss growing relation between Brautigan stories and conception of your graphic novel
Continue reading required texts

Read and report #1 on one online TRADITIONAL PANEL graphic novel (traditional panel or slide show/viewer; see course resources web page for recommendations)
2.2 TH 28 June 2012 Storytelling Lecture 2.2 Storytelling

Review and report

Anticipate a quiz

Discuss how to tell your story in graphic novel format

Distribute storyboard template
Continue reading required texts

Read and report #2 on one online SCROLLING graphic novel (see course resources webpage for recommendations)

Download "Tutorial: Storyboard"

Download and read "Digital Storytelling"

Download and become familiar with "Script Template"

Read online "Web 2.0 Storytelling"
3.1 T 3 July 2012 Information design Lecture 3.1 Information design

Review and report

Anticipate a quiz

Discuss information design of your proposed graphic novels

Workshop time for work on your graphic novels
Continue reading required texts

Read and report #3 on one online LOCATION-BASED graphic novel (see course resources web page for recommendations)
3.2 TH 5 July 2012 Digital books Lecture 3.2.0 Digital Books: Agrippa to Zot!

Lecture 3.2.1 Remediation and Affordances

Review and Report

Anticipate a quiz

Discuss affordances of digital graphic novels

Workshop time for work on your graphic novels
Continue reading required texts

Read and report #4 on one online SOCIAL MEDIA graphic novel (see course resources web page for recommendations)

"Immediacy, Hypermediacy, and Remediation." Chapter 1 of Remediation: Understanding New Media (handout provided)
4.1 T 10 July 2012 Editing digital sound files using GarageBand Lecture 4.1 Digital Audio Editing workshop

Review and report

Anticipate a quiz

Workshop time for work on your graphic novels
Continue reading required texts

Read and report #5 on one online INTERESTING USE OF NARRATIVE TECHNIQUES graphic novel (see course resources web page for recommendations)
4.2 TH 12 July 2012 Visualizing that not seen Lecture 4.2 Music Videos: Portraying the Sound of Speech

Review and report

Anticipate a quiz

Workshop time for work on your graphic novels
Continue reading required texts

Read and report #6 on one EACH online ANIMATION and DIGITAL PERFORMANCE graphic novels (see course resources web page for recommendations)

Eames, Charles. "Powers of Ten"
5.1 T 17 July 2012   Review and report

Anticipate a quiz

Workshop time for work on your graphic novels
Continue reading required texts

Read and report #7 on one online NON-LINEAR graphic novel (see course resources web page for recommendations)
5.2 TH 19 July 2012   Lecture 5.2 Review

Review and report

Anticipate a quiz

Workshop time for work on your graphic novels
Continue reading required texts

Read and report #8 on one EACH online iPHONE and iPAD graphic novels (see course resources web page for recommendations)
6.1 T 24 July 2012   Review and report

Anticipate a quiz

Workshop time for work on your graphic novels
Prepare for final presentations

Lecture 6.1 Presentations
6.2 TH 26 July 2012   LAST DAY OF CLASS

All work due at beginning of class

Project presentations

Course evaluations
 

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Course goals and objectives
This course is aligned with some of the WSU Learning Goals and some of The Creative Media & Digital Culture (CMDC) Program Learning Goals. Course assignments and activities are designed to help students achieve these goals. Specific details are below.

More information about WSU Learning Goals is here

More information about CMDC Learning Goals is here

WSU and CMDC goals and objectives associated with this course
WSU learning goal(s) At course end, students should be able to Course topics that address these learning outcomes Primary evaluation of outcome CMDC learning goal(s)
WSU#1: Critical and creative thinking

Students will use reason, evidence, and context to increase knowledge, to reason ethically, and to innovate in imaginative ways.
Locate, synthesize, interpret, and evaluate a wide variety of digital and print-based texts.

Produce an informative or expressive multimodal text developed through effective research.
See "Course Schedule" for exact dates.

Defining visual culture

Graphic novel genres

Why study graphic novels?

Storytelling / narrative

Remediation and affordances
See "Assignments" and "Assessment" below CMDC#4: Understand the production and assessment of media objects
objectives for this goal

CMDC#5: Know the basics of information architecture and knowledge management along with ways digital information can be structured for retrieval and archival purposes for different audiences
objectives for this goal

CMDC#6: Question the way digital media functions in multiple cultural contexts
objectives for this goal

CMDC#7: Recognize various forms of language processing and their implications for media authoring
objectives for this goal

CMDC#8: Appreciate the history of technological development, from local to global perspectives, and its implications for a variety of mediums
objectives for this goal

WSU#4: Information literacy

Students will use a disciplined and systematic approach to accessing, evaluating, and using information.
Identify, explain, compare, apply, argue, interpret, and evaluate information in a variety of digital forms.

Create multimodal texts using digital methods.
See "Course Schedule" for exact dates.

Information design / architecture

Digital books

Remediation and affordances

Music videos
See "Assignments" and "Assessment" below CMDC#1: Demonstrate competency with computers for designing, distributing, retrieving, and preserving digital works in various mediums for humane and effective human-computer interactions
objectives for this goal

CMDC#2: Synthesize media forms for multimedia contexts
objectives for this goal

CMDC#3: Employ the principles of visual form for sophisticated image manipulation
objectives for this goal

CMDC#4: Understand the production and assessment of media objects
objectives for this goal

CMDC#5: Know the basics of information architecture and knowledge management along with ways digital information can be structured for retrieval and archival purposes for different audiences
objectives for this goal

CMDC#7: Recognize various forms of language processing and their implications for media authoring
objectives for this goal

CMDC#10: Be practiced and capable communicators in all mediums
objectives for this goal

WSU#5: Communication

Students will write, speak, and listen to achieve intended and meaningful undestanding.
Communicate in various "authored" digital formats and both formal and informal speech to convey meaning, significance, views, and values in peer groups and beyond.

Express ideas textually and visually in coherent, concise, and technically correct forms effective with audiences in a variety of digital multimodial texts.

Engage effectively with diverse groups through listening and speaking one-on-one, in small groups, and in large groups.
See "Course Schedule" for exact dates.

All modules in the course include in-class discussion of readings. Some classes include writing activities. Some include student presentations. All these activities foster communication goals.
See "Assignments" and "Assessment" below CMDC#1: Demonstrate competency with computers for designing, distributing, retrieving, and preserving digital works in various mediums for humane and effective human-computer interactions
objectives for this goal

CMDC#2: Synthesize media forms for multimedia contexts
objectives for this goal

CMDC#3: Employ the principles of visual form for sophisticated image manipulation
objectives for this goal

CMDC#4: Understand the production and assessment of media objects
objectives for this goal

CMDC#5: Know the basics of information architecture and knowledge management along with ways digital information can be structured for retrieval and archival purposes for different audiences
objectives for this goal

CMDC#7: Recognize various forms of language processing and their implications for media authoring
objectives for this goal

CMDC#8: Appreciate the history of technological development, from local to global perspectives, and its implications for a variety of mediums
objectives for this goal

CMDC#10: Be practiced and capable communicators in all mediums
objectives for this goal

WSU#6: Diversity

Students will understand cultural differences and similarities by exploring the multiplicity of individual and group experiences in various historical periods, societies, and cultures.
Recognize how digital media impacts cultural systems and socioeconomic differences in the US and beyond; can influence stereotyping of others; is used to impose and break down power and privilege. See "Course Schedule" for exact dates.

Defining visual culture

Why study graphic novels?

Graphic novel genres

Information design / architecture

Remediation and affordances
See "Assignments" and "Assessment" below CMDC#6: Question the way digital media functions in multiple cultural contexts
objectives for this goal

CMDC#9: Utilize an interdisciplinary perspective in order to understand the basics of social, economic, and education changes brought about by digital media
objectives for this goal

WSU#7: Depth, breadth, and integration of learning

Students will develop depth, breadth, and integration of learning for the benefit of themselves, their communities, their employers, and for society at large.
Demonstrate an integration of history, core methods, techniques, vocabularies, problem solving approaches, and unsolved problems.

Understand how methods and concepts of course relate to those of other disciplines; ability to engage in cross-disciplinary activities.
Schedule" for exact dates.

Course overview

Defining visual culture

Defining graphic novels

What are graphic novels?

Why study graphic novels?

Storytelling / narrative

Information design / architecture

Digital books

Remediation and affordances
See "Assignments" and "Assessment" below CMDC#4: Understand the production and assessment of media objects
objectives for this goal

CMDC#6: Question the way digital media functions in multiple cultural contexts
objectives for this goal

CMDC#7: Recognize various forms of language processing and their implications for media authoring
objectives for this goal

CMDC#8: Appreciate the history of technological development, from local to global perspectives, and its implications for a variety of mediums
objectives for this goal

CMDC#9: Utilize an interdisciplinary perspective in order to understand the basics of social, economic, and education changes brought about by digital media
objectives for this goal

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Texts

Required texts
After the Deluge front cover A.D.: New Orleans after the Deluge
by Josh Neufeld
The original version of this graphic novel was published as a webcomic in Smith Magazine. The link above leads to this version. The expanded analogue version is published by Pantheon. In either case, this is one of clearest portraits of post-Katrina New Orleans yet published. Focusing on six individuals who represent a cross section of New Orleans, this nonfiction account follows their lives before and after Hurricane Katrina. From losing all their possessions, to facing the flooding, to being trapped in the Convention Center, to evacuating and not being able to return home—their stories are here, all told in graphic novel form. An excellent example of how a graphic novel can incorporate investigative reporting and social conscious to produce narratives about and by people affected by the worst life can throw at them. This graphic novel is the Campus Reading Project for 2010-2011 academic year.

Online Resources for A.D.: New Orleans after the Deluge
Josh Neufeld Comix & Stories website

"Sean Kleefeld on "A.D.: New Orleans After the Deluge" at the Graphic Novel Review blog

The Carrier front cover The Carrier
by Evan Young
The first complete original graphic novel to be published exclusively on the iPhone, and also available for the iPad. The story unfolds, in real time, over the course of ten days and involves the use of text messaging, email, and geolocation to provide narrative development and facilitate the narrative development. This graphic novel is the source for what will surely be future innovations for digitally published narrative. NOTE: A .PDF version is available for those students without iPhones or iPads. See below.

Online Resources for The Carrier
Download the .PDF version of The Carrier
This is a .PDF file of the iPad version of this graphic novel, and does not include any of digital extras or time-based formatting of the iPhone version. It does, however, give you a chance to see and read this digital graphic novel even if you do not have an iPhone or iPad.

The Carrier website

The Carrier Facebook page

Bound by Law?
Written and illustrated by Keith Aoki, James Boyle, and Jennifer Jenkins. Duke Center for the Study of the Public Domain.
An excellent introduction to copyright law in a graphic novel format. Akiko, a filmmaker wants to capture a day in the life of New York City. She learns about copyright basics, including fair use and public domain. She also learns about the increasing pressure for any creator to obtain rights to use copyrighted materials, even for incidental uses where such rights were not required in the past. Read in HTML format, flipping one page at a time. Read as a Flash animation with a built in page-flipper and magnifying tool. Or, download the entire graphic novel in .PDF format. You can also download text-free pages and insert your own narrative or translation.

Recommended texts
Reinventing Comics
Scott McCloud. Paradox Press, 2000.
ISBN 6194122097
As the subtitle says, "How imagination and technology are revolutionizing an art form." More information online at Scott McCloud.com


Understanding Comics: The Invisible Art
Scott McCloud. HarperPerennial, 1994.
ISBN 0-06-097625-X
The subtitle reads, "The invisible art," and McCloud makes it extremely visible. Good discussion of how comics work, with many examples. The entire book is presented as a comic. More information online at Scott McCloud.com. Watch an interesting TED talk by McCloud in which he discusses the spatial context of comics, "as you move through space you move through time . . . comics can be broken . . . can we go beyond this format and design by looking at a computer as a window instead of a page?"
NOTE: A copy of this book is on reserve in the WSUV Library. Look for it under the course professor's name.

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Resources
Online graphic novels
Digital graphic novels are available in a variety of forms and formats, with which you should be familiar in order to best inform your own endeavors. The following readings are available online and represent a variety of reading formats. Special requirements are noted. Unless for subsequent issues in a series, these texts are generally available free of charge. No purchase of special reading devices is required but without the ability to read these example texts, student experience will not be as rewarding, or meaningful.

Web-based
iPhone
There are a number of graphic novels created or adapted for the iPhone. Some are free, some are not. Many experiment with user-specified navigation features. Here are some recommendations
iPad
A number of iPhone graphic novels have been adapted for the iPad. Others were purpose built to take advantage of the unique features of the iPad, like its incredible resolution. In other cases, readers built for the iPad provide the interface for experiencing these digital graphic novels.
Android, iPhone, Nintendo DSi, and Kindle
Location-based
Social media
Animation
Digital performance
Remediated from games and other formats
Digital graphic novels may be remediated from digital games, or purpose-created to support these games by acting as transitions between or in lieu of different versions. The question is intriguing: "What/where is the boundary between digital graphic novels and other forms of digital storytelling like games, movies, videos, etc.?" Some interesting examples include
Interesting use of narrative techniques
Various digital tools provide a number of different and very interesting ways to incorporate narrative into digital graphic novels. Some interesting examples include
Comics: Digital
Comics: General
Comics: Graphic or Visual Narrative/Language
Comics: Collections in WSU Library
Two sets of comics collected by English faculty member Paul Brians, now cataloged and available through the Library's Manuscripts, Archives, and Special Collections. The online finding aid is listed under "Manuscripts" HERE
Click on "Brians, Paul Comics Collection, 1950-2004"

Or, go directly to the collection HERE

Copyright / Fair Use / Creative Commons, etc.
Electronic Publishing
Graphic Novels: Guides / Information Resources
Graphic Novels: Interesting Utilizations
Graphic Novels: Reviews
Graphic Novels: Making Them
Location-based Narratives / Games
These location-based narratives/games, several designed specifically for play on mobile telephones, can very useful as we consider forms location-based graphic novels might take.
Music Video
Storytelling
Story Tools
Tools for Creating Digital Graphic Novels
Visual Culture
Visual Display of Information
Women Cartoonists

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University policies
This University policy information is provided for your benefit.

Academic integrity
Academic integrity is the cornerstone of the university and will be strongly enforced in this course. Any student found in violation of the academic integrity policy (plagariasm, cheating, etc.) will be given an "F" for the course and will be referred to the Office of Student Conduct. For additional information about WSU’s Academic Integrity policy/procedures, please contact (360) 546-9573.

Reasonable accommodations
Accommodations may be available if you need them in order to fully participate in this class because of a disability. Accommodations may take some time to implement so it is critical that you contact Disability Services as soon as possible. All accommodations must be approved through Disability Services, located in the Student Resource Center on the Lower Level of Student Services Center, (360) 546-9138.

Emergency notification system
WSU has made an emergency notification system available for faculty, students, and staff. Please register at zzusis with emergency contact information (cell, email, text, etc.). You may have been prompted to complete emergency contact information when registering for classes at RONet. In the event of a building evacuation, a map at each classroom entrance shows the evacuation point for each building. Please refer to it. Finally, in case of class cancellation campus-wide, please check local media, the WSU Vancouver web page and/or the FlashAlert webpage. Individual class cancellations may be made at the discretion of the professor. Each individual is expected to make the best decision for his/her personal circumstances, taking safety into account. See also the WSU Vancouver Safety Plan website.

Important dates and deadlines
Consult the academic calendar for critical deadlines. Questions regarding the academic calendar can be directed to the Office of Student Affairs in VSSC 100 or by calling 360-546-9559.

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