digital graphic novels
DTC 338 Digital Graphic Novels
NOTE: This webpage provides resources for this course. It is NOT the course syllabus and DOES NOT provide information about course assignments, requirements, or expectations. Please consult the course syllabus for this information.
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Course Focus
The focus of this course is action research and application of theory into practice. Specifically, we will investigate the forms and affordances traditional print stories might assume as they are remediated into evolving contexts associated with digital graphic novels.

The previous version of this course focused on two questions The first question drove the action research portion of the course. The second question, investigated by production of digital graphic novels, promoted theory into practice.

Background
This course evolves from an earlier course focusing on 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.

Cartoons
Cartoons are a visual approach to communication that generally involves a simplified or reduced-detail drawing of a person or situation, often combined with words and meant to focus on specific details, or messages. The result: amplification through simplification (Scott McCloud Understanding Comics 30).

Comics
Comics (or, comic strips) are a medium that may employ but at the same time transcend the cartoon visual style to tell an expanded, often continuing, serial story through the use of juxtaposed pictorial and other images in deliberate sequence, intended to convey information or to produce aesthetic response in the viewer (McCloud Understanding Comics 9).

Comic books
Comic books are serial stories told with sequential images, usually combined with text, often printed on newsprint, collected, and stapled between covers. Most comic books are published monthly and are intended for quick distribution and consumption. They tell only a portion of a larger, longer, continuing story.

Graphic novels
Generally speaking, graphic novels are long-form works in the medium of comics noted for their ability to juxtapose images, text, visual rhetoric, and multiple literacies over a perceived timeframe to create a believable and sustainable narrative engagement with the reader. Graphic novels cover a range of forms and origins. On one hand, they are often collected serial comics published in a higher quality format—slick paper, additional features, perfect binding, paperback covers. On the other hand, graphic novels can be purposeful long-form work in the medium of comics where the author/illustrator desires to tell a complete, deeper, richer story than is possible through traditional comics forms.

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.
Course Rationale
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 Goals and Objectives
This course is integral to the overall vision for The Creative Media & Digital Culture Program and so is aligned with the CMDC Program Goals and Objectives. The specific CMDC program goals this course is intended to meet, as well as the objectives for each, are detailed below. The assignments and activities associated with this course reflect these goals and objectives and serve to assist students reaching these program goals.
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.
Recommended Graphic Novels
Recommended digital graphic novels and techniques
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