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Discarded by archivists and disregarded by scholars despite its cultural impact on post–World War II Europe, the film photonovel represents a unique crossroads. This hybrid medium presented popular films in a magazine format that joined film stills or set pictures with captions and dialogue balloons to re-create a cinematic story, producing a tremendously popular blend of cinema and text that supported more than two dozen weekly or monthly publications. Illuminating a long-overlooked ‘lowbrow’ medium with a significant social impact, The Film Photonovel studies the history of the format as a hybrid of film novelizations, drawn novels, and nonfilm photonovels. While the field of adaptation studies has tended to focus on literary adaptations, this book explores how the juxtaposition of words and pictures functioned in this format and how page layout and photo cropping could affect reading. Finally, the book follows the film photonovel's brief history in Latin America and the United States. Adding an important dimension to the interactions between filmmakers and their audiences, this work fills a gap in the study of transnational movie culture.
This book provides both students and scholars with a critical and historical introduction to the graphic novel. Jan Baetens and Hugo Frey explore this exciting form of visual and literary communication, showing readers how to situate and analyse graphic novels since their rise to prominence half a century ago. Several key questions are addressed: what is the graphic novel? How do we read graphic novels as narrative forms? Why is page design and publishing format so significant? What theories are developing to explain the genre? How is this form blurring the categories of high and popular literature? Why are graphic novelists nostalgic for the old comics? The authors address these and many other questions raised by the genre. Through their analysis of the works of many well-known graphic novelists - including Bechdel, Clowes, Spiegelman and Ware - Baetens and Frey offer significant insights for future teaching and research on the graphic novel.
Examines how films are adapted into novels as a way to rethink the adaptation paradigm of film and literary studies.
Today, public readings have become a vital part of any form of literary life. Orality is the keyword of contemporary writing. Yet do we know what actually happens when a poetic text is read out loud? How are signs on a page transformed into a stage performance? What does it mean to move from a text meant for the eye alone to sounds and images presented in front of a living and actively participating audience? Poetry Performed: The Problem of Public Reading answers these questions, but not in abstract or general terms. Instead, author Jan Baetens examines how authors themselves live this experience of reading out loud and how they write about it in their works. Taking its departure from Balzac, this book revisits a wide range of masterpieces of nineteenth- and twentieth-century literature, including works by Marcel Proust and James Joyce, and contains a series of close readings of contemporary artists (poets, performers, directors, comics authors) who try to invent new forms of public reading.
Introductory and user-friendly textbook for scholars and students in the humanities Multidisciplinary approach to digital culture Cross-fertilization of three major perspectives: history of ideas, art, identity and memory studies Includes a wide selection of examples and case studies with many suggestions for advanced study and reading The digital revolution has changed our ways of thinking, working, writing, and living together. In this book the authors critically analyse the ways in which these new technologies have reshaped our world in numerous respects, ranging from politics, ideology, and philosophy over art and communication to memory and identity. The book challenges the customary vi...
The Cambridge History of the Graphic Novel provides the complete history of the graphic novel from its origins in the nineteenth century to its rise and startling success in the twentieth and twenty-first century. It includes original discussion on the current state of the graphic novel and analyzes how American, European, Middle Eastern, and Japanese renditions have shaped the field. Thirty-five leading scholars and historians unpack both forgotten trajectories as well as the famous key episodes, and explain how comics transitioned from being marketed as children's entertainment. Essays address the masters of the form, including Art Spiegelman, Alan Moore, and Marjane Satrapi, and reflect on their publishing history as well as their social and political effects. This ambitious history offers an extensive, detailed and expansive scholarly account of the graphic novel, and will be a key resource for scholars and students.
Despite our stereotypical ideas on photographic images as a snapshots (slices of time), photography is fundamentally a time-based medium. The relationships between photography and time are manifold: time can be directly represented within the image, it can be its theme and philosophical horizon, but it can also represent the global framework in which photographic practices develop and change through time. It is the ambition of this book to bring together the various aspect of time in photography as well as of photography in time, and to illustrate them in a series of case studies that focus on seminal authors (e.g. Fox Talbot, Victor Burgin, Robert Morris) and genres (e.g. spirit photography, montage photobooks and tableau photography), with examples ranging from the very first photographic pictures to the most recent cross-medial uses of photography in and outside art.
The transformation of images in the age of new mediaand the digital revolution.
Set in a parallel world, full of architecturally distinctive city-states, the comics series The Obscure Cities represents one of literature's most impressive pieces of world-building. Rebuilding Story Worlds explores both the artistic traditions from which the series emerges and the innovative ways it plays with genre, gender, and urban space.
An assessment of the achievement and aesthetic of one of America's brightest comics innovators