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This book contributes to a growing body of work celebrating the visual methods and tools that aid knowledge transfer and welcome new audiences to social science research. Visual research methodological milestones highlight a trajectory towards the adoption of more creative and artistic media. As such, the book is dedicated to exploring the creative potential of the comic book medium, and how it can assist the production and communication of scientific knowledge. The cultural blueprint of the comic book is examined, and the unique structure and grammar of the form deconstructed and adapted for research support. Along with two illustrated research comics, Toxic Play and 10 Business Days, the book offers readers numerous comic-based illustration activities and creative visual exercises to support data generation, foster conversational knowledge exchanges, facilitate inference, analysis, and interpretation, while nurturing the necessary skills to illustrate and create research comics. The book engages a diverse audience and is an illuminating read for visual novices, experts, and all in-betweeners.
All people could do was speculate on the fate of those who vanished - strangers; seemingly random, unconnected: all plucked from their lives and never seen again. The notes found left behind, apparently describing some slender reason for their removal, were all that linked them. They were all delivered by one man. Rodney Moon had admitted seeing those who had been disappeared and to passing the notes, but denied any involvement beyond that. Who wrote the letters, then? Moon shrugged during the trial: 'It has no name,' he said. 'It's a bogeyman. A monster.' He was not mourned when the vengeful bereft finally found him. Some years later, four strangers; seemingly random, unconnected, all take the last train home. But something each of them has forgotten - or is trying to forget - is catching up with them; with a terrible, inexorable purpose. The devil is in the detail, as they say.
Optical Allusions is for those people seeking a painstakingly researched, scientifically accurate, eye-themed comic book adventure! Wrinkles the Wonder Brain has lost his bosses eye and now he has to search all of human imagination for it. Along the way, he confronts biology head on and accidentally learns more about eyes and the evolution of vision than he thought possible. And, as if a compelling story with disembodied talking brains, shape-changing proteins, and giant robot eyes wasn't enough, each tale is followed by a fully illustrated, in-depth exploration of the ideas introduced in the comic story. Designed to be a hybrid college text book/comic book, Optical Allusions is suitable for advanced readers with an interest in evolution and real science. 127 pages.
The primacy of words over images has deep roots in Western culture. But what if the two are inextricably linked, equal partners in meaning-making? Written and drawn entirely as comics, Unflattening is an experiment in visual thinking. Nick Sousanis defies conventional forms of scholarly discourse to offer readers both a stunning work of graphic art and a serious inquiry into the ways humans construct knowledge. Unflattening is an insurrection against the fixed viewpoint. Weaving together diverse ways of seeing drawn from science, philosophy, art, literature, and mythology, it uses the collage-like capacity of comics to show that perception is always an active process of incorporating and reevaluating different vantage points. While its vibrant, constantly morphing images occasionally serve as illustrations of text, they more often connect in nonlinear fashion to other visual references throughout the book. They become allusions, allegories, and motifs, pitting realism against abstraction and making us aware that more meets the eye than is presented on the page. In its graphic innovations and restless shape-shifting, Unflattening is meant to counteract the type of narrow, rigid thinking that Sousanis calls “flatness.” Just as the two-dimensional inhabitants of Edwin A. Abbott’s novella Flatland could not fathom the concept of “upwards,” Sousanis says, we are often unable to see past the boundaries of our current frame of mind. Fusing words and images to produce new forms of knowledge, Unflattening teaches us how to access modes of understanding beyond what we normally apprehend.
Every day researchers face an onslaught of irrelevant, inaccurate, and sometimes insidious information. While new technologies provide powerful tools for accessing knowledge, not all information is created equal. Valuable information may be tucked away on a shelf, buried on the hundredth page of search results, or hidden behind digital barriers. With so many obstacles to effective research, it is vital that higher education students master the art of inquiry. Information Now is an innovative approach to information literacy that will reinvent the way college students think about research. Instead of the typical textbook format, it uses illustrations, humor, and reflective exercises to teach students how to become savvy researchers. Students will learn how to evaluate information, to incorporate it into their existing knowledge base, to wield it effectively, and to understand the ethical issues surrounding its use. Written by two library professionals, it incorporates concepts and skills drawn from the Association of College and Research Libraries’ Information Literacy Competency Standards for Higher Education and their Framework for Information Literacy for Higher Education. Thoroughly researched and highly engaging, Information Now offers the tools that students need to become powerful consumers and creators of information. Whether used by a high school student tackling a big paper, an undergrad facing the newness of a university library, or a writer wanting to go beyond Google, Information Now is a powerful tool for any researcher’s arsenal.
This book contributes to a growing body of work celebrating the visual methods and tools that aid knowledge transfer and welcome new audiences to social science research. Visual research methodological milestones highlight a trajectory towards the adoption of more creative and artistic media. As such, the book is dedicated to exploring the creative potential of the comic book medium, and how it can assist the production and communication of scientific knowledge. The cultural blueprint of the comic book is examined, and the unique structure and grammar of the form deconstructed and adapted for research support. Along with two illustrated research comics, Toxic Play and 10 Business Days, the book offers readers numerous comic-based illustration activities and creative visual exercises to support data generation, foster conversational knowledge exchanges, facilitate inference, analysis, and interpretation, while nurturing the necessary skills to illustrate and create research comics. The book engages a diverse audience and is an illuminating read for visual novices, experts, and all in-betweeners.
This book demonstrates how participatory arts-based approaches can help children and youth contribute to peacebuilding within post-conflict contexts and to their communities. Cultural forms of storytelling through visual arts, drama, music, and dance can help to enhance post-conflict community well-being, social cohesion, and conflict prevention. However, in the planning and implementation of these arts-based projects, children and youth are often marginalised in decision-making processes. Drawing on cases from Kyrgyzstan, Rwanda, Indonesia, and Nepal, this book demonstrates the benefits of participatory action research with children and youth to inform education curricula and policies for sustaining peace. Showing how artforms can be adapted to meet the needs of children and youth, the book emphasises the need to scale up arts-based peacebuilding initiatives and leverage for greater policy enactment from the bottom up. It is also an excellent example of South–South learning, advocating for a local approach to engage with arts-based methodologies and peacebuilding. This book will be of interest to researchers across the applied arts, sociology, anthropology, political science, peacebuilding, and international development. Practitioners and policymakers would also benefit from the book’s recommendations for the implementation of successful arts-based research projects and interventions.
Key Terms in Comics Studies is a glossary of over 300 terms and critical concepts currently used in the Anglophone academic study of comics, including those from other languages that are currently adopted and used in English. Written by nearly 100 international and contemporary experts from the field, the entries are succinctly defined, exemplified, and referenced. The entries are 250 words or fewer, placed in alphabetical order, and explicitly cross-referenced to others in the book. Key Terms in Comics Studies is an invaluable tool for both students and established researchers alike.
Winner of the Popular Culture Association's Ray and Pat Browne Award for Best Book in Popular or American Culture In the 1940s and ’50s, comic books were some of the most popular—and most unfiltered—entertainment in the United States. Publishers sold hundreds of millions of copies a year of violent, racist, and luridly sexual comics to Americans of all ages until a 1954 Senate investigation led to a censorship code that nearly destroyed the industry. But this was far from the first time the US government actively involved itself with comics—it was simply the most dramatic manifestation of a long, strange relationship between high-level policy makers and a medium that even artists and writers often dismissed as a creative sewer. In Pulp Empire, Paul S. Hirsch uncovers the gripping untold story of how the US government both attacked and appropriated comic books to help wage World War II and the Cold War, promote official—and clandestine—foreign policy and deflect global critiques of American racism. As Hirsch details, during World War II—and the concurrent golden age of comic books—government agencies worked directly with comic book publishers to stoke hatred for the Axis powers while simultaneously attempting to dispel racial tensions at home. Later, as the Cold War defense industry ballooned—and as comic book sales reached historic heights—the government again turned to the medium, this time trying to win hearts and minds in the decolonizing world through cartoon propaganda. Hirsch’s groundbreaking research weaves together a wealth of previously classified material, including secret wartime records, official legislative documents, and caches of personal papers. His book explores the uneasy contradiction of how comics were both vital expressions of American freedom and unsettling glimpses into the national id—scourged and repressed on the one hand and deployed as official propaganda on the other. Pulp Empire is a riveting illumination of underexplored chapters in the histories of comic books, foreign policy, and race.
A course on comics creation offers lessons on lettering, story, structure, and panel layout, providing a solid introduction for people interested in making their own comics.