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This book offers a close analysis of the Old French fabliaux, that medieval corpus of short comic tales in narrative verse celebrated (sometimes notorious) for their irreverence and sexual content. It picks out certain key images - such as gambling, illness, and damnation - which develop into themes and motifs running through all the texts, and which add layers of ironic patterning to the essential subject-matter and narrative of each fabliau. These elements, in many respects the 'small print' of the joke, furnish the comic text with many rhythms and echoes, all contributing to the ludic, adversarial nature of the text. They are extremely flexible, serving as a rhetoric of depiction that extends from broad comic motif to the lightest triggering of a mocking smile. This volume will be of interest to all students of medieval culture, Old French literature, and the development of the short or comic narrative.
The Geometry of Type explores 100 traditional and modern typefaces in detail, with a full spread devoted to each entry. Characters from each typeface are enlarged and annotated to reveal key features, anatomical details, and the finer, often-overlooked elements of type design, which shows how these attributes affect mood and readability. Sidebar information lists the designer and foundry, the year of release and the different weights and styles available, while feature boxes explain the origins and best uses for each typeface, such as whether it is suitable for running text or as a display font for headlines. To help the reader spot each typeface in the wider world, the full character set is shown, and the best letters for identification are highlighted.
Discover the techniques behind beautiful design by deconstructing designs to understand them The term 'hacker' has been redefined to consist of anyone who has an insatiable curiosity as to how things work—and how they can try to make them better. This book is aimed at hackers of all skill levels and explains the classical principles and techniques behind beautiful designs by deconstructing those designs in order to understand what makes them so remarkable. Author and designer David Kadavy provides you with the framework for understanding good design and places a special emphasis on interactive mediums. You'll explore color theory, the role of proportion and geometry in design, and the relationship between medium and form. Packed with unique reverse engineering design examples, this book inspires and encourages you to discover and create new beauty in a variety of formats. Breaks down and studies the classical principles and techniques behind the creation of beautiful design Illustrates cultural and contextual considerations in communicating to a specific audience Discusses why design is important, the purpose of design, the various constraints of design, and how today's fonts are designed with the screen in mind Dissects the elements of color, size, scale, proportion, medium, and form Features a unique range of examples, including the graffiti in the ancient city of Pompeii, the lack of the color black in Monet's art, the style and sleekness of the iPhone, and more By the end of this book, you'll be able to apply the featured design principles to your own web designs, mobile apps, or other digital work.
In America, comics and comic books have often been associated with adolescent male fantasy--muscle-bound superheroes and scantily clad women. Nonetheless, comics have also been read and enjoyed by girls. While there have been many strong representations of women throughout their history, the comics of today have evolved and matured, becoming a potent medium in which to explore the female experience, particularly that of girlhood and adolescence. In Girls and Their Comics: Finding a Female Voice in Comic Book Narrative, Jacqueline Danziger-Russell contends that comics have a unique place in the representation of female characters. She discusses the overall history of the comic book, paying special attention to girls' comics, showing how such works relate to a female point of view. While examining the concept of visual literacy, Danziger-Russell asserts that comics are an excellent space in which the marginalized voices of girls may be expressed. This volume also includes a chapter on manga (Japanese comics), which explains the genesis of girls' comics in Japan and their popularity with girls in the United States. Including interviews with librarians, comic creators, and girls who read comics and manga, Girls and Their Comics is an important examination of the growing interest in comic books among young females and will appeal to a wide audience, including literary theorists, teachers, librarians, popular culture and women's studies scholars, and comic book historians.
Contributions by Bart Beaty, T. Keith Edmunds, Eike Exner, Christopher J. Galdieri, Ivan Lima Gomes, Charles Hatfield, Franny Howes, John A. Lent, Amy Louise Maynard, Shari Sabeti, Rob Salkowitz, Kalervo A. Sinervo, Jeremy Stoll, Valerie Wieskamp, Adriana Estrada Wilson, and Benjamin Woo The Comics World: Comic Books, Graphic Novels, and Their Publics is the first collection to explicitly examine the production, circulation, and reception of comics from a social-scientific point of view. Designed to promote interdisciplinary dialogue about theory and methods in comics studies, this volume draws on approaches from fields as diverse as sociology, political science, history, folklore, communication studies, and business, among others, to study the social life of comics and graphic novels. Taking the concept of a “comics world”—that is, the collection of people, roles, and institutions that “produce” comics as they are—as its organizing principle, the book asks readers to attend to the contexts that shape how comics move through societies and cultures. Each chapter explores a specific comics world or particular site where comics meet one of their publics, such as artists and creators; adaptors; critics and journalists; convention-goers; scanners; fans; and comics scholars themselves. Through their research, contributors demonstrate some of the ways that people participate in comics worlds and how the relationships created in these spaces can provide different perspectives on comics and comics studies. Moving beyond the page, The Comics World explores the complexity of the lived reality of the comics world: how comics and graphic novels matter to different people at different times, within a social space shared with others.
A fresh and brilliantly told memoir from a cult favorite comic artist, marked by gothic twists, a family funeral home, sexual angst, and great books. This breakout book by Alison Bechdel is a darkly funny family tale, pitch-perfectly illustrated with Bechdel's sweetly gothic drawings. Like Marjane Satrapi's Persepolis, it's a story exhilaratingly suited to graphic memoir form. Meet Alison's father, a historic preservation expert and obsessive restorer of the family's Victorian home, a third-generation funeral home director, a high school English teacher, an icily distant parent, and a closeted homosexual who, as it turns out, is involved with his male students and a family babysitter. Through narrative that is alternately heartbreaking and fiercely funny, we are drawn into a daughter's complex yearning for her father. And yet, apart from assigned stints dusting caskets at the family-owned "fun home," as Alison and her brothers call it, the relationship achieves its most intimate expression through the shared code of books. When Alison comes out as homosexual herself in late adolescense, the denouement is swift, graphic -- and redemptive.
"Written as a satire on the comic devices cartoonists use, [this] book quickly became a textbook for art students. Walker researched cartoons around the world to collect this international set of cartoon symbols. The names he invented for them now appear in dictionaries."--Page 4 of cover