Monday, 17 October 2011

Digital Graphic Novels

The focus of this course revolves around around two questions
  • Can digital graphic novels productively promote social conscious and civic engagement? 
  • If so, what forms might digital graphic novels assume? 
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.

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 aninterface with visual technology (any form or apparatus designed to be looked at or enhance natural vision: oil painting to television to Internet).

DTC 338 Digital Graphic Novels

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