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dc.contributor.authorGoodbrey, Daniel
dc.date.accessioned2017-07-10T14:56:11Z
dc.date.available2017-07-10T14:56:11Z
dc.date.issued2015-10-07
dc.identifier.citationGoodbrey , D 2015 , ' The Sound of Digital Comics ' , Writing Visual Culture , vol. 7 , no. 1 , 3 , pp. 1-17 . < http://www.herts.ac.uk/__data/assets/pdf_file/0004/100786/wvc-dc-7-goodbrey.pdf >
dc.identifier.issn2049-7180
dc.identifier.otherPURE: 9899660
dc.identifier.otherPURE UUID: 1c5959ef-ad72-48ca-85ad-934a6fe64571
dc.identifier.otherORCID: /0000-0002-9317-6798/work/62749872
dc.identifier.urihttp://hdl.handle.net/2299/18853
dc.descriptionDaniel Goodbrey, "The Sound of Digital Comics", Writing Visual Culture, Vol. 7(1), October 2015. Available online at: http://www.herts.ac.uk/research/centres-and-groups/tvad-theorising-visual-art-and-design/writing-visual-culture/volume-7
dc.description.abstractThis article explores the role of sound in comics and provides a critical analysis of how that role has changed with the digital remediation of the form. Comics are traditionally thought of as a monosensory and multimodal medium in which information is communicated through a combination of written and visual languages, relying solely on the reader's sense of sight. The digital mediation of comics has brought with it the potential for plurisensory comics that directly incorporate audible sound alongside the visual modalities of word and image. With reference to the theories of Groensteen (2013), Hague (2014), Smolderen (2014), Miodrag (2013) and Cohn (2013), this article considers the relationship between the imagined sounds of traditional comics and the perceived sounds of digital hybrids. It examines the use of both diegetic and non-diegetic sound, drawing on ideas concerning the role of sound in cinema (Chion 1994) and videogames (Nitsche 2008). Within this framework it considers the potential impact of audible sound on a comic's navigation, pacing, narrative and atmosphere. It considers a range of digital comics that feature audible sound and focuses its central case study on a new digital comic created as a practice-lead inquiry into the incorporation of audible sound with the comic form.en
dc.format.extent17
dc.language.isoeng
dc.relation.ispartofWriting Visual Culture
dc.rightsOpen
dc.subjectdigital
dc.subjectcomics
dc.titleThe Sound of Digital Comicsen
dc.contributor.institutionArt and Design
dc.contributor.institutionMedia Research Group
dc.contributor.institutionTheorising Visual Art and Design
dc.contributor.institutionCreative Economy Research Centre
dc.contributor.institutionGames and Visual Effects Research Lab (G+VERL)
dc.contributor.institutionSchool of Creative Arts
dc.description.statusPeer reviewed
dc.identifier.urlhttp://www.herts.ac.uk/__data/assets/pdf_file/0004/100786/wvc-dc-7-goodbrey.pdf
dc.relation.schoolSchool of Creative Arts
dc.description.versiontypeFinal Published version
dcterms.dateAccepted2015-10-07
rioxxterms.versionVoR
rioxxterms.licenseref.urihttp://creativecommons.org/licenses/by/4.0/
rioxxterms.typeJournal Article/Review
herts.preservation.rarelyaccessedtrue
herts.rights.accesstypeOpen


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