What is a Visual Discourse
Artist Books
Kathy Fahey
Lyn Ashby
Jonathan Tse
Making a book, some examples
[A hand made book]
Comics
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Scott Mcleod
Graphic Novels
Will Eisner
Art Spiegelman
Discussion.
Books are amazing things that were forgotten after the internet came along. Some still enjoy reading, others groan whenever someone tells them to read. They would rather wait for the movie to come out. Books ARE movies. They transport you to amazing worlds, they let your imagination run free.
https://www.urbandictionary.com/define.php?term=Books
What is a book? What defines the idea of a book?
Is the term 'book' problematic?
But how does a book work? From the beginning, people found books difficult to use and needed support.
Digital Books
Augmented Reality Book
Interactive Digital Narrative
A codex (from the Latin caudex for "trunk of a tree" or block of wood, book), plural codices, is a book constructed of a number of sheets of paper, vellum, papyrus, or similar materials.
A Chinese bamboo book
The worlds largest book
The Giant Book
The Codex Gigas (English: Giant Book) is the largest extant medieval illuminated manuscript in the world, at 92 cm (36 in) tall.[1] It is also known as the Devil's Bible because of a very unusual full-page portrait of the devil, and the legend surrounding its creation.
[Described as the worlds largest book, the Tripitaka tablets at Kuthodaw Pagoda, Myanmar, is a collection of stone tablets consisting of 730 leaves and 1460 pages; each page is 107 cm wide 153 cm tall and 13 cm thick. Each stone tablet has its own roof and precious gem on top in a small cave-like structure of Sinhalese relic casket type called kyauksa gu (stone inscription cave in Burmese), and they are arranged around a central golden pagoda.
The earliest surviving examples of wood or bamboo slips date from the 5th century BCE. Bamboo and wooden slips were the main media for documents in China before the widespread introduction of paper during the first two centuries CE. (Silk was occasionally used, but was prohibitively expensive.)
New Statesman Review Neel Mukherjee. “[Unflattening] is a book that is dense with the syntheses of ideas, nimble, far-reaching and impossible to summarise. It liberates itself from the standard layout of panels within frames, teaching the eye and mind to read the unfailingly intelligent black-and-white artwork in unconventional and new ways. Unflattening deserves a place as a compulsory textbook in schools.”
“Comics are juxtaposed pictorial and other images in a deliberate sequence, intended to convey information and/or produce an aesthetic response in the viewer.” Scott Mcleod
The English term comics is used as a singular noun when it refers to the medium and a plural when referring to particular instances, such as individual strips or comic books. Though the term derives from the humorous (or comic) work that predominated in early American newspaper comic strips, it has become standard also for non-humorous works. It is common in English to refer to the comics of different cultures by the terms used in their original languages, such as manga for Japanese comics, or bandes dessinées for French-language comics. There is no consensus amongst theorists and historians on a definition of comics; some emphasize the combination of images and text, some sequentiality or other image relations, and others historical aspects such as mass reproduction or the use of recurring characters. The increasing cross-pollination of concepts from different comics cultures and eras has further made definition difficult.
The Hokusai Manga (北斎漫画, "Hokusai's Sketches") is a collection of sketches of various subjects by the Japanese artist Hokusai. Subjects of the sketches include landscapes, flora and fauna, everyday life and the supernatural. The word manga in the title does not refer to the contemporary story-telling manga, as the sketches in the work are not connected to each other.
According to the Oxford English Dictionary, a graphic novel is “a full-length (esp. science fiction or fantasy) story published as a book in comic-strip format.” Many resources, the above citation included, originate the term with the publication of Will Eisner’s A Contract with God: And Other Tenement Stories . . . a graphic novel (1978).
Nick Sousanis
An artist’s book is a medium of artistic expression that uses the form or function of “book” as inspiration. It is the artistic initiative seen in the illustration, choice of materials, creation process, layout and design that makes it an art object. A book that only contains text is simply a book; even if authored by an artist, it would be a book that belongs in a book store or the shelves of a library.
What truly makes an artist’s book is the artist’s intent, and artists have used the book as inspiration in a myriad of ways and techniques, from traditional to the experimental. The book could be made through fine press printing or hand-crafted, the pages illustrated with computer-generated images or cheap photocopies; books became sculptures, tiny and gargantuan; books were sliced up and reconfigured, made from all kinds of materials with unconventional objects incorporated, in unique or limited editions, or produced in multiple copies. With all sorts of ideas behind them, artists continue to challenge the idea, content and structure of the traditional book. ( Smithsonian Libraries)
WEB
A visual novel (ビジュアルノベル bijuaru noberu) is an interactive game genre, which originated in Japan in the early 1990s, featuring mostly static graphics, most often using anime-style art or occasionally live-action stills (and sometimes video footage).Non-linear branching storylines are a common trend in visual novels, which frequently use multiple branching storylines to achieve multiple different endings, allowing non-linear freedom of choice along the way. Decision points within a visual novel often present players with the option of altering the course of events during the game, leading to many different possible outcomes.An acclaimed example is Zero Escape: Virtue's Last Reward, where nearly every action and dialogue choice can lead to entirely new branching paths and endings. Each path only reveals certain aspects of the overall storyline and it is only after uncovering all the possible different paths and outcomes, through multiple playthroughs, that every component comes together to form a coherent well-written story.
Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game,[1] either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only",[2] however, Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.
This Book is a Dungeon
Hypertext fiction is a genre of electronic literature, characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories. Its spirit can also be seen in interactive fiction.
The term can also be used to describe traditionally-published books in which a nonlinear narrative and interactive narrative is achieved through internal references. James Joyce's Ulysses (1922), Enrique Jardiel Poncela's La Tournée de Dios (1932), Jorge Luis Borges' The Garden of Forking Paths (1941), Vladimir Nabokov's Pale Fire (1962), Julio Cortázar's Rayuela (1963; translated as Hopscotch), and Italo Calvino's The Castle of Crossed Destinies (1973) are early examples predating the word "hypertext", while a common pop-culture example is the Choose Your Own Adventure series in young adult fiction and other similar gamebooks. The Garden of Forking Paths (1941) is both a hypertext story and is sometimes used as a description of having different possible paths.
Hypertext is text which is not constrained to be linear.Hypertext is text which contains links to other texts. The term was coined by Ted Nelson around 1965. HyperMedia is a term used for hypertext which is not constrained to be text: it can include graphics, video and sound , for example. Hypertext and HyperMedia are concepts, not products. Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access, or where text can be revealed progressively at multiple levels of detail (also called StretchText).[1] Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set or by touching the screen. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide Web,[2] where Web pages are often written in the Hypertext Markup Language (HTML). As implemented on the Web, hypertext enables the easy-to-use publication of information over the Internet.
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Internet Rabbit Hole Urnbn DictionaryWhen you stay up late at night on the internet, browsing random topics that lead you from one site to another, until you wind up in some weird part of the web.
Moving Image
Hypermedia , an extension of the term hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term multimedia, which may include non-interactive linear presentations as well as hypermedia. It is also related to the field of electronic literature. The term was first used in a 1965 article written by Ted Nelson.
Jason Nelson(http://www.secrettechnology.com/)
Video
Film/Cinema
The word "cinema", short for cinematography, is often used to refer to filmmaking and the film industry, and to the art of filmmaking itself. The contemporary definition of cinema is the art of simulating experiences to communicate ideas, stories, perceptions, feelings, beauty or atmosphere by the means of recorded or programmed moving images along with other sensory stimulations.
Animation
Animation is a technique in which each frame of a film is produced individually, whether generated as a computer graphic, or by photographing a drawn image, or by repeatedly making small changes to a model unit (see claymation and stop motion), and then photographing the result with a special animation camera. When the frames are strung together and the resulting film is viewed at a speed of 16 or more frames per second, there is an illusion of continuous movement
Games
Propaganda is information that is not objective and is used primarily to influence an audience and further an agenda, often by presenting facts selectively to encourage a particular synthesis or perception, or using loaded language to produce an emotional rather than a rational response to the information that is presented.Propaganda is often associated with material prepared by governments, but activist groups, companies and the media can also produce propaganda.
What is Discourse
Broadly speaking, discourse is a complex unity of language practice and extralinguistic factors, necessary for understanding of the text/ message (e.g. the participants of communication, their viewpoints and goals, the conditions of production and perception of the message). Traditionally the term was applied to a written text, as well as to oral communication. In recent decades, however, the term has been widely used in the humanities and acquired new connotations: in other words, the discourse now is not limited to the written and spoken language, but includes extralinguistic and semiotic processes in which the leading role belongs to the visual communication media. When applied to the latter, it can be referred to as visual discourse.
Is Discourse just Communication?
The formal definition of discourse is largely concerned with spoken and written language. It includes 'communication of thought by words, a formal discussion of a subject and importantly the linguistic definition which is any unit of connected speech or writing longer than a sentence'
In the work of Michel Foucault, and that of the social theoreticians he inspired: discourse describes "an entity of sequences, of signs, in that they are enouncements (énoncés)", statements in conversation.
As discourse, an "enouncement" (statement) is not a unit of semiotic signs, but an abstract construct that allows the semiotic signs to assign meaning, and so communicate specific, repeatable communications to, between, and among objects, subjects, and statements. Therefore, a discourse is composed of semiotic sequences (relations among signs that communicate meaning) between and among objects, subjects, and statements.
*Michel Foucault 'The Archaeology of Knowledge'.
“A story should have a beginning, a middle and an end, but not necessarily in that order.” – Jean-Luc Godard
Nonlinear narrative, disjointed narrative or disrupted narrative is a narrative technique, sometimes used in literature, film, hypertext websites and other narratives, where events are portrayed, for example, out of chronological order or in other ways where the narrative does not follow the direct causality pattern of the events featured, such as parallel distinctive plot lines, dream immersions or narrating another story inside the main plot-line. It is often used to mimic the structure and recall of human memory, but has been applied for other reasons as well.
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Gorogoa
Myst
Portal
The tarot is perhaps one of the oldest non linear storytelling devices and its originds were in a game. The tarot (/ˈtæroʊ/; first known as trionfi and later as tarocchi, tarock, and others) is a pack of playing cards, used from the mid-15th century in various parts of Europe to play games such as Italian tarocchini and French tarot. In the late 18th century, it began to be used for divination in the form of tarotology and cartomancy.
Books can be animated #
NZ Book Council - Going West - An animation of part of Maurice Gee's novel "Going West" commissioned by the New Zealand Book Council.
Parkour FlipBook Animation
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