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Meaning from Movement: Blurring the Temporal Border between Animation and Comics

image of Meaning from Movement: Blurring the Temporal Border between Animation and Comics

This chapter is informed by my current research in the communicative potential of animated elements within digital comics. Drawing on the writings of Thierry Groensteen and Barbara Postema, I adopt the viewpoint that comics are a complex system in which individual signs and multiple codes combine and interact to communicate meaning. From this foundation, I propose that animated movement can add additional layers of signification, contributing connotative meaning to mostly denotational images. Within the chapter, I recognize that attempts to incorporate animated elements into digital comics have often inadvertently illustrated the difficult relationship and potential incompatibility between cinematic animation and the specific conventions of comics. This discord can be attributed to competing temporal qualities; cinematic animation is a linear time-based art form while time in comics is illusory and implied largely through space. Eschewing a cinematic approach to animation, my research builds on an observation by Daniel Goodbrey (2013) that animated elements are most successfully employed within panels as short animated loops. Unlike linear animated sequences, the indefinite timing of loops does not challenge comics’ temporal code. As exemplars of this more harmonious application of animation to the comic form, Jen Lee's ThunderPaw: In the Ashes of Fire Mountain (2012–16) is discussed alongside my current studio work, Tepid Waters (Gowdy 2017), a digital comic in which the use of illusionistic movement is secondary to animated elements that communicate on symbolic or connotative levels.

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References

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  6. Gowdy, J. (2016), The Early Bird Gets the Wyrm, https://tepidwaters.com/the-early-bird-gets-the-wyrm/. Accessed 20 September 2021.
  7. Gowdy, J. (2017), Tepid Waters, http://tepidwaters.com. Accessed 20 September 2021.
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  11. Kibuishi, K. (2005), ‘Copper: Arcade’, http://www.boltcity.com/copper/copper_025_arcade.htm. Accessed 10 June 2017.
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  14. McCloud, S. (2000), Reinventing Comics, New York: Perennial.
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  15. Postema, B. (2013), Narrative Structure in Comics: Making Sense of Fragments, New York: RIT Press.
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  16. Wilde, L. (2015), ‘Distinguishing mediality: The problem of identifying forms and features of digital comics’, Networking Knowledge: Journal of the MeCCSA Postgraduate Network, 8:4, pp. 114.
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  17. Woodward, R. (2012a), ‘Ryan Woodward's Bottom of the Ninth’, https://itunes.apple.com/us/app/bottom-of-the-ninth-01/id532477999. Accessed 10 June 2017.
  18. Woodward, R. (2012b), ‘Bottom of the ninth’, Ryan Woodward Art and Animation, http://ryanwoodwardart.com/my-works/bottom-of-the-ninth/. Accessed 10 June 2017 [link no longer availaible]. (Archived https://web.archive.org/web/20220413200958/http://ryanwoodwardart.com/my-works/bottom-of-the-ninth/. Accessed 8 November 2023.)

References

  1. Bukatman, S. (2002), ‘Online comics and the reframing of the moving image’, in D. Harris (ed.), The New Media Book, London: British Film Institute, pp. 13343.
    [Google Scholar]
  2. Chow, K. K. N. (2012), ‘Toward holistic animacy: Digital animated phenomena echoing East Asian thoughts’, Animation, 7:2, pp. 17587.92
    [Google Scholar]
  3. Cohn, N. (2010), ‘The limits of time and transitions: Challenges to theories of sequential image comprehension’, Studies in Comics, 1:1, pp. 12747.
    [Google Scholar]
  4. Dittmar, J. F. (2012), ‘Digital comics’, Scandinavian Journal of Comic Art, 1:2, pp. 8391.
    [Google Scholar]
  5. Goodbrey, D. M. (2013), ‘Digital comics: New tools and tropes’, Studies in Comics, 4:1, pp. 18597.
    [Google Scholar]
  6. Gowdy, J. (2016), The Early Bird Gets the Wyrm, https://tepidwaters.com/the-early-bird-gets-the-wyrm/. Accessed 20 September 2021.
  7. Gowdy, J. (2017), Tepid Waters, http://tepidwaters.com. Accessed 20 September 2021.
  8. Greenberg, R. (2011), ‘The animated text: Definition’, Journal of Film & Video, 63:2, pp. 310.
    [Google Scholar]
  9. Groensteen, T. (2010), The System of Comics, Jackson: University Press of Mississippi.
    [Google Scholar]
  10. Groensteen, T. (2013), Comics and Narration, Jackson: University Press of Mississippi.
    [Google Scholar]
  11. Kibuishi, K. (2005), ‘Copper: Arcade’, http://www.boltcity.com/copper/copper_025_arcade.htm. Accessed 10 June 2017.
  12. Lee, J. (2012–16), ThunderPaw: In the Ashes of Fire Mountain, http://thunderpaw.co. Accessed 10 June 2017.
    [Google Scholar]
  13. Manovich, L. (2001), The Language of New Media, Cambridge, MA: MIT Press.
    [Google Scholar]
  14. McCloud, S. (2000), Reinventing Comics, New York: Perennial.
    [Google Scholar]
  15. Postema, B. (2013), Narrative Structure in Comics: Making Sense of Fragments, New York: RIT Press.
    [Google Scholar]
  16. Wilde, L. (2015), ‘Distinguishing mediality: The problem of identifying forms and features of digital comics’, Networking Knowledge: Journal of the MeCCSA Postgraduate Network, 8:4, pp. 114.
    [Google Scholar]
  17. Woodward, R. (2012a), ‘Ryan Woodward's Bottom of the Ninth’, https://itunes.apple.com/us/app/bottom-of-the-ninth-01/id532477999. Accessed 10 June 2017.
  18. Woodward, R. (2012b), ‘Bottom of the ninth’, Ryan Woodward Art and Animation, http://ryanwoodwardart.com/my-works/bottom-of-the-ninth/. Accessed 10 June 2017 [link no longer availaible]. (Archived https://web.archive.org/web/20220413200958/http://ryanwoodwardart.com/my-works/bottom-of-the-ninth/. Accessed 8 November 2023.)
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