741.5 Comics, Cartoons, Karikaturen
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In visual narratives such as comics, national images are actually depicted. While Franco-Belgian comics have been the subject of detailed studies regarding the national stereotypes they convey, Flemish comics have been largely ignored. This article focuses on three albums of the Flemish comic series "Suske en Wiske", in which the heroes travel to a fictitious Eastern Bloc country, Japan, and China. It will examine how both heteroimages and auto-image are presented (visually, textually, and as part of the plot), and how comic characters may combine contradictory ethnotypes. As it will turn out, in the early album (1945) ethnotypes are perpetuated, whereas in later ones (1984, 2008) they are rather undermined.
This review analyses the aesthetic engagement with Nazi atrocities during WWII and belonging in post-war Germany as presented in Nora Krug’s graphic novel Heimat: A German Family Album. The authors employ Marianne Hirsch’s concept of ‘postmemory’ as an analytical tool that helps them locate the complex historical and emotional contexts from which this graphic novel receives its impulses. The concrete scenes from the novel are presented and subsequently related to the field of memory and postmemory scholarship. Wider critical debates on how aesthetic articulations of past atrocities influence the next generations of ‘victims’ and ‘perpetrators’ are examined, to ask: What does it mean to inhabit memories of ghostly narratives about perpetrators and how does it form a feeling of post-home?
The Greenlandic oral story-telling tradition, Oqaluttuaq, meaning “history,” “legend,” and “narrative,” is recognized as an important entry point into Arctic collective memory. The graphic artist Nuka K. Godtfredsen and his literary and scientific collaborators have used the term as the title of graphic narratives published from 2009 to 2018, and focused on four moments or ‘snippets’ from Greenland’s history (from the periods of Saqqaq, late Dorset, Norse settlement, and European colonization). Adopting a fragmentary and episodic approach to historical narrativization, the texts frame the modern European presence in Greenland as one of multiple migrations to and settlements in the Artic, rather than its central axis. We argue that, in consequence, the Oqaluttuaq narratives not only “provincialize” the tradition of hyperborean colonial memories, but also provide a postcolonial mnemonic construction of Greenland as a place of multiple histories, plural peoples, and heterogenous temporalities. As such, the books also narrativize loss and disappearance—of people, cultures, and environments—as a distinctive melancholic strand in Greenlandic history. Informed by approaches in the field of cultural memory and in the study memorial objects, Marks’ haptic visuality and Keenan and Weizman’s forensic aesthetics, we analyze the graphic narratives of Oqaluttuaq in regard to their aesthetic dimensions, as well as investigate the role of material objects and artifacts, which work as narrative “props” for multiple stories of encounter and survival in the Arctic.
The Greenlandic oral story-telling tradition, Oqaluttuaq, meaning “history,” “legend,” and “narrative,” is recognized as an important entry point into Arctic collective memory. The graphic artist Nuka K. Godtfredsen and his literary and scientific collaborators have used the term as the title of graphic narratives published from 2009 to 2018, and focused on four moments or ‘snippets’ from Greenland’s history (from the periods of Saqqaq, late Dorset, Norse settlement, and European colonization). Adopting a fragmentary and episodic approach to historical narrativization, the texts frame the modern European presence in Greenland as one of multiple migrations to and settlements in the Artic, rather than its central axis. We argue that, in consequence, the Oqaluttuaq narratives not only “provincialize” the tradition of hyperborean colonial memories, but also provide a postcolonial mnemonic construction of Greenland as a place of multiple histories, plural peoples, and heterogenous temporalities. As such, the books also narrativize loss and disappearance—of people, cultures, and environments-as a distinctive melancholic strand in Greenlandic history. Informed by approaches in the field of cultural memory and in the study memorial objects, Marks’ haptic visuality and Keenan and Weizman’s forensic aesthetics, we analyze the graphic narratives of Oqaluttuaq in regard to their aesthetic dimensions, as well as investigate the role of material objects and artifacts, which work as narrative “props” for multiple stories of encounter and survival in the Arctic.
BLACK KIRBY is a collaborative "entity" that is the creative doppelganger of artists / designers John Jennings and Stacey "Blackstar" Robinson. The manifestation of this avatar is an exhibition and catalog1 of primarily visual artworks-on-paper that celebrate the groundbreaking work of legendary comics creator Jack Kirby regarding his contributions to the pop culture landscape and his development of some of the conventions of the comics medium.
BLACK KIRBY also functions as a highly syncretic mythopoetic framework by appropriating Jack Kirby’s bold forms and revolutionary ideas combined with themes centered around AfroFuturism social justice, Black history, media criticism, science fiction, magical realism, and the utilization of Hip Hop culture as a methodology for creating visual expression. This collection of work also focuses on the digital medium and how its inherent affordances offer much more flexibility in the expression of visual communication and what that means in its production and consumption in the public sphere. In a sense, BLACK KIRBY appropriates the gallery as a conceptual "crossroads" to examine identity as a socialized concept and to show the commonalities between Black comics creators and Jewish comics creators and how they both utilize the medium of comics as space of resistance. The duo attempts to re-mediate "Blackness" and other identity contexts as "sublime technologies" that produce experiences that sometime limit human progress and possibility. This paper / presentation will examine some of the themes of this inaugural exhibition of this new artistic team and share the processes involved with the ideation, execution, and installation of the exhibition.
The present volume documents the twofold character of the conference 'Science meets Comics' with the first part focusing on comics as a format for communicating complex topics and the second part addressing food in the age of the Anthropocene as one such example for complex topics. The overall objective of the symposium was to deal with the results and suggestions of the presentations and discussions, to find possible pathways on how to feed the world in the future and to co-produce the final chapter of the scientific comic 'Eating Anthropocene' together with all artists participating in the project. In order to sum up the framing, contents and design process of the comic as well as to highlight its Anthropocene context we below provide a slightly abridged version of the preface of our comic book.
In Japan, most contemporary readers expect comics, or manga, to be entertaining fiction ('story manga'), magazine-based, and targeted at age- and gender-specific demographics. These narratives eventually reappear in bound book editions ('tankōbon'), after they have proven to be popular to an extent that would warrant print runs of more than 5,000 copies. Due to the central role of magazines as first site of publication since the 1960s, genre specificity has been essential – for editors, readers, and artists alike. While manga's traditional genres have been gender- and age-specific, thematic genres such as SF, horror and comedy, or recently also blog-like essay manga, come to the fore whenever the otherwise prevalent categories forfeit efficacy. But there is one genre which does not comply with these categories, i.e. gakushū manga, educational or instructional comics.
A comic can tell the story of almost anything: a single atom, the entire solar system, the past, future events, dreams and thoughts. All this, and more, can be depicted. When presenting facts, a certain artistic licence can be deployed if, for instance, the author wants to emphasise important details; likewise, aspects he or she deems irrelevant can be left out. Moreover, questions and issues can be laid out that are difficult or even impossible to portray photographically or cinematically. However, when the cartoon strip sets out its version of information, events, objects and people, it can also result in a distortion of reality. The graphic may not always make clear exactly how something looks or the precise way in which something happened. And even where documentary images exist, the comic strip representation of the non-fictional is always coloured by artistic interpretation.
There is no doubt that factual discourse exists in comics – the kind of communication that intends to be understood as a reference to a shared and actual reality. Factual comics are not, however, common. While the formal structure of comics clearly allows for factuality, the historical specificity of its aesthetics seems to introduce a non-binding but plausible 'drift' of the art form, ultimately pulling away from reality and towards fiction. This does not prevent factual comics, but it allows for subversive remnants in their aesthetic make-up. One of these is a 'parasitic imagination', which might be understood in the context of Michel Serres' concepts of the parasite. It opens up cartoonish depictions for tertiary significations beyond the drawing and its ultimate real reference. Rather than avoid this basic vehicle of comic book discourse, the 'challenge to factual comics' must be how to employ them in the service of the intended communication.