A parameter guide for developing webcomics focused on small screen reading (original) (raw)

Webtoons

Convergences - Journal of Research and Arts Education, 2021

There is a noticeable gap in academic studies between comic books and hypermedia. On the one hand, are found several publications on both printed and digital comic books. On the other hand, are publications aimed at media and technologies for content usability for small screen devices. Therefore, this study focuses on the development of comic books for small screen device reading. A parameter guide for the so-called Webtoons was developed, based on theoretical foundation, observation of webcomics in this style on content platforms, and 3 phases of qualitative field research. The research included interviews with comic artists, comic book professionals, and, seeking successive refinement, the guide's presentation to students as educational material.

Article TextComics in Digital Forms: An Overview and Growth of Digital Comics in the Present Era

Contemporary Literary Review India, 2022

Abstract: Digital supremacy is ruling the present era in every aspect and our reading experience is also changing day by day. Now readers are not pivoted on printed pages only; rather they are relying more on their smart phones, laptops, computers etc. as every kind of books are now available in these devices. Like other genres, comics are also available in digital forms just to become a companion to the readers in their digital journey. With the evolving digital revolution, comics have taken less time to adopt the digital forms than any other genre of literature. The fact is that readers can enjoy the best reading experience of comics when the genre includes multimedia. Comics have gone one step further and offer its various digital forms so that the readers can enjoy many varieties. Hence there are many interesting forms of digital comics like web comics, web manhua, web manga, webtoons, motion comics etc. This paper is a detailed analysis of the history of digital comics and is a critique of its various forms.

Protanopia: An Alternative Reading Experience of a Digital Comic

Screen-based reading behavior is now prevalent in society. Comic artists switch mediafrom traditional to digital-in order to allow for changing reading behavior, as well as to access more readers. Digital platforms range from a static computer screen to mobile devices such as phones, as well as tablets. This article aimed to explore the technological innovation of digital comics and the future of comic production. It discussed the following digital comic developed for mobile devices: Protanopia by Bergs (2017). The article explored how this digital comic offers a unique reading experience to its readers. The study analyzed personal experiences of reading the digital comic, literature reviews, as well as interviews with the comic artists. The findings were: (1) the comic offers images in a three-dimensional space and allows their readers to control the camera angle while reading by tilting the mobile device. This image-viewing control grants the readers an unconventional reading experience; (2) The comic artist uses an integrated technology using Unity and Alias Maya software to deliver a three-dimensional objects and space. The 2D look is later created from a drawn-over-3D image technique. This reveals that despite the software complication, hand-drawing is still a crucial stage. The study affirmed that the traditional way of visualization in comic making has not disappeared but adapted to the digital transformation. This paper provides observation on media changes in comics, as well as a direction for future comic production.

DIGITAL COMICS

Scandinavian Journal of Comic Art : SJoCA;2. (2), 2012

The paper discusses the use of visual formats and the differences between webcomics and digital comics to describe their inclusion of other media as these have consequences not only on the composition, but also on the reception of comics. In difference to web/online comics and digital comics, the group of download comics is introduced. My aim is to describe the currently existing formats in digital comics and start the discussion of their imprint on dramaturgy, storytelling techniques and traditions, as the formats do of course influence the reading process. Also it has to be asked, whether we are witnessing the establishment of a new literary form which is neither film nor comic nor audio storytelling.

Digital Pages: Reading, Comics and Screens

Emergent interactive technologies, such as tablet computers and smart-phones, and consumer demand for media forms to be available digitally for consumption through the internet, at any time and in any place has lead to a series of transformative changes in the ways we can read and interact with comics. With these changes come a series of difficulties and challenges in the ways comics are displayed on screen. It is these challenges in our reading of, and interaction with, digital comics that this study addresses through a critical evaluation of the required differences in presentation of the printed page and the screen "page". The focus of the study is on the use of double page spreads and how they can be adapted to the screen for an easier and less intrusive presentation or panels and their sequence.

Pedagogical Analysis of Comic Authoring Systems for Educational Digital Storytelling

2016

Web 2.0 technologies and innovation of social and interactive authoring tools have garnered rapid transformation towards the practice of blended-learning approach. With learner-generated content projects, broad set of knowledge, media literacies, and soft skills are cultivated when learners actively produce their own educational materials; moving beyond traditional content consumers. Although there is an encouraging amount of study that focuses on learner-generated comics, pedagogical evaluation of comic authoring environments is still in its infancy. Therefore, this paper aims to outline the pedagogical aspects of several digital comic authoring systems based on Digital Storytelling pedagogical evaluation star. Six digital comic authoring tools are analyzed which are Bitstrips, Comic Life, Pixton, MakeBeliefsComix, Cartoon Maker, and Graphix Comic Builder. By classifying comic authoring tool’s pedagogical aspects using the provided criteria, this paper’s findings serve as a basis f...

Exploring Interactivity in Digital Comics

Interactive Film & Media Journal

The digital revolution has reconditioned our media landscape, instigating hybridity in traditional forms and reshaping the nature of storytelling through enhanced interactivity. This paper scrutinizes the transformative interplay of digital technologies and comic books, engendering new media narrative forms such as interactive comics and redefining conventional sequential storytelling. As a reflection of this evolution, comic books, long recognized as sequential art, have broadened their narrative scope by integrating elements of motion, interactivity, and game-like attributes. This research explores four distinct types of digital comics: Meanwhile: An Interactive Comic Book (Zarfhome Software, 2018), Framed (Noodlecake Studios, 2014), Florence (Mountains Studio, 2018), and Our Plague Year (Burton, 2022). By adopting Sheldon’s categories of interactivity and Lebowitz and Klug's interactive story spectrum, we analyze these stories' levels of interactivity and linearity. The f...