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The Visual Linguist

Studying the visual language of "comics"

Saturday, February 04, 2006

Buddhism and Brains

This month's Wired Magazine has an interesting article about Buddhist meditation and neuroscience. While I haven't read the actual paper, I can't say I'm particularly surprised that the study showed a huge increase in gamma waves and altered brain structure. This would have been perfect for some of my classes as an undergrad, where much of my focus was on "Buddhist Psychology."

A lot of the critiques that are discussed in the article largely stem from a misunderstanding of Buddhism (aside from the worrying about getting acurate and unbiased results). While in some sects and practices, Buddhism is very much on par with the orientation of other religions (such as Pure Land Buddhism), but in other ways though, it is far closer to science and psychology. Indeed, some aspects of Buddhism actually reveal the limitations and problems rooted in scientific dogma, like the belief in objectivism (although, I'd argue that it comes from a root in religion anyhow).

My undergrad thesis advisor co-authored an interesting book on the relations between Buddhism and cognitive science that discusses a lot of these same issues. I imagine we'll be seeing more books of this sort over the next few years.

Wednesday, February 01, 2006

Sequart

I recently found Sequart.com site that professes to be "for the sophisticated study of comic books and graphic novels." The term "sequart" is meant as:

Sequart (n.) -- seh-kwart -- the artistic medium of sequential static imagery, whatever its composition, typically combined with text. The term is employed to distinguish the medium itself from particular genres and formats, such as comic books or graphic novels. "Sequart's diversity may be seen from Peanuts to Spider-Man, from product manuals to the Stations of the Cross."

So, basically they mean something close to VL (I mention my problems with the term in this article). Yet, despite their stated goal of reaching beyond genre, they almost solely focus on the mainstream and superhero comics. For instance, their book review of Superheroes and Philosophy really has nothing to do with "sequart," and everything to do with genre.

I couldn't even find much of anything on any of the major graphic novel publishers (Top Shelf, Fantagraphics, etc), while ample space is given to things like superhero continuity, etc. Concerns for webcomics are also conspicuously absent.

It is encouraging to find more intelligently written works of writing on such things on the web, even if they don't live up to their own stated pan-genre intentions.

びくらこいた!

Happy February! The mystery of the thumping dumpster is revealed in the latest installment of "Karuna". It may have seemed trivial afterward, but that experience did scare the bejeezus out of me.

Tuesday, January 31, 2006

The Character of "Comics"

Recently, one of the elementary school kids that I teach found out that I “drew comics” after she mentioned that she wanted to be an artist. What intrigued me (besides a 10 year old girl's exuberance that drawing comics was “cool”) was her first response: “Have you made up any characters?”

Its rather striking that the defining feature of comics to kids is characters, as opposed to say, drawing one’s own book or writing a story. Though, this shouldn’t be too strange, since much of the industry of comics is permeated by a recurring theme of characters – in strips, in books, etc. Unlike stories, characters provide a foundation for merchandising, which is where the real money is. Marvel’s website directly totes them as “one of the world’s most prominent character-based entertainment companies.”

Characters versus story also becomes one of the defining differences, I think, between “comics” and “graphic novels.” As a form of literature, graphic novels are more plot/story based in contrast to the characters of comics. This difference underscores the business side of things too. Whereas publishers put out stories by authors, companies put out characters as corporate properties.

While these characters may undergo storylines, the characters are always the primary draw. No one reads X-Men or Batman because the character-titled books have a specific story that someone finds appealing. Rather, they read the books continuously because they like the characters, and seeing what various “creative teams” subject them to. And this is never ending, so the product can be pushed endlessly.

In contrast, the characters in graphic novels take a backseat to the stories. They exist solely as pieces in the greater whole of the conveyed narrative. And, it's a narrative that will have a conclusion at some point.

The web scene seems to balance both of these. Strips by and large remain character driven, while experimental and "artsy" graphic novel-esque works (like Derek Kirk Kim) remain story driven.

Japan meanwhile seems to have the best of both worlds. While they do feature very strong (and marketable) characters, there is almost always a specific story path that they traverse. No matter how much of a character oriented juggernaut Pokémon is, the outline of a story dominates those characters. The characters exist because of the story and don’t stray from its constraints.

This is different from say, X-Men, which merely creates a premise for having characters. The X-Men aren’t moving along some grand storyline, they just interact based on a theme that “mutants exist in the world as a superpowered minority” (and can thereby also cameo in other off-theme books).

Personally, I’d think that this can be added to the list of reasons why manga have seen success in recent years amongst American audiences. Its easier to get readers hooked onto good stories with interesting characters than by character driven soap operas where the plot is auxiliary.