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Tuesday, August 11, 2009

Memory, Experience, and Comics Comprehension

In my last post, I discussed some traits of this quote by Chris Ware found from this blog post

“I don't like to think of my work as 'cinematic.' A movie is passive -- you're watching it, taking it in. Where a comic strip, it's completely active: you have to read it, search it for meaning, for the connection with your entire experience and your memory. Yes, you do have the illusion of watching something happen in a comic strip -- but if it's done well, it comes alive on the page like a novel. A novel is the most interactive thing ever created.”


The other thing I find interesting about this quite is that I have a hard time believing that people "imagine" things while reading comics that connect with their "entire experience" and "memory." There are two things that this quote implies:

1) That people are converting their reading experience into consciously clear interpretations (imagery, sounds, etc) while reading a comic (a notion that echoes McCloud's Closure).

2) That people's creation of meaning is entirely based on experience ("Empiricism").

Concerning the first point, I know when I read a comic, I don't necessarily feel like I "fill in" any missing imagery with mental imagery of my own. I don't visualize anything that isn't in the pages. I do understand it, and make the mental connections between and across images/words, but there is no additional imagery added. Novels do create this imagery (for some but not all people) because it isn't provided already.

This blog post has replied to my earlier posting expressing that Ware's meaning of "active" comprehension relates to this sort of filling in of sensory information that's missing. Again, I am hesitant to accept that people are actually imagining sounds, smells, motion, etc. while reading a comic.

Novels certainly allow people to create visual imagery — but vision is our primary sensory modality, so I find it unsurprising that this would happen. I'm less confident about the other senses.

SO....If you actually do feel like you create mental imagery while reading comics, I want to hear about it in the comments please!

On the second point, there is quite a lot of evidence that our understanding of meaning does not necessarily come from experience (and certainly not conscious experience). That's not to say all of it is innate, but there's a give and take between innate meaning and acquired meaning — the debate is over the percentages.

What I'd be more confident stating though is that when reading a comic, I doubt people are actively referencing overt memories or experiences in order to comprehend a sequence. Rather, they are drawing upon their abstract concepts — just like when they read a book, or yes, see a movie.

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Thursday, January 22, 2009

Brainwaves for non-sequitur visual sequences

West, W. Caroline, and Phil Holcomb. 2002. Event-related potentials during discourse-level semantic integration of complex pictures. Cognitive Brain Research 13:363-375.

This study examines the neurocognitive processes involved with comprehending a series of pictures, like in comics. The experimenters pulled frames from an animated movie to create static picture sequences. There were two possible endings for each sequence: one with a normal ending, and one with a non-sequitur panel that did not make sense.

Comparison of these sequences used a technique called "event-related potentials" (ERP) that examines people's brainwaves with an EEG recording. The electrical field is measured off the top of the scalp through an electrode cap (like in hospitals), and by averaging out the noise at the critical point (the "event" — here the last panel) it can give you a nice smooth waveform that can tell you about the nature of the cognitive process. Unlike fMRI, ERPs don't tell you much about "where" in the brain things happen, but they do tell you a lot about "when" and a little about the nature of the process.

In this case, your brain distinguishes the difference in processing at less than half a second. The result was a "negative" deflection of the waveform roughly 400 milliseconds after the final panel appeared on the screen (panels appeared one-by-one). These waveforms are from the frontal right part of the head:



The BLUE line represents the normal sequence ending, the RED line the non-sequitur ending. Note that the lines separate and there is a bump labeled "N400" that shows the processing difference (negative is up here). Because of the separation, we can tell that the brain is working harder to process the non-sequitur panel. If it was treated the same, the lines would stay together, like at the beginning of the waveforms.

This N400 also appears in language under similar conditions: where the brain is working harder to integrate semantic information into a meaning, though with language it appears in different locations on the scalp (more back of the head than front). In fact, the first paper that found an N400 for language used this same manipulation: comparing normal and incongruous words at the end of a sentence.

Unfortunately, more experiments of this sort have not really been done with sequential images. Fortunately, it's only a matter of months until I do more. Phil Holcomb, one of the authors, is also one of my advisors. My upcoming projects will be doing these types of brainwave studies using more targeted manipulations of the visual grammar.

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Sunday, November 02, 2008

Continuity across panels

Derik posts a quote from this article on Narration in Comics that discusses cognitive schema and comics. I'd read the article awhile ago, but seized on this part of the quote :
"An extrinsic norm crucial to comics is the interpretation of a figure reappearing in several panels as one and the same figure shown at different moments in time (usually in chronological order)… Usually it is assumed that the event represented in the second panel happens after the event represented in the first one…"

This constraint is no doubt what led Saraceni to posit a principle of sequential images that weighs "new" versus "given" information across a sequence. It's also a type of constraint placed by Gestalt organization: Continuity.

However, what struck me on this reading of that quote, is that this schema is exactly the sort of thing that people who lack knowledge of the visual grammar (or who have a competing grammar) have trouble with.

For instance, kids below four years old seem to have no ability to make coherent sense of connecting juxtaposed panels — they can recognize the meaningful content of the things in each panel, but they can't seem to connect them as part of a narrative sequence. (They also seem unable to recognize any representations in the images that are predicated on understanding the causation between panels).

A comparable thing happens with the native Australians who use sand narratives. They draw their narratives unfolding in the same space over time, and when presented with juxtaposed panels, think that each panel is a new scene. For them, their own system inhibits this recognition of continuity across panels.

What's also striking is that there are tons of examples where this constraint is not upheld immediately — many (most?) sequences don't feature the same characters over and over in panels. This is one of the reasons that a linear approach to sequential images (like "panel transitions") just can't work.

For example, let's say panel 1 shows person A, then panels 2 through 4 show other things, then you're back to person A at panel 5. You can't just integrate 4 and 5, because you would have had to lose track of person A through 3 panels. Rather, you have to keep them and their actions in mind somehow. Transitions can't capture this relationship.

There has to be a way of upholding this constraint of continuity across longer distances — which thus requires a bigger system than linear sequence alone provides.

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Monday, September 08, 2008

Panels as Attention Units

I stumbled across this article recently about how current theories of perception are similar to what magicians have been exploiting for years. Essentially, the idea is that we can only "see" what our attention is focused on at a given time. They liken it to a "spotlight" which roams around and only let's you take in certain things under its view. Though in the case of vision all the things out of the "spotlight" are still within your visual field. You just don't "see" them.

As I discuss in this video, panels in the visual language used in comics serve to facilitate this same sort of focusing of attention. Most of the time though, panels serve to exclude all relevant information except for the elements that need to be focused on, or at least clearly distinguish what is relevant from irrelevant. This lets panels provide a graphic manifestation of this mental "spotlight," allowing the author to control that attention instead of the reader's wandering eyes (which is one of the reason's I formally call panels "Attention Units").

This ties into the argument for why you don't want to overload a panel with too much stuff, because it becomes too hard to disentangle the attentionally important from unimportant elements. (If you still want to pack info in, inset panels help facilitate this honing of attention).

Even more, when you have too much in several panels sequentially, it becomes too difficult to track all the changes and carry-overs from one panel to another. This is what gives way to things like "parallel cutting." By switching back and forth between two (or more) scenes, you can highlight the individual aspects of each in panels without risking it becoming overlooked for other information or overloading the system. Of course, doing so introduces other processing demands on the visual grammar, but at least your attention is focused exactly on what is intended to be conveyed.

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