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EN
Comic books and graphic novels are a significant part of today’s culture. Popularity of blockbuster movies about superheroes such as "Iron Man" or "The Dark Knight" clearly indicates that stories created for the comic medium can captivate large audiences. Unfortunately, such stories are often considered to be lacking in substance and are often perceived as a very simple form of entertainment. The aim of this article is to briefly show how comic books and graphic novels developed throughout history. While observing how this form evolved, it is much easier to notice that this medium can actually be used to tackle serious subject matter and, contrary to popular belief, even superhero stories can have a significant level of depth.
EN
A piece of work that requires the interplay of at least two different codes, e.g. written text and elements of design, is a multimodal text (Serafini 2011, 342). These include short or feature films, video games and comic books. The focus of this paper is comics, the non-interactive texts that, nevertheless, need a reader to be vivified (McCloud 1994, 36-37); a flexible platform for new ways of expression which often provides formidable challenges upon translation.Comic books, often referred to as graphic novels, have become a respected literary form often compared to novels rather than pulp fiction which they used to be classified as. Their growing cultural relevance and increasing recognition shift the gravity of choices made by translators working with these texts. Comics often take on much-debated themes, such as gender, feminism or postcolonial issues; that adds to the importance of comics in a current pop-cultural discourse.Nonetheless, the most unique aspect of these texts is their form, which incorporates static visual images organised “in deliberate sequence” (ibid., 7-9) and text. Even though there are instances of comics with no text, it usually is present; without the imagery, however, it makes little or no sense and vice versa. Moreover, the connection between text and image as well as between the images themselves may be intricate and multilayered, making it even more challenging for translators to tackle.Drawing on examples from classics such as Maus, V for Vendetta, Peanuts and the Asterix series, this paper expands on the aforementioned translation issues and underlines the cultural significance of comic books and graphic novels.
Glottodidactica
|
2014
|
vol. 41
|
issue 2
75-85
DE
This essay examines how comics and graphic novels can be used in multicultural German-language-lessons. It demonstrates the correlation between visual literacy and reading comprehension and shows different methods – analytical, productive and creative. Furthermore it focuses on the language of comics and on their semiotic diversity.
EN
The article presents an analysis of two neo-Victorian Londons: that of Peter Ackroyd in the novel Dan Leno and the Limehouse Golem and that of Alan Moore and Eddie Campbell in the graphic novel From Hell. Particular attention has been given to the representation of the city in terms of the most characteristic elements of London and its mode of portrayal in each work. The article also presents how the British capital is personified or at least treated as a driving force behind human actions, as well as the subjectification of the city and its functioning as a text. Finally, the article focuses on the superposition of the late 19th and late 20th centuries, i.e. the times of action and writing of both works, and how relevant these texts are at the present time.
PL
Artykuł zawiera analizę dwóch wizji neowiktoriańskiego Londynu: Petera Ackroyda w powieści pt. Golem z Limehouse oraz Alana Moora i Eddiego Campbella w powieści graficznej pt. Prosto z piekła. Szczególną uwagę poświęcono sposobom przedstawienia angielskiej stolicy i jej najbardziej charakterystycznych elementów. Ponadto, artykuł traktuje o uosobieniu miasta bądź jego traktowaniu jako siły napędowej ludzkich czynów, a także subiektywizacji miasta i traktowaniu go jako tekstu. Zwrócono również uwagę na superpozycję późnego wieku XIX z późnym wiekiem XX, tj. czasu akcji obu tekstów i czasu, w którym powstały, co stanowi punkt wyjścia do refleksji nad ich znaczeniem w drugiej dekadzie XXI wieku.
EN
The paper presents an analysis of three texts pertaining to the H.P. Lovecraft mythos: two stories from the end of the nineteenth century which inspired Lovecraft (Ambrose Bierce’s “An Inhabitant of Carcosa” and Robert W. Chambers’ “The Repairer of Reputations”) and a graphic novel inspired by the author from Providence, Rhode Island, his works and his inspirations (Alan Moore’s and Jacen Burrows’ Providence). Through analysis of the texts (and images) and setting them both against each other and against critical approaches, the paper demonstrates the differences in the portrayal of alternative worlds as elements of (possibly skewed) perception rather than an objective external reality. The case study serves as the basis for demonstrating what the analyzed texts imply to be the social and practical implications of changes, partly resulting from the reception of literature, in subjective perception.
PL
Artykuł służy analizie trzech tekstów istotnych z punktu widzenia mitologii opartej na twórczości H.P. Lovecrafta: dwóch opowiadań z końca dziewiętnastego wieku, którymi Lovecraft się inspirował („Mieszkańca Carcosy” Ambrose’a Bierce’a i „Naprawiacza reputacji” Roberta W. Chambersa) oraz powieści graficznej zainspirowanej przez autora pochodzącego z Providence w stanie Rhode Island, jego twórczość i jego inspiracje (Providence Alana Moore’a i Jacena Burrowsa). Poprzez analizę tekstów i obrazów oraz zestawienie ich ze sobą i podejściami krytycznymi, artykuł wykazuje różnice w reprezentacji światów alternatywnych jako elementów (potencjalnie wypaczonego) postrzegania, a nie obiektywnej rzeczywistości. Studium przypadku służy jako podstawa do wykazania, jakie wynika z analizowanych tekstów praktyczne i społeczne znaczenie zmian w subiektywnym postrzeganiu świata, częściowo będących skutkiem odbioru tekstów literackich.
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