Showing posts with label Visual. Show all posts
Showing posts with label Visual. Show all posts

Tuesday, October 14, 2014

The Importance of Imagination

Is it possible to exclude the artist’s interpretation when viewing comics? Even if it is possible, does this defeat the point of using visual representation for a story? The visual medium utilized by comics’ forces the artist’s perception of the story into the mind of viewer. Imagination is a critical component of our conceptualization of these stories. The way in which an individual visualizes the structure of a story is a personal means of understanding. For example, how one constructs the characters, their expressions, their dress, and even their mannerisms is a tool that is used for the individual to personally relate to the story. Our own imagination acts as a conduit of relatability. However, this tool is taken away by the visual nature of comics. Instead of our own method of relation, the artist’s perception is forced upon us. A barrier is breached by comics in a way that written or spoken stories do not do.


        The Genesis story told by R. Crumb and the manga version demonstrate the different approaches an artist can take. R. Crumb’s drawings are more realistic than the manga story. The anatomically realistic pictures in association with Crumb’s biblical terminology establishes his story as more educational than entertaining. His straightforward approach establishes Adam and Eve as seemingly empty vessels. They do not have the personality that is evident in the depictions of Adam and Eve in the manga version. The manga story uses vibrant expressions and more modernized speech as such providing Adam and Eve with a little more personality. Thus, exhibiting how an artist’s perception is apparent in their drawings and how such opinions can intrude upon the viewer’s own imagination. Furthermore, how does the individual maintain his or her sense of self when reading comics?  

Thursday, October 2, 2014

The Visualization of Myth

How are myths visual? Originally, myths existed only as verbal stories as they were passed down from the older generations to the new ones. With myths arrived the art of storytelling, since the myths were often stretched and enlarged according to the person that was telling them. The history of myth is thus intrinsically related to the history of human creativity and imagination. As soon as the first paintings appeared, myths started operating not just as verbal, but also as visual mediums. In today’s world, film acts as the perfect medium for the visualization of myths. It offers the perfect environment for creativity, mashup and preservation of myths. Film is also an extension of storytelling, it has the power to create identities and portray myths that construct sacred worlds. 
As Laderman writes, “films provide myths that frame and make sense of basic, universal dilemmas faced by finite, mortal humans and serve as touchstones for making sense in a cruel, painful world full of suffering, injustice and chaos” (p.9). Films, just like myths, tell us where we come from and how should we act. Their messages can be thought of as religious since they teach about order, meaning, purpose, and identity. For instance, E.T: the Extraterrestrial (1982) teaches us about the value of friendship, Into the Wild (2007) about finding happiness etc. Nonetheless, films borrow directly from existing hero, creation, journey and other myths and present them from a different perspective, in instances like The Godfather (1972)- the succession myth, Forrest Gump (1994)- journey myth and The Matrix (1999)-hero myth. Unlike a verbal story, the visual representation of a particular myth through a film cannot be changed as it stays consistent every time it gets “retold” (re-screened). At the same time, different films may portray the same myth in a different way. Film is thus a visual representation of space and time that helps preserve the sacred worlds created by myths.