La bande dessinée saisie par le numérique : formes et enjeux du récit reconfiguré par l'interactivité

Abstract : For a few years now, my digital comic creations have been seeking to “produce meaning with technology” by making “the tools talk.” This thesis aims to raise the question to a wider level by exploring what it means to produce meaning with technology today, in the context of digital comics.If most of what we call digital comics only use digital medium and tools as a way of publishing a comic which has been created in a traditional way, a part of the production actually uses the properties of computers to produce sense and narration.Our working hypothesis is that a comic only becomes ‘digital’ when it involves these properties. It therefore questions the ‘system of comics’, the conventional use of digital tools as well as the notion of narrative. It forces the artist to introduce new methods. Surpassing traditional theories through the digital comic forms forces the theorist to use new concepts. The tool can only ‘talk’ to the reader if they are allowed to try it out themselves. Interface and interactivity are crucial issues; the comic becomes ‘playable’, through ‘read-acting.’ While interact with the piece, the read-actor is in gameplay mode, which in turn has consequences on the narration, which must therefore include these rules. As a matter of fact, the narrative no longer relies on the mechanism of the narration. It displays all its materiality to the read-actor and so relies largely on mechanisms of a poetical nature.
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Anthony Rageul. La bande dessinée saisie par le numérique : formes et enjeux du récit reconfiguré par l'interactivité. Art et histoire de l'art. Université Rennes 2, 2014. Français. ⟨NNT : 2014REN20024⟩. ⟨tel-01127320⟩

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