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In the words of Robert Downey Jr.’s Iron Man, “Part of the journey is the end.”

Written by Grace deVega
SDSU History Major, 2022

This quote is particularly fitting for this final blog exploring my process in designing the digital exhibit “Sound of Comics” for SDSU’s Center for Comics Studies. Of all of the academic endeavors I have undertaken while at SDSU, this one has felt the most like a journey. There have been multiple paths to tread, obstacles to overcome, and constant support and encouragement along the way. And now I have reached the end: You can access “Sound of Comics” here.

In terms of multiple paths, some of the most significant decisions I have made in the final part of this curation have pertained to paring down the content. I cultivated a substantial number of collection pieces — far more than could be included — after scouring the materials in the library and beyond. The process then became a task of figuring out connection points between the pieces and organizing them into a proper exhibit. Often, I created a visual guide to help me write down all of my ideas and begin building relationships between avenues of content.

Handwritten brainstorming paper that shows how everything was categorized branching off of music as the key concept.

As evidenced by this brainstorm web, I had several different avenues that I wanted to explore with music alone. I also knew that too many subsections would overwhelm my audience with text and images, so I selected specific pieces and paths to pursue, which helped the claims in the exhibit appear more intentional and direct. For instance, one path that I did not pursue outright was the notion of “Dance” in comics, but I still found ways to incorporate the dance-related ideas into some of the collection’s pieces. Each of the exhibit sections received similar treatment, and the end result was three major categories with several smaller subcategories that reinforced the ideas of their parent topics.

With reference to obstacles, most of the barriers that I faced dealt with translating the exhibit into its digital form. As I expected, there was a significant learning curve when first working with WordPress, which is the platform that I selected (having chosen from Omeka, Google Sites, Adobe, and a few other digital exhibit options). I watched several tutorials and made several unsuccessful attempts to figure out the system at the beginning. However, I eventually learned the tools of the platform, as well as figured out how to manipulate those tools to produce the content and design that I desired. Most of this work came through trial-and-error, which was difficult but ultimately rewarding when I was able to see the finished product of each section. In addition, I decided to format the layout of all of the pages before implementing their text and images which proved useful in building my confidence and knowledge of the platform while also ensuring their uniformity. Perhaps most importantly, I was able to overcome these challenges through the support of Dr. Pamella Lach, the Director of the Digital Humanities Center at SDSU. I met with Dr. Lach several times, and she helped me select WordPress as my digital platform, as well as offered advice on best practices throughout the process. Her support was particularly helpful when discussing accessibility with the website and making certain that the exhibit is compatible with screen readers and all other ADA compliances. I am so grateful for her assistance and insight.

To that final point about support, I have been fortunate throughout this entire process to receive advice and encouragement from a variety of sources. Along with the indispensable support of Dr. Lach, several other scholars have offered their perspective in improving my work and helping me examine sound in comics more thoroughly. Over the last month, I have had the privilege to interview several comics scholars, querying their understanding of sound in comics. I interviewed Dr. Barbara Postema, who studies wordless comics, to discuss comics that tell stories when conventional forms of sound are intentionally limited. Dr. Postema explained the role of images, pictographs, and expression lines in replacing alphabetic symbols when figures communicate. For instance, she referenced the dashed dialogue lines in Hawkeye #19, which she labeled “asemic,” or lacking in semantic content, as a key example of this type of wordless sound conveyance. She mentioned the frustration that audiences experience when encountering communication in this form, and I found such insight extremely helpful when creating the “Disability and Sound” section of the exhibit. 

I also had the opportunity to interview Dr. José Alaniz, a comics scholar and professor at University of Washington, Seattle. Our conversation covered a wide array of topics pertaining to sound in comics, and one of my biggest takeaways from Dr. Alaniz  was the ability of sound to both reinforce and distort the reality of the comic. We discussed the “mimetic function” of certain sounds, such as including a pre-existing song within a scene because it establishes the setting in time and in its similarity to the world of the audience.  At the same time, Dr. Alaniz pointed out that depictions sounds are often “toyed with,” as he called them, to underscore the unfamiliarity of the landscape and exacerbate the divide between the world of the comic and the world of the reader. His perspective proved invaluable when I discussed environments in the “Music” and “Sound Effects” sections of the exhibit.

Lastly, this project would have been “dead air” without the guidance and supervision of Librarian Pamela Jackson and Dr. Elizabeth Pollard. Pam Jackson provided me with some of the first comics that I read for the exhibit, and she, along with the rest of the Library’s Special Collections and University Archives team, have been incredibly helpful, thoughtful, and considerate over the course of my research, especially when I spent hours in their archives poring over comics. Similarly, Dr. Pollard always made herself available to answer questions, provide feedback, read over text that I had written, and connect me with people that could support my efforts. I have grown so much as a student, scholar, and fan of comics under her guidance. Lastly, Dr. Pollard and Librarian Jackson have shown genuine enthusiasm for my work throughout the entire process, which has helped me stay motivated and reassured in the steps I had taken, even when I questioned myself.

So, while this may be the end of my journey into sound in comics, I could not be more proud of the work I have done or more appreciative of the people who helped me get there.

Photo of Grave deVega.

Grace deVega (she/her) is a Fourth Year History and Political Science student at San Diego State University. She previously won the President’s Award at the SDSU Student Research Symposium and 1st Place in her Division at the CSU Research Competition for her research into the impacts of the 1986 Philippines People Power Movement on nonviolent revolutions. She has also played clarinet for the past twelve years, including in the SDSU marching and concert bands, which is where her passion for music and aural studies derives.

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“Sourcing the Sounds” – An Origin Story

Written by Grace deVega
SDSU History Major, 2022

All comic heroes need a compelling origin story: Spider-Man with Uncle Ben, Batman with his parents in the alley, or the Teenage Mutant Ninja Turtles with the toxic waste in the sewers. These beginnings shape their characters and lay the foundation for the rest of the series. For exhibits, the beginning stages of curation serve a similar purpose, especially when it comes to sourcing the materials for the collection. These sources serve as both the basis upon which the exhibit will make its argument and the catalyst that compels patrons to interact.

You could say I am on my personal Ninja-Turtle-and-toxic-sewer-waste origin story journey, albeit without the superpowers and affinity for pizza, as I begin to curate materials for my exhibit on depictions of sound in comics. Now that I have completed the bulk of the background research, my main focus has been on sourcing examples from a variety of places. Throughout this process, I have learned how to broaden my approach to sourcing and to tackle topics from multiple, and often new, angles.

If the Teenage Mutant Ninja Turtles’ superhero origins stories revolve around an love for pizza, mine would certainly revolve around music. As someone who has both performed in ensembles for many years and conducted previous research on depictions of music in sequential art, I decided to start the curation process with locating materials for the music category because it was a topic with which I was most familiar. Because this exhibit is being developed in coordination with the Center for Comics Studies, I plan to have nearly all of the materials come from SDSU and, more specifically, the comics in the Special Collections that can be found via the SDSU Library’s ComicsHub. I learned early on that the sheer number and variety of comics that SDSU offers meant that I needed to quickly narrow my field in order to find comics about music. In order to achieve this, I created a list of keywords related to music and then began to search for comics that included those words in their titles and synopses. Such words included “band,” “concert,” “instrument,” “singer,” “piano,” “guitar,” and “drums.” From there, it became a process of reading through the selection for any references to music in their imagery, symbols, content, plotlines, and characters. At the same time, I relied on secondary scholarship, namely peer-reviewed articles, that discussed music for further examples. It was, in a sense, a sort of reverse engineering where I relied on the secondary material to find primary evidence that I could then look for and include in my own research. Both of these types of sourcing were invaluable in helping me curate a variety of comics that feature music in different forms.

I then moved on to explore comics that feature onomatopoeia, or words formed from the sound with which they are associated, such as bang, zap, and pow. Whereas music in comics is often plot or character specific, onomatopoeia and sound effects are found in nearly every comic in some capacity, so it is difficult to search by keywords. As such, I had to adapt my process for setting search parameters. One of the easiest ways to limit the comics was to search by national origin. I hope to analyze onomatopoeia in comics across languages and nationalities in the exhibit, so looking through the foreign-language comics that SDSU possesses was a simple but effective way to both find evidence and narrow down the searches. In terms of English-language comics, I provided the repository with specific time period and publisher parameters so that I could curate a cross-section of what I believed represented the different genres, eras, styles, and artists from the collection. The intention behind this search was to use these comics as starting points for finding trends or patterns of onomatopoeiae that I could then go back and look for in the ComicsHub. For example, based on the various noir-style comics that I pulled in my initial search, I found these types of comics often forgo flashy forms of onomatopoeia for the sake of style. Therefore, if I need further evidence of noir-style onomatopoeia or of subtle uses of sound effects in the future, I can search for them in the repository based on the criteria set by these original noir comics. I am still in process with looking for onomatopoeia, particularly in unusual or novel forms, but breaking down the ComicsHub into manageable pieces has been helpful in setting a baseline for my continued research.

In addition to these efforts in the ComicsHub and Special Collections, I have also ventured into sourcing via other means than traditional database mining. Recently, I crowdsourced my question via Twitter, reaching out to the comics scholars that collaborate on that platform. My tweet received substantial engagement from academics that shared their personal and classroom encounters with onomatopoeia in comics. I was surprised by the level of interaction, as well as the specificity of answers. Additionally, it was fascinating to watch the reach of the tweet expand over the course of several days as it became liked and reposted by scholars across the country and even the globe. 

Beyond diving into the digital sphere, I took a physical venture into new sourcing avenues by touring the Comic-Con Museum in Balboa Park, San Diego. All of my other exhibit tours have been virtual, so the Comic-Con Museum offered a fresh perspective on showcasing comics in museum settings. The museum currently features an exhibition on the history and cultural impacts of Spider-Man and includes several different digital displays and activities. I was particularly intrigued by a sound booth that plays the original Spider-Man song through a set of ear pieces. I found many examples of comics that I hope to explore further, as well as learned new comics organization techniques and ways to integrate interactivity into exhibits.

Grace deVega standing in front of the entrance to the Comic-Con Museum.
My first visit to the Comic-Con Museum in Balboa Park, San Diego.

Throughout this entire research journey, one of the most surprising aspects has been the fact that this type of curation does not follow a linear path. In contrast to what I believed going into the work, there is no fixed set of steps where one article would lead to an example of a specific comic and that comic would then be sourced and added to the collection. Instead, it is an iterative process: a series of backtracking, starting over, and jumping from idea to idea, which creates a long, complicated, and often cyclical flow of scholarly discovery. Exploring this is an exciting path of research just one of the many lessons I have learned and will continue to learn throughout my academic adventure into the aural.

Photo of Grave deVega.

Grace deVega (she/her) is a Fourth Year History and Political Science student at San Diego State University. She previously won the President’s Award at the SDSU Student Research Symposium and 1st Place in her Division at the CSU Research Competition for her research into the impacts of the 1986 Philippines People Power Movement on nonviolent revolutions. She has also played clarinet for the past twelve years, including in the SDSU marching and concert bands, which is where her passion for music and aural studies derives.

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Bang! Pow! Zap!

Written By Grace deVega
SDSU History Major, 2022

For the past several weeks, these expressive onomatopoeic words have flown around in my head with the same velocity and ferocity as they would on any comic book page as I begin to dive into their meanings, impacts, and distinct roles within the voice of a comic. 

This semester, I have been given the tremendous opportunity to intern with Professor Pollard and Librarian Pamela Jackson and contribute to their ongoing efforts in the Center for Comics Studies by studying depictions of sound in comics. In particular, since a significant focus of the Center is social justice, exploring the engagement that individuals with auditory (visual, and other) disabilities may have with sounds in comics was both of interest to me and in alignment with the values and mission of the Center’s Comics and Social Justice “Big Idea.” Likewise, because comics are known as a visual medium, their auditory aspects are often overlooked, so I was intrigued by the interplay between these two senses on the page. This “expressive potential” of pictorial representations of sound to evoke aural and emotional responses and associations from audiences is what American cartoonist Scott McCloud labels as “synaesthetics” (Understanding Comics, p. 123-124). Additionally, as a lifelong musician, the depiction of music in sequential art is particularly fascinating to me. I have also conducted similar studies of depictions of music in the past, so this research felt like a natural progression. 

In terms of showcasing this research, I’ll be creating a digital exhibit that explores the various types of aural depictions in comics, including music, onomatopoeia, and nonverbal sounds. In particular, I hope to incorporate into the exhibit the wide array of the comics, graphic novels, and other forms of sequential media from SDSU’s collection,  as a way of highlighting our collection’s connections to this area of research.

Figure One shows an early draft of this brainstorming and includes many of the preliminary questions into which I have been looking.
My brainstorming board!

My first step in this process has been to create a brainstorming storyboard that contains a running list of the topics and areas that I would need to cover to make this project worthwhile. Figure One shows an early draft of this brainstorming and includes many of the preliminary questions into which I have been looking. As a result of this thinking, I soon realized that there would be three main areas to which I should dedicate my focus: exhibit design, digital exhibit software, and content research. I have relatively less experience with the former two, so I have spent most of my time working on them. 

For exhibit design, one of the most fascinating parts that I have been learning about is exhibit theory. Articles such as “Methodology for Design of Online Exhibitions” by Angeliki Antoniou, George Lepouras, and Costas Vassilakis review the considerations that digital exhibit designers must take as they create their displays, including audience composition, learning models, and level of interactivity. Such research has been foundational to my subsequent studies. In addition, I have learned about exhibit design by looking into several published digital exhibits from various museums and institutions. Places like the Billy Ireland Cartoon Library & Museum in Columbus, Ohio and the Walt Disney Museum in San Francisco, California have been particularly helpful in demonstrating both the necessities and possibilities for a successful exhibit.

Familiarizing myself with digital exhibit software has been the biggest learning curve for me, but also the most rewarding. I have limited experience with website design and coding, so I have been spending a lot of time learning the basics of digital language in order to make a decision about which software I will use. I have also watched tutorials and began experimenting with different platforms, including Adobe XD and Omeka. This type of research has been empowering because, unlike any other project I have undertaken in college so far, the end product will be tangible and shareable in ways that papers or presentations could not equate. 

Cart of comics alongside a table and notepad inside of the Special Collections & University Archives Reading Room.
My research cart of comics is on hold in Special Collections!

Lastly, for my research in depictions of sound in comics, I have learned a tremendous amount and have found many different avenues that I am excited to explore. For instance, I am interested in the role that memory plays in recalling sounds, and how artists rely on those memories to visually represent a sound. This is found in sounds with cultural significance, such as in religious rituals, as well as in music. Aiding my research in this area has been the Special Collections department in the SDSU Love Library, which has provided me with a variety of comics from our archives that I can use for the digital collection. Figure Two features me in special collections with all of the books from the collection that I hope to incorporate!

All of this to say, I am extremely grateful for this opportunity to not only explore a topic for which I have an immense passion and interest, but also strengthen my research, design, communication, and technical skills. I am so excited to continue this work!

Photo of Grave deVega.

Grace deVega (she/her) is a Fourth Year History and Political Science student at San Diego State University. She previously won the President’s Award at the SDSU Student Research Symposium and 1st Place in her Division at the CSU Research Competition for her research into the impacts of the 1986 Philippines People Power Movement on nonviolent revolutions. She has also played clarinet for the past twelve years, including in the SDSU marching and concert bands, which is where her passion for music and aural studies derives.