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The visual magic of comics

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    Of the five senses, vision is the one
    that I appreciate the most,
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    and it's the one that I can
    least take for granted.
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    I think this is partially due
    to my father, who was blind.
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    It was a fact that he didn't make
    much of a fuss about, usually.
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    One time in Nova Scotia, when we went
    to see a total eclipse of the sun --
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    (Laughter)
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    Yeah, same one as in the Carly Simon song,
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    which may or may not refer
    to James Taylor, Warren Beatty
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    or Mick Jagger; we're not really sure.
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    They handed out these dark plastic viewers
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    that allowed us to look
    directly at the sun
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    without damaging our eyes.
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    But Dad got really scared;
    he didn't want us doing that.
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    He wanted us instead to use
    these cheap cardboard viewers,
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    so that there was no chance at all
    that our eyes would be damaged.
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    I thought this was
    a little strange at the time.
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    What I didn't know at the time
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    was that my father had actually
    been born with perfect eyesight.
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    When he and his sister Martha
    were just very little,
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    their mom took them out
    to see a total eclipse --
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    or actually, a solar eclipse --
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    and not long after that, both of them
    started losing their eyesight.
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    Decades later, it turned out
    that the source of their blindness
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    was most likely some sort
    of bacterial infection.
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    As near as we can tell,
    it had nothing whatsoever to do
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    with that solar eclipse,
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    but by then my grandmother
    had already gone to her grave
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    thinking it was her fault.
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    So, Dad graduated Harvard in 1946,
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    married my mom,
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    and bought a house
    in Lexington, Massachusetts,
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    where the first shots were fired
    against the British in 1775,
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    although we didn't actually hit
    any of them until Concord.
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    He got a job working for Raytheon
    designing guidance systems,
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    which was part of the Route 128
    high-tech axis in those days --
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    so, the equivalent
    of Silicon Valley in the '70s.
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    Dad wasn't a real
    militaristic kind of guy;
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    he just felt bad that he wasn't able
    to fight in World War II
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    on account of his handicap,
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    although they did let him get through
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    the several-hour-long army physical exam
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    before they got to the very last test,
    which was for vision.
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    (Laughter)
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    So Dad started racking
    up all of these patents
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    and gaining a reputation as a blind
    genius, rocket scientist, inventor.
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    But to us he was just Dad,
    and our home life was pretty normal.
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    As a kid, I watched a lot of television
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    and had lots of nerdy hobbies
    like mineralogy and microbiology
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    and the space program
    and a little bit of politics.
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    I played a lot of chess.
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    But at the age of 14, a friend
    got me interested in comic books,
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    and I decided that was
    what I wanted to do for a living.
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    So, here's my dad:
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    he's a scientist, he's an engineer
    and he's a military contractor.
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    So, he has four kids, right?
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    One grows up to become
    a computer scientist,
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    one grows up to join the Navy,
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    one grows up to become an engineer ...
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    And then there's me:
    the comic book artist.
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    (Laughter)
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    Which, incidentally, makes me
    the opposite of Dean Kamen,
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    because I'm a comic book artist,
    son of an inventor,
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    and he's an inventor,
    son of a comic book artist.
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    (Laughter)
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    Right? It's true.
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    (Applause)
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    The funny thing is,
    Dad had a lot of faith in me.
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    He had faith in my abilities
    as a cartoonist,
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    even though he had no direct evidence
    that I was any good whatsoever;
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    everything he saw was just a blur.
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    Now, this gives a real meaning
    to the term "blind faith,"
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    which doesn't have the same
    negative connotation for me
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    that it does for other people.
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    Now, faith in things which cannot
    be seen, which cannot be proved,
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    is not the sort of faith that I've ever
    really related to all that much.
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    I tend to like science,
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    where what we see and can ascertain
    are the foundation of what we know.
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    But there's a middle ground, too --
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    a middle ground tread by people
    like poor old Charles Babbage
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    and his steam-driven computers
    that were never built.
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    Nobody really understood
    what it was that he had in mind
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    except for Ada Lovelace,
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    and he went to his grave
    trying to pursue that dream.
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    Vannevar Bush with his memex --
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    this idea of all of human
    knowledge at your fingertips --
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    he had this vision.
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    And I think a lot of people in his day
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    probably thought he was a bit of a kook.
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    And, yeah, we can look back
    in retrospect and say,
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    "Yeah, ha-ha, it's all microfilm --
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    (Laughter)
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    But that's not the point;
    he understood the shape of the future.
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    So did J.C.R. Licklider and his notions
    for computer-human interaction.
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    Same thing: he understood
    the shape of the future,
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    even though it was something
    that would only be implemented
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    by people much later.
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    Or Paul Baran, and his vision
    for packet switching.
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    Hardly anybody listened to him in his day.
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    Or even the people
    who actually pulled it off,
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    the people at Bolt, Beranek
    and Newman in Boston,
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    who just would sketch out these structures
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    of what would eventually
    become a worldwide network,
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    and sketching things on the back
    of napkins and on note papers
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    and arguing over dinner
    at Howard Johnson's --
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    on Route 128 in Lexington, Massachusetts,
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    just two miles from where I was studying
    the Queen's Gambit Deferred
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    and listening to Gladys Knight & The Pips
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    singing "Midnight Train to Georgia" --
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    (Laughter)
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    in my dad's big easy chair, you know?
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    So, three types of vision, right?
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    Vision based on what one cannot see,
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    the vision of that unseen and unknowable.
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    The vision of that which has already
    been proven or can be ascertained.
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    And this third kind, a vision of something
    which can be, which may be,
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    based on knowledge
    but is, as yet, unproven.
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    Now, we've seen a lot
    of examples of people
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    who are pursuing
    that sort of vision in science,
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    but I think it's also true
    in the arts, it's true in politics,
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    it's even true in personal endeavors.
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    What it comes down to, really,
    is four basic principles:
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    learn from everyone;
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    follow no one;
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    watch for patterns;
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    and work like hell.
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    I think these are the four principles
    that go into this.
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    And it's that third one, especially,
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    where visions of the future
    begin to manifest themselves.
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    What's interesting is that this particular
    way of looking at the world,
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    is, I think, only one
    of four different ways
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    that manifest themselves
    in different fields of endeavor.
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    In comics, I know that it results
    in sort of a formalist attitude
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    towards trying to understand how it works.
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    Then there's another,
    more classical attitude
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    which embraces beauty and craft;
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    another one which believes
    in the pure transparency of content;
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    and then another, which emphasizes
    the authenticity of human experience
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    and honesty and rawness.
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    These are four very different ways
    of looking at the world.
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    I even gave them names:
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    the classicist, the animist,
    the formalist and iconoclast.
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    Interestingly, they seem
    to correspond more or less
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    to Jung's four subdivisions
    of human thought.
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    And they reflect a dichotomy
    of art and delight
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    on left and the right;
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    tradition and revolution
    on the top and the bottom.
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    And if you go on the diagonal,
    you get content and form,
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    and then beauty and truth.
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    And it probably applies just as much
    to music and movies and fine art,
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    which has nothing whatsoever
    to do with vision at all,
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    or, for that matter, nothing to do
    with our conference theme
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    of "Inspired by Nature,"
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    except to the extent
    of the fable of the frog
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    who gives a ride to the scorpion
    on his back to get across the river
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    because the scorpion
    promises not to sting him,
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    but the scorpion stings him anyway
    and they both die,
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    but not before the frog asks
    him why, and the scorpion says,
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    "Because it's my nature."
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    In that sense, yes.
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    (Laughter)
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    So this was my nature.
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    The thing was, I saw that the route I took
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    to discovering this focus in my work
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    and who I was --
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    I saw it as just this road to discovery.
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    Actually, it was just me
    embracing my nature,
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    which means that I didn't actually fall
    that far from the tree, after all.
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    So what does a "scientific mind"
    do in the arts?
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    I started making comics, but I also
    started trying to understand them,
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    almost immediately.
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    One of the most important things
    about comics that I discovered
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    was that comics are a visual medium,
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    but they try to embrace
    all of the senses within it.
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    So, the different elements
    of comics, like pictures and words,
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    and the different symbols
    and everything in between
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    that comics presents,
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    are all funneled through
    the single conduit, a vision.
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    So we have things like resemblance,
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    where something which resembles
    the physical world can be abstracted
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    in a couple of different directions:
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    abstracted from resemblance,
    but still retaining the complete meaning,
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    or abstracted away
    from both resemblance and meaning
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    towards the picture plane.
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    Put all these three together,
    and you have a nice little map
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    of the entire boundary
    of visual iconography,
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    which comics can embrace.
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    And if you move to the right
    you also get language,
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    because that's abstracting
    even further from resemblance,
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    but still maintaining meaning.
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    Vision is called upon to represent sound
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    and to understand
    the common properties of those two
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    and their common heritage as well;
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    also, to try to represent
    the texture of sound
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    to capture its essential
    character through visuals.
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    There's also a balance between the visible
    and the invisible in comics.
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    Comics is a kind of call and response,
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    in which the artist gives you something
    to see within the panels,
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    and then gives you something
    to imagine between the panels.
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    Also, another sense
    which comics' vision represents,
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    and that's time.
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    Sequence is a very important
    aspect of comics.
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    Comics presents a kind of temporal map.
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    And this temporal map was something
    that energizes modern comics,
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    but I was wondering
    if perhaps it also energizes
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    other sorts of forms,
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    and I found some in history.
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    You can see this same principle operating
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    in these ancient versions
    of the same idea.
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    What's happening is,
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    an art form is colliding
    with a given technology,
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    whether it's paint on stone,
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    like the Tomb of Menna the Scribe
    in ancient Egypt,
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    or a bas-relief sculpture
    rising up a stone column,
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    or a 200-foot-long embroidery,
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    or painted deerskin and tree bark
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    running across 88 accordion-folded pages.
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    What's interesting is,
    once you hit "print" --
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    and this is from 1450, by the way --
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    all of the artifacts of modern comics
    start to present themselves:
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    rectilinear panel arrangements,
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    simple line drawings without tone,
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    and a left-to-right reading sequence.
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    And within 100 years, you already start
    to see word balloons and captions,
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    and it's really just a hop, skip
    and a jump from here to here.
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    So I wrote a book about this in '93,
    but as I was finishing the book,
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    I had to do a little bit of typesetting,
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    and I was tired of going
    to my local copy shop to do it,
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    so I bought a computer.
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    And it was just a little thing --
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    it wasn't good for much
    except text entry --
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    but my father had told me
    about Moore's law back in the '70s,
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    and I knew what was coming.
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    And so, I kept my eyes peeled
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    to see if the sort
    of changes that happened
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    when we went from pre-print
    comics to print comics
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    would happen when we went beyond,
    to post-print comics.
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    So, one of the first things proposed
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    was that we could mix
    the visuals of comics
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    with the sound, motion
    and interactivity of the CD-ROMs
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    being made in those days.
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    This was even before the Web.
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    And one of the first things they did was,
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    they tried to take the comics page as is
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    and transplant it to monitors,
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    which was a classic McLuhanesque mistake
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    of appropriating the shape
    of the previous technology
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    as the content of the new technology.
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    And so, what they would do
    is have these comic pages
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    that resemble print comics pages,
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    and they would introduce
    all this sound and motion.
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    The problem was that if you go
    with this basic idea
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    that space equals time in comics,
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    what happens is that
    when you introduce sound and motion,
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    which are temporal phenomena
    that can only be represented through time,
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    they break with that continuity
    of presentation.
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    Interactivity was another thing.
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    There were hypertext comics,
    but the thing about hypertext
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    is that everything in hypertext
    is either here, not here,
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    or connected to here;
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    it's profoundly nonspatial.
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    The distance from Abraham Lincoln
    to a Lincoln penny
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    to Penny Marshall to the Marshall Plan
    to "Plan 9" to nine lives:
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    it's all the same.
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    (Laughter)
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    But in comics,
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    every aspect of the work,
    every element of the work,
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    has a spatial relationship
    to every other element at all times.
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    So the question was:
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    Was there any way to preserve
    that spatial relationship
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    while still taking advantage
    of all of the things
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    that digital had to offer us?
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    And I found my personal answer for this
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    in those ancient comics
    that I was showing you.
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    Each of them has a single
    unbroken reading line,
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    whether it's going zigzag across the walls
    or spiraling up a column
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    or just straight left to right,
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    or even going in a backwards zigzag
    across those 88 accordion-folded pages,
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    the same thing is happening;
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    that is, that the basic idea
    that as you move through space
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    you move through time,
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    is being carried out
    without any compromise,
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    but there were compromises when print hit.
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    Adjacent spaces were no longer
    adjacent moments,
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    so the basic idea of comics
    was being broken again and again
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    and again and again.
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    And I thought, OK, well, if that's true,
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    is there any way,
    when we go beyond today's print,
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    to somehow bring that back?
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    Now, the monitor is just as limited
    as the page, technically, right?
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    It's a different shape,
    but other than that,
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    it's the same basic limitation.
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    But that's only if you look
    at the monitor as a page,
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    but not if you look
    at the monitor as a window.
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    And that's what I propose,
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    that perhaps we could create
    these comics on an infinite canvas,
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    along the X axis and the Y axis
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    and staircases.
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    We could do circular narratives
    that were literally circular.
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    We could do a turn in a story
    that was literally a turn.
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    Parallel narratives
    could be literally parallel.
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    X, Y and also Z.
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    So I had all these notions.
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    This was back in the late '90s,
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    and other people in my business
    thought I was pretty crazy,
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    but a lot of people then went on
    and actually did it.
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    I'm going to show you a couple now.
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    This was an early collage comic
    by a fellow named Jasen Lex.
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    And notice what's going on here.
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    What I'm searching for
    is a durable mutation --
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    that's what all of us are searching for.
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    As media head into this new era,
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    we are looking for mutations
    that are durable,
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    that have some sort of staying power.
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    Now, we're taking this basic idea
    of presenting comics in a visual medium,
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    and we're carrying it through all the way
    from beginning to end.
  • 13:53 - 13:56
    That's that entire comic you just saw,
    up on the screen right now.
  • 13:56 - 13:59
    But even though we're only experiencing it
    one piece at a time,
  • 13:59 - 14:02
    that's just where
    the technology is right now.
  • 14:02 - 14:03
    As the technology evolves,
  • 14:03 - 14:06
    as you get full immersive
    displays and whatnot,
  • 14:06 - 14:09
    this sort of thing
    will only grow; it will adapt.
  • 14:09 - 14:15
    It will adapt to its environment;
    it's a durable mutation.
  • 14:15 - 14:16
    Here's another one.
  • 14:16 - 14:18
    This is by Drew Weing; this is called
  • 14:18 - 14:21
    "'Pup' Ponders the Heat Death
    of the Universe."
  • 14:46 - 14:48
    See what's going on here
  • 14:49 - 14:52
    as we draw these stories
    on an infinite canvas
  • 14:54 - 14:59
    is you're creating a more pure expression
    of what this medium is all about.
  • 15:04 - 15:06
    We'll go by this a little quickly.
    You get the idea.
  • 15:06 - 15:08
    I just want to get to the last panel.
  • 15:14 - 15:17
    [Cat 1: Pup! Earth to Pup!
    Cat 2: Come play baseball with us!]
  • 15:17 - 15:18
    (Laughter)
  • 15:18 - 15:20
    [Pup: Did either of you realize
  • 15:20 - 15:23
    that eventually the universe
    will be nothing but a thin, cold gas
  • 15:23 - 15:25
    spread across infinite, lonely space?]
  • 15:25 - 15:28
    [Cat 1: Oh ...
    Cat 2: We'd better hurry, then!]
  • 15:28 - 15:30
    (Laughter)
  • 15:32 - 15:33
    Just one more.
  • 15:35 - 15:37
    Talk about your infinite canvas.
  • 15:37 - 15:40
    It's by a guy named
    Daniel Merlin Goodbrey, in Britain.
  • 15:40 - 15:42
    Why is this important?
  • 15:43 - 15:45
    I think this is important because media --
  • 15:46 - 15:48
    all media --
  • 15:48 - 15:50
    provide us a window back into our world.
  • 15:51 - 15:55
    Now, it could be that motion pictures
    and eventually, virtual reality,
  • 15:55 - 15:58
    or something equivalent to it,
    some sort of immersive display,
  • 15:58 - 16:02
    is going to provide us
    with our most efficient escape
  • 16:02 - 16:04
    from the world that we're in.
  • 16:04 - 16:06
    That's why most people turn
    to storytelling, to escape.
  • 16:07 - 16:13
    But media provides us with a window
    back into the world we live in.
  • 16:13 - 16:16
    And when media evolve
  • 16:16 - 16:21
    so that the identity of the media
    becomes increasingly unique --
  • 16:21 - 16:25
    because what you're looking at
    is comics cubed,
  • 16:25 - 16:27
    you're looking at comics
    that are more comics-like
  • 16:27 - 16:29
    than they've ever been before --
  • 16:29 - 16:31
    when that happens, you provide
    people with multiple ways
  • 16:31 - 16:35
    of reentering the world
    through different windows.
  • 16:35 - 16:39
    And when you do that, it allows them
    to triangulate the world they live in
  • 16:39 - 16:41
    and see its shape.
  • 16:41 - 16:42
    That's why I think this is important.
  • 16:42 - 16:44
    One of many reasons,
    but I've got to go now.
  • 16:44 - 16:46
    Thank you for having me.
Title:
The visual magic of comics
Speaker:
Scott McCloud
Description:

In this unmissable look at the magic of comics, Scott McCloud bends the presentation format into a cartoon-like experience, where colorful diversions whiz through childhood fascinations and imagined futures that our eyes can hear and touch.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
16:45
Krystian Aparta commented on English subtitles for The visual magic of comics Mar 1, 2017, 5:20 PM
Krystian Aparta edited English subtitles for The visual magic of comics Mar 1, 2017, 5:17 PM
Krystian Aparta edited English subtitles for The visual magic of comics Mar 1, 2017, 5:14 PM
Giang Hoang commented on English subtitles for The visual magic of comics Mar 12, 2016, 10:39 AM
TED edited English subtitles for The visual magic of comics Jul 31, 2013, 2:24 PM
TED added a translation Dec 2, 2011, 11:57 PM
  • The transcript (English sub) many times appears before the sound. It is uncomfortable and creates a deja vu feeling when the subtitle appears before the speaker even speak the words.

    How do I edit this?

    Mar 12, 2016, 10:39 AM
  • The English transcript was updated on 3/1/2017. At 09:27, "the Tomb of the Scribe in ancient Egypt" was changed to "Tomb of Menna the Scribe in ancient Egypt." On-screen text was transcribed between 15:14 and 15:25.

    Mar 1, 2017, 5:20 PM

English subtitles

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