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Com 340: Television Criticism Semiotics Lecture Part II |
Updated: 04/16/2002
Herbert Zettle, has written one of the key books in the area of media aesthetics (2000) According to him, media aesthetics differs from traditional aesthetics in three major ways:
1. Media aesthetics are concerned with more than just art philosophy and beauty. Media aesthetics are concerned with a number of aesthetic components which make up the text, including light, space, time-motion, sound and how we react to all of those.
2. Television and film are the essential elements of this type of media communication, although computer and video gaming certainly share some of the components.
3. Media aesthetics are concerned with how all of these things fit together, not just how they stand alone. It's important to look at what they mean as a result of how they all work together.
In the next part of this lecture we'll look at specific conventional representational codes and how they are used to create meaning:
Mise-en-scene, refers to all of the objects that appear on the stage or set. May include costume design, lighting, and even actor movement. We'll look at each of these individually.
Set Design: This involves all of the settings which appear in the text
The person responsible is the set or scenic designer. The director and producer approve of all those decisions, and the designer works very closely with them, interpreting the script in the objects which will be placed on the set or in the locale.
Note that some sets are in studio, but others are on location. Obviously the scenic designer can't re-do New York City for NYPD Blue , but he or she may select the location in which a particular scene will be shot.
Butler discusses the differences between narrative and non-narrative studio set design. Be sure you read that chapter carefully, and note those differences. Here, we will focus primarily on narrative set design...
Television and films sets should be iconographic. (Remember what an icon is? -- A sign that looks like what it means....) Therefore, the sets in which characters reside or spend time should tell us something about them. We've discussed the significance of personal and private space in character development and dossier creation, so you should have a pretty good idea of what we're discussing here. Consider some specific examples:
Captain Jonathan Archer's quarters aboard the Enterprise
The living room or kitchen in Everybody Loves Raymond
The magazine office in Just Shoot Me
The E.R. in E.R.
Studio sets
are usually shallow, rectangular and wider than they are deep.
The "fourth" wall is represented by the audience or the camera.
Doors are on the sides so entrances and exits can be done without getting in the way of cameras or characters
they must be economic
from a financial perspective
from a blocking (characters and cameras) perspective
live for tape productions will usually have two rows of sets in a studio, with one half of them facing the other half
three-camera productions with a studio audience will have one row of sets with the audience positioned behind the cameras
Know the following terms:
actualities
exteriors
interiors
Costumes:
We have already spent considerable time discussing costumes, but these two employ all of the semiotic codes and are iconographic. Consider the following examples:
From Cheers: contrast Carla, Rebecca and Lillith
Lighting:
Be sure you understand the following terms from your text:
under-lighting
backlighting
3-point lighting
fill
key
back light
filters,
gels
High Key lighting: Set is evenly lit: indicates normalcy, stability
Low Key Lighting: darker, more contrast, fast fall-off: indicates criminality, doubt, indecisions, instability
Diffusion:
soft: vulnerability, femininity, delicacy, airy, free, dreamlike; generally draws more emotional involvement
hard: harsh, strength, masculine, real-life, villainy, deception
Actor Movement:
We have already discussed the direction of movement and how that can effect meaning and tone. But Butler spends some space discussing specific blocking terms and methods. Know the following:
shallow space blocking: in camera range in studio set, flat plane parallel to camera
deep space blocking: on z axis, creates depth
deep focus: here focus changes along placement on z axis; may focus on character deep on the z axis in the set
Sound:
Sound in a media text involves
speech
music
sound effects
We have discussed the significance of dialogue, but you should also know some of the following terms from your text:
narration
voice-over
dubbed
ADR (automatic dialogue replacement) or Looping
lip sync
ambient sound
foley artists
sweetening
cross-fade
segue
fade in/out
loudness
pitch
timbre
Purposes of sound in Television
1. get audience's attention
2. help viewers understand what they're seeing on the screen
3. maintaining the continuity or "flow" of the program
4. helping people understand what's going on in the scene and keeping it all together, unified
Remember that sound and image can function together in several ways to create meaning in a text:
sound and image can support each other : music and sound create the mood of love scene;; the "swish" in the TOS opening
they can contrast with each other or contradict each other : If we see a benevolent appearing character, but the music is low and ominous...we know all is not as it appears and we have a sense of foreboding.
one can emphasize the other: The sound effects and music in an action scene intensify the drama and jeopardy.
Butler makes some very good observations about sound in his book:
Sound allows us to understand time and space. Is the sound on-mike or off-mike? Behind and obstruction? We determine where objects are based on how they sound. In an earlier edition of his book Writing for Radio and Television, Robert Hillard wrote that "sound effects should be used only when necessary and only in relation to the psychological conditions which determine the orientation of the listener." That means the sound person has to put him or herself into the place of the viewer and figure out what the viewer would expect to hear from that physical position in time and space. This is an important concept, so be sure you understand it.
Sound can be
earlier than the image
with the image
after the image
Sometimes sound can lead an edit --and provide continuity in the process....We hear the new scene before we see it.
Diegetic sound: that which would occur naturally in the story
Objective diegetic sound: part of the natural, external world of the story
Subjective diegetic sound: what would be heard in the character's head...as with a voice over that tells us what the character is thinking at a particular time, or the "captain's log, Star date....."
Non-diegetic sound: Mood-originating sound that may not originate naturally in the situation. Heard by viewers but not by the characters. (The stinger! -- The sharp chords that viewers hear after the line, "John, the baby isn't yours..."
Camera Work and Style:
Butler makes the point that the camera fundamentally changes what it records:
It turns three dimensions into two
The colors of nature become what video or film can handle
Real size or space becomes what the camera can show.....
Be sure you know the following terms:
videographer
cinematographer
camera operator
focal point
focal plane
types of lenses
zoom
depth of field
focus
deep focus is hard to pull off for television because those characters in the distance are going to be very tiny
more like human perception
preserves the continuity of space ( keeps characters and audiences connected)
Be sure to refer to your text book for discussions of particular shots : Know what FS, MS, TS, CU , EXCU, LS, XLS, etc. mean.
The moving camera has specific functions:
establish space, area
specifies the relationship between objects and actors
follows action
emphasizes or de-emphasizes particular areas or objects in the scene
Know camera movement terms: pan, zoom, tilt, truck, track, crane, pedestal
Hand-held camera : provides documentary feel, realism, provides subjective perspective
Steadi-cam: provides tighter shots, quicker movement as well as any or all of the same things provided by the hand-held camera. Used where dolly tracks can't go. Used effectively in E.R.
Additional Terms you need to know :
aspect ratio
pan and scan
masking
film stock
grain
emulsion
super 8, 16, 35 mm.
film format
HDTV
square pixels
CRT
pixel
NTSC
DV
Chroma
Subtractive color
SGI
Chroma Key
Robert Hilliard, in an early edition of his book, Writing for Radio and Television, wrote that the camera controlled three areas of audience attention. These are very important. Be sure you think about them as you watch...
1. The AMOUNT of the subject the audience can see
2. The DISTANCE between the audience and the subject of the shot
3. The ANGLE at which the audience sees the subject.
He also described the use of the camera as a "moving and adjustable proscenium through which the attention of the audience is directed just as the writer and director wish."
Let's look at how the camera influences meaning:
1. ANGLE AND FOCUS:
A. Horizontal Plane: This is the shot in which the camera is aimed at a level angle at the subject. This is the type of shot used in everything from ECUs to Full Shots and Long Shots.
The viewer can never see the whole picture in focus at the same time
Therefore, direction from which the camera shoots becomes very important (as mentioned above)
Good direction (as in what the director does) is very important. -- It is up to the director to make sure that the viewer gets to see what he or she wants, needs, or expects to see.
A camera shot on the horizontal plane indicates
an equality between the viewer and the subject
parity or equality between the characters if reaction or over-the-shoulder shots are used or if subjective perspective is employed
stability
weakness, if the camera is shot from the floor, etc.
B. Vertical Plane: Here the angle of the camera starts at a low point, shooting up at the subject
This shot signifies power or authority on the part of the subject
Most news casts are shot from an angle about 7" below eyelevel to give the anchor credibility and authority and it makes them appear more dramatic. This slight angle is almost imperceptible to the untrained eye, and that's important because PEER acceptance is important in established both authority and report in the local newscast.
The more intense the angle of the shot, the more power is suggested; (Think of the way you felt as a child looking up at your parents..)
C. Focus: How clear are the representations in the shot? The degree of clarity or diffusion makes a big difference in what the shot means to the audience.
In general, women are shot with a a softer focus, men are shot with sharper focus
This is to make women look "softer" but it also minimizes lines and wrinkles and enhances the woman's attractiveness.
Villains are shot with most sharp focus. Why? Because sharp focus enhances those lines and angles that represent villainy.
PLANES, ANGLES and FOCUS all give the viewer a degree of satisfaction because the viewer is led to believe he has a lot of insight or omniscience into what is going on. In many cases, the viewer may know more than the characters appear to know in the story. That gives the audience power, and that is generally satisfying, attractive, and pleasurable for the viewer.
II. DISTANCE or camera/character placement: The question here is whether the viewer is IN the action or separated from it. Directors determine the point of view that will be presented. There are three key points of view:
Reportorial: Refers to a situation in which the character is addressing the audience, as in a newscast or commercial.
Objective: Here the viewer is an unknown observer to the characters. They don't acknowledge the viewers' presence or the fact that viewers may be watching. Most TV shows and films use this perspective.
Subjective: Place the viewing IN the action. This may happen in a particular episode or film (There is a great M*A*S*H episode which employs this technique, shot completely from the point of view of a wounded soldier.) or it may occur in part of a film when the director want the viewer to strongly identify with the characters.... (Example, when car careens off road, we see the same thing the front seat passengers would see; or when a a victim is about to be attacked, we see the perpetrator from the victim's point of view [known as a point of view shot]).
What are the advantages and disadvantages of each of these perspectives? What do they do to the viewer with regard to the content?
Directors make these decision based on the story and the dramatic need in the scene....
For example, if we want to enhance suspense, it's important that the viewer understand the jeopardy the characters are in, so a qui ck subjective perspective shot of what the character sees or doesn't see, puts us in the place of the character, involves us in the story, and helps to build suspense. Example: In "Rogue Planet" an Enterprise episode, viewers are put in subjective perspective often as they see what the characters see, even sometimes through the night-vision goggles....Because the scene is dark and we can't make out many details, the constant question is "what's out there? What's going on?" Subjective perspective helps articulate that.
ECUs are frequently used to express villainy. When villains are shot with Extra Close-ups more than other characters, the shot itself helps us know a character is "bad." This technique has been used for years in 60 Minutes, Extremely close shots reveal more than we usually see of other people -- whether they're sweating, shifting their eyes, nervously twitching, etc. The use of ecus in magazine news programs illustrates that these techniques aren't limited to entertainment programs alone.
Why does the ECU have a negative connotation?
in western culture we have a "convention" that 24 inches or so around us is classified as "private space."
closer means "seeing better", so we can see "into" the villain or through his behavior or words
REACTION SHOTS /REVERSE ANGLES are important because they create a rhythm of attention in response to words or actions of each of the characters. These shot sequences have to be very carefully planned.
Reaction Shots: They may mean just as much to the story as dialogue, though there usually isn't any dialogue in a reaction shot.
Reverse Angles: viewers look not just AT a character but with with the characters....A reverse angle shot may be a type of reaction shot:
over-the-shoulder shot
cross-shot (which leaves the first character out of the frame; also used in POV [point of view] shots or subjective perspective.
III. Camera in MOTION:
Motion provides information about the physical form of things.
Hand-held camera in E.R. or other dramas indicate instability in the situation, live, action, environment.
Direction of camera motion:
most comfortable with left to right
Right to left motion bothers us
seems to go 'against the grain'
appears to need more strength or power
motion coming right at the viewer indicates power
speed is also significant
IV. SHOT DURATION and TRANSITION:
cut: instantaneous take from one picture to the next. The simplest, quickest transition. Indication change of attention.
Connotes:
immediacy
excitement
current progression of the story
dissolve: one picture gradually dissolves into the next; indicates a change of place or time
Connotes:
commercials
interruption.
change of place or time
Duration:
too long -- shot appears to be boring
too short -- quick, confusing
Younger people can handle rapid pace much more effectively than older people. Because of the television generation, young people are more able to process visual information rapidly.
WHAT THE CAMERA SEES is obviously very important:
SHAPES:
straight lines: order, solidarity, masculinity, strength, hardness, stability
curved lines: softness, fluidity, comfort, weakness, femininity, instability
circles: harmony, continuity, infinity, earth, peaceful, metaphysical
triangles: danger, threats, pain, violence, indexes
According to Zettle, color serves a number of primary functions:
1. Informational functions:
tells about the object realistically
tells about the object symbolically (These are learned culturally.......
COLOR SYMBOLS:
white: purity
black: evil, mystery, death
red: blood, passion, royalty, anger, violence
blue: sky, infinity, heavenly, cool, loyalty, "blue blood"
green: money, greed, growth, nature, freshness, coolness, envy
yellow: warmth, sun, gold, light, cheer, cowardice
orange: fire and earth, heat, harvest
purple: royalty (blue + red)
brown: earth, harvest or dirty or spoiled
2. Compositional functions:
colors define certain areas (floor is one color, the wall another; the chair is one color, the pillow on it is another)
bring elements into balance: The colored uniforms in ST:TNG allow the characters to stand out against the neutral background of the Enterprise set.
background colors are usually "low energy colors" -- look at commercials and other programs, and you'll find this to be true
foreground colors have "high saturation" or "high energy" -- there's more color there
Elements of color factor into these uses:
hue: the shade or color itself
saturation: how pure the color is. Is it pure blue or turquoise (i.e. mixed with some green)?
brightness: how intense is the color?
3. Expressive Functions: Color is used to make us feel a certain way.....A bright yellow room has a different feeling than a room that is decorated in all grays and browns.
creates drama : bright flashing red lights
"red alert" or "ambulance or police lights"
create urgency, sense of danger
connected to symbolism that specifies mood or tone
low energy colors indicate a somber mood
high energy colors indicate happy, secure or cheerful tone
desaturation theory:
desaturation refers to weakening or diluting the color
may desaturate to the point of removing all of the color and being in "black and white"
When we desaturate, we force the viewer to look "into" the rather than "at" the event or scene they are watching
This technique is used to draw audiences into the emotional and intellectual experiences of the characters -- to focus on what is going on INSIDE rather than outside
It does so by de-emphasizing the exterior qualities
LIGHTING also has specific codes and symbolic uses in television, film and other visual media
Lighting: The deliberate control of the amount and direction of light
Shadows are an essential part of the lighting director's work. Shadows create the definition and expression needed.
There are two types of shadows:
1. Attached shadows:
2. Cast shadows:
Other lighting terms and concepts you need to know:
Falloff: This term refers to how much shadow is there. To what degree is there contrast between the light and dark parts of the picture, and how rapidly does the light go to dark? Is there are gradual change or is there stark contrast between the light and the dark. Falloff refers tot he rate of change from light to shadow
Outer orientation functions of shadows: Those thing which tell us about the physical nature of the subject
Inner Orientation Functions of shadows: These tell us what's going on inside the character or situation -- what can't be seen through normal means.
mood and atmosphere: established through the amount and angel of lighting; high or low key or rapid or slow fall-off are significant.
predictive lighting: these lights signal that something is going to happen -- a flash of the launch of a missile, for example; red alert, a watchman's flashlight.....
dramatic lighting: these lights are used to add drama or focus to a scene or a part of the scene; shafts of light on the crosses at Calvary are frequently depicted; a shaft of light on Kirk's eyes was frequently used in TOS to indicate that he understood what was going on....
Zettle categorizes light in two groups:
Flat Lighting: highly diffused with low fall off which usually represents
high energy
efficiency
cleanliness
mechanization
depersonalization
understanding
control
High Contrast or Chiaroscuro (KI-RA-SKUU-RAH)
This cameo, silhouette or more dramatic lighting
Obviously, these techniques are used for dramatic effect or symbolic effects
COMPOSITIONAL FACTORS:
Years ago, Maitland Graves wrote about the theory of art and composition. I was taught these principles in my directing classes at Ball State University. We have already discussed the six compositional characteristics that are necessary for every composition, but here they are again:
unity
variety
balance
coherence
contrast
emphasis
Other elements are also significant, and I want to discuss them as well:
First, is the concept of harmony and discord. These are tools or factors that we react to automatically because they are so much a part of our culture, but we frequently don't think about how they work together to create those effects in us. As producers and creators of television, film or audio productions, we need to consider those things:
Harmony: A combination of units which are similar in one or more aspects, they are alike in some way
Discord: Defined as extreme contrast, here you have the maximum amount of difference in size, shape color; the combinations are totally unrelated. For example, if I provide a series of font sizes....
| A A A A A A |
There are the only ranges allowed in Front Page, and you can see there's not much difference between the 8pt and 10pt A....but there would be a lot of discord if I typed the 8 pt and then the 24 point A in the middle of a line.....It doesn't fit, you wonder why I did that, it throws the spacing off, etc....Discord.
Discord can also occur as the combination of totally unrelated events.... A kitten in a battle field, A baby with a bottle of beer, etfc.
Harmony and Discord can be of three different conceptual types:
Functional: related to how things "go together" naturally or usefully -- a cork and bottle; a plug and socket, etc/
Literary: related to suggesting similar ideas
Elementally: the connection is beyond or not reliant upon reasoning -- the things are just alike, the waves of the ocean.
Gradation: occurs when contrasting extremes are bridge by a series of harmonious steps (In nature from plains to hills to mountains)
Gradation implies:
change
movement
life
growth
focus to a point of interest
Contrast: creates meaning by focusing on opposites and even exaggerating or emphasizing them. Some examples would be
the creation of character foils
the appearance of the Enterprise in the Star Trek series contrasted with the look of the Romulan or Klingon vessels. The Enterprise is made up of all of those smooth, round, well-lighted spaces while the Klingon vessels are dark, with lots of points, and angles. and they appear vulture like.
Unity: Is the preference for either harmony or discord, but usually we think of it as the presence of harmony. We have already spent a lot of time talking about this in class, but here I want you to think about it in terms of visual aspects of the television.... Consider the appearance of those Klingons and Romulans again.....lots of points, hard surfaces in their costuming, shadows and angles in their vessels and furnishings....
Unity requires one element to be dominant (though more can be...). That element may be emphasized through:
repetition
increase in size
strong value contrast
intensity of color
All of these elements can be applied to use of color, line, direction or camera work.....
When considering the composition of the images or frame in a television or film project, Zettle addresses the importance of field forces.
There are SIX MAJOR FIELD FORCES. Be sure you understand them as they are described in your text.
1. MAIN DIRECTIONS: We've spoken about these already in terms of symbolism, but this time the symbolism refers to the main lines or directions within the visible frame, not necessarily the camera angle. So do we have an horizon that is stable? Are the characters facing climbing a 90 degree ledge? Main directions also involve the lines in the setting or local as well as the blocking or position of the characters in the frame -- standing, sitting, lying prone on a bed or the ground?
Vertical main directions : strength, masculinity, power, sexual prowess
Horizontal: stability, weakness, subservience, femininity, vulnerability
Diagonal: instability, challenge, indecision, danger
2. MAGNETISM OF THE FRAME: You can't do better than really studying the examples in Zettle's book. Remember that the following parts of a screen extert "pull"
the edges
the corners
any major mass
larger mass is more stable and independent
smaller masses are more likely to "float" and are dependent on and attracted to other objects
3. ASYMETRY OF THE SCREEN: Some parts of the screen are more powerful than others
movement appears to be natural from left to right
because we read from left to right
so diagonal starting in lower left and going up to upper right will always appear to be 'up hill' and the diagonal going from upper left to lower right will appear to be 'down hill.'
right side is "destination area'
so any movement from right to left is going against the norm, against the grain, and assumed to be
more directed
more powerful
more determined, brave, etc.
worthy of more attention
4. FIGURE AND GROUND: We organize any picture into a foreground and background. That means we see in it a stable background on which a character or object can naturally move. Sometimes we reverse that for effect, but not often.
5. PSYCHOLOGICAL CLOSURE: Our brains fill in the missing information in a picture....Television pictures are by nature kind of fuzzy and the details are not very clear in many cases. But we naturally fill in the missing information our selves so it can make sense to us.
6. VECTORS: Vectors are directional codes that are very important to actors, directors and editors. A vector is a force with direction and magnitude. There are three key vectors in television and film:
Graphic Vectors: These are created by lines. A shot of the Washington Monument would create a vertical graphic vector.
Index Vector: These are also created by lines, but they point to or suggest a specific direction. A character pointing "thata way" would be an index vector. Similarly, the arrows on the road in the turn lanes are also index vectors. Any still image that indicates direction is an index vector, including a still photo of a race car crossing the finish line.
Motion Vectors: These are the most powerful of the three, because the object is actually moving on screen. Obviously, then, motion vectors can only occur in media which allow movement such as television or film.
Vectors can be
continuing [the Enterprise speeds off into space]
converging [The Romulan ships close in on the Enterprise D as Enterprise C tries to get back into its own time..]
diverging [Enterprise C moves away from the battle with Enterprise D and the Romulan ships as it moves into the temporal rift.]
7. BALANCE: refers to structuring and creating stability in the two dimensional field of the screen. It is achieved when the magnetism of the screen and forces of mass are appropriately balanced. Remember that each object on the screen has graphic weight or mass and those things are determined by the size, position and orientation of the object. [See the diagrams in your text.] Some key concepts to rmember:
the most stable position on the screen is smack in the center -- because the forces of mass and magnetism are equalized
vectors are also important to balance: A vector has mass of its own, hence we need " lead room" when a character looks off-screen
Be sure to remember the three structural stages of balance:
stabile: objects are structured symmetrically (stable horizontal horizon line)
neutral: asymmetrically structured (the horizon is slightly tilted as in the TNG episode "Relics")
labile: forces of balance are pushed to the limit (severely tilted horizon -- almost unbalanced -- as in critical scene in "Relics" where Enterprise turns suddenly to escape through a vertical aperture in the Dyson's Sphere.)
8, DIMENSIONAL CHARACTERISTICS:
Television is two dimensional. In other words, it's flat. But flat is boring and it's not like the real world that we're trying to portray when we create content for film or television. The question then becomes how do we create the IMPRESSION of a three dimensional world on a two-dimensional screen?
You may not have even considered that before, because you're so used to seeing three dimensions "articulated" on your flat TV screen. It seems normal and natural. Only when you go to Universal Studios or Walt Disney World and see one of those 3-D shows do you really realize how FLAT television and film really are. It seems real to us because the people who produce shows, films and commercials do quite a bit to help us along....
Zettle approaches this issue through the use of the concept of axes. You're used to that from geometry.
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The three dimensional frame can be emphasized or "articulated" through a number of techniques:
1. Using Positive or Negative Volumes:
Positive Volumes: Actual things in the frame; they must have mass or substance. Example would be he Enterprise in space or the ship and the planet it orbits.
Negative Volumes: Empty space which is defined by some kind of positive volume. Example would be the open space seen when the hatch is open in the Dyson's Sphere in "Relics" or the stars and planets visible in the view screen on the bridge or from the windows in 10-Forward or from Captain Janeway's ready-room.
How the positive and negative volumes work together to create the frame is volume duality.
2. Graphic Depth Factors:
overlapping planes or objects (the ops panel behind the captain's chair on the bridge)
relative size: things in foreground are bigger and those in the background are smaller
height in the plane: objects higher in the screen are perceived to be farther away
linear perspective: as we look away to the horizon, the lines converge as they get to the horizon. So the road seems wide in the foreground, but is very narrow as it nears the horizon. Set designers use 'forced perspective" to create the illusion of distance....paint the road wide at the front of the set and more narrow at the back and it makes the distance seem greater from front to back...This technique can be done with buildings, furniture, stairs, etc.
aerial perspective
light, shadow, color
All of these can be used to articulate depth in frame.
3. Depth Characteristics of lenses:
There are three classifications of lenses:
wide angle: exaggerate size of objects and sets, also increases the speed of action along the z axis; make the z-axis look longer, exaggerating size and space, it's much more dramatic.
normal lens
long lenses: exaggerate overlapping planes and aerial perspectives. De-emphasizes relative size, linear perspective, and z-axis motion; these lenses make things look crowded and may create an atmosphere or mood of closeness, solidarity.
4. Structures creating planes on the z-axis
By placing structures or people along the z- axis, the depth of the space is "articulated" -- emphasized by the placement. In class we discussed how the bridge of the Enterprise was designed to that very thing. You can count at least seven planes along the z-axis running from the view screen to the turbo lift.
5. Blocking along the z-axis
creates the feeling of death
makes easy for the camera to follow
increases drama and aesthetic energy of the shots
Look very carefully at how people are positioned in the frame. Note that they stand closer together than people do in real life. We are so used to seeing such positioning on television, that we don't think about it very much.
Editing:
Be sure you know the difference between single camera and multiple camera shooting style and what that means for the editor. When trying to decide which to use, ask three questions:
which is most efficient
will one provide product differentiation
which fits appropriate standards of quality
Single camera offer more control over image, editing and offers maximum
impact for each image.
Be certain that you understand the stages of production and what happens in each one.
Types of Editing:
1. Continuity Editing:
Cuts here are not noticeable because they focus on the story, they are designed to focus on the story.
Hollywood Classicism as developed continuity conventions. Shots are arranged so that the audience always knows
where the characters are
when the action happens
This spatial and temporal coherence.
This level of coherence dictates the structure of the work/script -- what a scene is.
scene takes place at one location in one specific time
when either the place or the time changes, the scene changes.
Spacial Continuity:
In this editing style, where people are is most important, so certain rules apply:
180 degree rule
camera stays on an axis which provides a 180 degree view of action and characters
always stays on same side of action so directions don't appear to switch (If you shoot from opposite sides of the football field, you can't tell which goal post the team is going toward....That's why when they do those replays from different angles, they always identify them. When the game goes back to real time, it is always shot from the same side of the field.)
Remember the types of shots : establishing shot, counter shots, re-establishing shots
Know how they are used and why
Match Cutting: making sure that characters match in size and orientation from shot to shot
Match-on-action: Cut when action happens, especially on similar action. Common technique is to follow a moving character from one part of a location to another (E.R. uses this a lot) or to have one person put down a fork, dissolve to a fork on another table as a different character picks it up in another scene.
Eyeline Match: character looks in one direction,, cut to what the character would see
To really get an appreciation of editing and how it works, watch a segment of a TV show or film and ask the following questions (Some adapted from Butler's text)
1. How is the setting or space of action established
2. What is the narrative purpose for each scene -- what does it add to the story, how did it move the story forward
3. Why is the camera shooting from the angle it is? Up, Down, Eyelevel?
4. What kind of movement happens on the screen? What is character movement? What is camera movement?
5. How are shots/counter shots used?
6. What kind of perspective is used?
7. How is the cutting done?
-- match on action?
-- match on continuity?
--eyelevel match?
8. How does the editing organize the space? How is spatial continuity achieved?
9. How is continuity achieved?
10. How is temporal continuity achieved?
11. How does the pace of the editing affect the content of the story?
12. How does the editing contribute to closure at the end of the scene?
Consider the scene between Tasha Yar and Captain Picard when she asks for a transfer to the Enterprise C in the episode "Yesterday's Enterprise."
Be sure you understand the following terms:
fade
dissolve
wipe
laugh track
NLE
What are the characteristics of multiple camera shooting? What is "visual looseness?"
Used often in soaps. May not always have shots perfectly. Signifies "live" shot and conveys excitement or spontaneity .
Avoid jump-cuts (Cutting from one shot to another similar shot in such a way that it makes the characters appear to jump.)
Resources:
Butler, Jeremy. Television: Critical Methods and Applications, 2nd ed. (2002) London: LEA.
Berger, Arthur Asa. "Signs in Contemporary Culture: An Introduction to Semiotics, 2nd ed. "
Graves, Maitland. The Art of Color and Design. (1951) McGraw Hill.
Douglas, John S. and Glenn P. Harnden. The Art of Technique: An Aesthetic Approach to Film and Video Production. (1996) Boston: Allyn and Bacon.
Hilliard, Robert. Writing for Television and Radio, 3rd ed.(1976) Hastings House.
Leed-Hurwitz, Wendy. Semiotics and Communication: Signs, Codes, Cultures. (1992) Hillsdale, NJ: LEA.
Lester, Paul Martin. Visual Communication: Images with Messages. (2000) Belmont, CA: Wadsworth.
Sillars, Malcom O. and Bruce E/ Gronbeck. (2001) Communication Criticism: Rhetoric, Social Codes, Cultural Studies. Prospect Heights, Ill: Waveland Press.
Zettle, Herbert. Sight, Sound, Motion: Applied Media Aesthetics, 3rd ed. (1999) Belmont, CA: Wadsworth.
Copyright, 2002
Dr. Janet McMullen
email Dr. Mc at JLMcMullen@una.edu