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38 Cards in this Set

  • Front
  • Back
mobile frame includes:
camera angle, level, height, distance
pan movement
rotates the camera on a vertical axis, as if the camera "turns its head" right or left
tilt movement
rotates the camera on a horizontal axis, as if the camera's head were swiveling up or down
tracking/dolly shot
camera as a whole does change position, traveling in any direction along the ground
crane shot
camera moves above the ground level (typically rises or descends)
appeal of camera movement
increase information about space, objects become sharper & more vivid, new objects/figures revealed, provides convincing cues for movement through space
Steadicam
produces smooth mobile shots, enables fluidity, can create elaborate moving shots lasting several minutes and traversing a series of spaces
hand-held camera
creates a bumpy, jiggling image
static camera
stimulate frame mobility
reframing
when character moves, frame will slightly pan or tilt to adjust to the movement
following shot
camera movement follows a figure's movement but is more than just reframing
effects of frame mobility on time
sense of duration & rhythm, consumes time on screen, velocity of movement/zoom, duration & speed of mobile frame can control perception of the shot over time
perceptual properties of sound
loudness, pitch, timbre
loudness
volume of sound; related to perceived distance; dynamics used to startle audience
pitch
frequency of sound vibrations; can distinguish b/w objects and types of sounds
timbre
tone quality; "feel" of sound
3 types of sounds
speech, music, noise
functions of using sound unrealistically
shifts attention to what is important
futzing a sound
treating a sound clip w/ filters to produce different effects
sound mixing
combining 2 or more sound tracks by recording them into a single one
dialog overlap
when a line of dialog is carried across a cut; sometimes dialog isn't used, rather sound effects such as clinking of teacup or car driving away
dimensions of sound
rhythm, fidelity, space, time
rhythm
beat, pulse, tempo, pace, pattern of accents
fidelity
the extent to which the sound is faithful to the source as we conceive it
space
sound has spatial dimension b/c it comes from a source; our beliefs about source have effect on how we understand it
diegetic sound
taking place in story world
external diegetic sound
that which we as spectators take to have a physical source in the scene
internal diegetic sound
internal monologue; cannot be heard by other characters
nondiegetic sound
represented as coming from a source outside the story world
sound perspective
a sense of spatial distance and location analogous to the cues for visual depth and volume we get with visual perspective; can be suggested by volume
synchronous sound
the matching of sound with image in projection; we hear sound at the same time as we see the source produce the sound
asynchronous sound
out of sync; often jarring or distracting
simultaneous sound
when the sound take place at the same time as the image in terms of story events
non-simultaneous sound
the sound we hear to occur earlier or later in the story than the events we see in the image
voice off
voice originates from a
speaker who can be
inferred to be present in
the scene but is not visible
voice over
text spoken by an offscreen narrator; voice not from within the diagesis; can't be heard by characters
parallelism
When the soundtrack and
image “say the same thing,”
i.e. reinforce each other in
terms of the meaning
counterpoint
When two different meanings
are implied by the sound and
the image