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Chapter 1: Film Style

Chapter 1: Film Style. audiovisual design + the tools and techniques used to create that design. What makes a movie move?. Technically, light to still frames (24) is interrupted by a shutter 48 times per second Reasons we see motion: Persistence of vision Critical flicker fusion

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Chapter 1: Film Style

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  1. Chapter 1: Film Style audiovisual design + the tools and techniques used to create that design

  2. What makes a movie move? • Technically, light to still frames (24) is interrupted by a shutter 48 times per second • Reasons we see motion: • Persistence of vision • Critical flicker fusion • Beta movement

  3. The Production Process • Pre-Production • Production • Post-Production

  4. Pre-Production • Script • Optioned or submitted • Writes and rewrites • Hiring of cast and crew • Set design and costume design • Pre-plan cinematography • Rehearsals

  5. Production • Shooting • Sound recording • Music scoring

  6. Post-Production • Editing of sound and image • Foley • ADR (Looping) • Digital effects • Release prints

  7. Camera Position • Shot (basic unit of film: footage exposed from the time the camera is turned on to the time it is turned off) • Long shot (ELS, LS, MLS) • Establishing shot • Medium shot (American shot) • Close up (CU, MCU, ECU)

  8. Camera Angle • Low • Medium • High • Crane (Bird’s Eye) • Canted

  9. Camera Lens • Focal length and depth of field • Lens types: • Wide angle • Large angle of view and depth of field • Normal • Telephoto • Smaller angle of view and depth of field • Zoom • Variable focal length creates illusion of camera movement

  10. Camera Movement (Types) • Pan and tilt • Dolly/tracking • Boom/crane

  11. Camera Movement (Functions) • Give the viewer the best view • Reveal action (enlarge perspective) • Emphasize detail (concentrate perspective) • Create drama and excitement • Convey ideas and emotions

  12. Film Style and Viewer Perception • Cinema’s dual capability: • Presents “reality” • Transforms reality • Cinema builds upon--and goes beyond--the visual and social experiences of its viewers

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