Ch 4 - Depth, Movement, and Time Flashcards

(43 cards)

1
Q

x-axis

A

width

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2
Q

y-axis

A

height

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3
Q

z-axis

A

depth

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4
Q

illusion of depth

A

creation of appearance of 3rd dimension within 2D media

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5
Q

perspective

A

perception of depth and distance from particular point of view (linear perspective represents 3D space in 2D with parallel lines converging at horizon)

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6
Q

rack focus

A

camera technique in which focus is shifted from one subject on plane of action to another on different plane of action

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7
Q

directed tension

A

sense of implied movement created by graphics lines or vectors within frame/by inherent tension of certain positions within frame

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8
Q

vector

A
  1. ) strong diagonal line either implied/existing in frame that suggests movement
  2. ) type of computer graphics created from mathematical formula that can be rescaled while maintaining quality
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9
Q

persistence of vision

A

human brain fills in gaps between rapidly projected individual frames of an action that has been broken down into series of still iimages

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10
Q

phi phenomenon

A

perceptual occurrence where human eye perceives 2 closely proximate lights flashing in quick succession as movement

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11
Q

blocking the talent

A

part of production process where director makes decisions about talent position and movement related to camera position

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12
Q

tripod

A

3-legged stand with spreaders/supports that keep legs steady

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13
Q

pedestal

A

heavy wheeled mount used in studio production (moves camera up and down)

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14
Q

dolly

A

tripod on wheels (moves on z axis closer/further to subject)

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15
Q

crane

A

long-armed, counter-weighted camera device that allows sweeping camera moves thru space

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16
Q

pan

A

camera pivots right or left

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17
Q

tilt

A

camera pivots up and down

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18
Q

truck/tracking

A

camera movement right or left on wheeled dolly

19
Q

zoom

A

optical adjustment that changes viewer’s vantage point

20
Q

long take

A

shot of relatively long duration that relies on camera and subject movement instead of editing

21
Q

direct cinema

A

approach to documentary that relies on observation of behavior instead of narration/interviews

22
Q

reflexivity

A

acknowledging filmmakers’ biases and inherent manipulation of media-making process

23
Q

shooting ratio

A

ratio between footage acquired and amount that ends up in edited version (larger ratio in observational film that uses long shots)

24
Q

animation

A

process that uses series of drawings, paintings, cutouts, clay, or computer images to create illusion of movement

25
motion graphics
computer animated text and other graphics used for title sequences
26
motion capture
creating pattern of movement and inputting it into computer
27
virtual realty (VR)
any application that allows user, typically wearing goggles/headset/gloves/bodysuit, to interact with 3D sensory environment
28
augmented reality
computer-generated media layered over one's actual environment as viewed thru smartphone, camera, or other device
29
mixed reality
type of augmented reality where users can interact with computer-generated content
30
temporal
time-based aspect of art and media experiences
31
spatial
space-occupation aspect of art and media experiences
32
real time
temporal aspect of media production where duration of replayed action is same as when it was captured
33
spatial
space-occupation aspect of media production where duration of replayed action is same as when it was captured
34
random access
user can jump from one spot in program to another
35
decisive moment
concept by Henri Cartier-Bresson describing frozen moment in time resulting in powerful photo
36
series
individual media works grouped together for purposes of exhibition/distribution
37
sequence
order in which users view experience
38
shot
continuous piece of film/video, from camera starting to camera stopping
39
live programming
program that is broadcast, cablecast, or transmitted via satellite at time it is produced
40
live-on-tape (prerecorded) programming
method of production that maintains real-time relationship between production time and replay time but is experienced by audience
41
illusion of real-time
concept of post-production where shots taken out of sequence by single cam are edited together to create sense of real-time action
42
continuity editing
style of video where shots are pieced together to create realistic linear progression through time that remains as seamless and invisible as possible
43
ellipses of time
convention of media storytelling that eliminates unnecessary portions of story but retains continuity