University of Wisconsin-Eau Claire
 

QUICK GUIDE FOR REFERENCE AND REVIEW

TECHNICAL TERMS FOR CRITIQUING FILMS

PROFESSOR BOB NOWLAN
 

A. MISE-EN-SCÈNE
 

Mise-en-Scène refers to all of the elements placed in front of the motion-picture camera that are to be photographed or which otherwise contribute to setting the stage for what is to be photographed, and this includes settings and props, lighting, costumes and make-up, figures (including the actors), and figure arrangement, motion, and interaction. (Students should note that sometimes lighting is considered more properly an element of cinematography than of mise-èn-scene, and is addressed primarily in relation to discussions of the former as opposed to discussions of the latter.) In short, mise-en-scène refers to everything which is staged for the camera,  within the shot. Mise-en-Scène refers to composition for (or  before) the camera, as opposed to composition  with the camera or composition in editing  after the use of the camera. Mise-en-Scène is often distinguished as one of the four broad technical areas which are distinctive of film production, with the other three of these being cinematography (referring to everything having do with the way in which the camera is deployed in the process of shooting the film), editing (referring to the "post-production" process of deciding what to use and how to organize and arrange what is used from the total of what the camera has shot and recorded), and sound (referring to everything involved in producing the sound-track which is combined with the photographed and edited visual image track). Mise-en-Scène is a term originally used in the theater, and can thereby be thought of as comprising all of the elements involved in the construction of what we see in a film which would ordinarily also be involved in the construction of what we see in a theatrical stage-play. 
 

B. LIGHTING
 

1.  Hard versus Soft Lighting refers to the overall relative intensity or quality of lighting in a shot, scene, sequence, or film.  Soft lighting is characterized by a generally diffused overall illumination while  hard lighting creates sharply defined shadows and textures.
 

2.  Frontal, Side or Cross, Back/Edge/or Rim, Under, and Top Lighting all refer to the direction of lighting in a shot or scene -- in other words, to the path of light from a source or sources to the object(s) lit (and here we are referring to the actual lighting source[s], not the ostensible source within the story world of the film). These directions are often combined within a single shot or scene. Frontal lighting can be distinguished by its tendency to eliminate shadows and to convey a fairly flat-looking image.  Side or cross lighting, under, and top lighting are most often used to cast shadows across and to otherwise sculpt specific features of a character or other figure.  Back, edge, or rim lighting helps separate a figure from its background. A good way to tell the direction and intensity of light directed upon an at least human subject is to note the position of the  catchlight,   a reflection of the light sources, in the subject's eyes.
 

3. Key, Fill, and Back Lighting  all refer to the source of lighting in a shot or scene, and making use of various standard arrangements among these three kinds of lighting sources is a long-standing convention of Hollywood as well as many other varieties of film making. The key light is the primary source, providing the dominant illumination and casting the strongest shadows. The  fill light is a secondary source of lesser intensity which "fills in" by softening or eliminating shadows cast by the key light. The  back light complements the fill light in this contribution to the overall illumination and helps, again, specifically, in distinguishing figures from backgrounds.
 

4.  High-Key versus Low-Key Lighting refers to the degree of contrast between the light and dark areas of the shot:  high key lighting refers to lighting which is relatively quite bright overall, with a minimum of shadows, where the key light is strong and dominant, whereas  low key lighting refers to lighting which is relatively quite dark, with a great deal of shadow, and where the key light is weak and does not dominate. In  high-key lighting the contrast is relatively weak, and shadows are relatively transparent and brightened by the use of fill lighting whereas in  low-key lighting the contrast is relatively strong, shadows are sharp and deep, and the use of fill lighting is minimized, often creating a "chiaroscuro effect" through the combination of extremely dark and light regions together within the screen image. Film noir is noted for its use of low-key lighting. 
 

5.  Lighting filters are placed in front of a lighting source to change the color of the light used in a shot, scene, sequence, or film.
 

6.  Actor lighting refers to the use of special lights which are used just to illuminate an actor, and, especially, to separate the actor from a dark background. 


C. FILM STOCK

 

1.  Film Stock refers to the strip of material upon which a series of still photographs is registered; it consists of a clear base coated on one side with a light-sensitive emulsion. Types of film stock are differentiated by the different chemical qualities of the emulsion. Film stock can be black and white or color, and both of these come as well in varieties which emphasize different hues and which enable greater versus lesser degrees of distinction among hues and greater versus lesser degrees of saturation of particular hues. In addition, the speed of the film stock refers to its sensitivity to light. Relatively  slow film stock often requires considerably more light than relatively  fast film stock, and produces a fine grain and a detailed, nuanced image. Fast film stock requires less light, and often produces noticeable graininess. Film processing can, however, also have a lot to do with the degree of graininess of the recorded image. 
 

2. The  timing of prints also affects the color range, distinction, and density of color film stock.  Tinting involves dipping already developed black and white film stock in a bath of dye so that dark areas remain black and grey, while lighter ones pick up the color.  Toning works in the opposite way as dye is added during the developing process so that darker areas of black and white film stock are colored while lighter areas remain white or only faintly colored. Film makers can also  hand color film stock or otherwise alter it during or after its development to achieve various desired effects.
 

3.  Exposure refers, in general, to how much light is allowed to pass through the camera lens while filming or in the developing process. In general,  correct or well exposed film is neither  underexposed -- too dark, not enough light admitted through the lens -- nor  overexposed -- too bright, too much light admitted through the lens. However, film can be deliberately underexposed or overexposed during filming or in the development process. Exposure can be affected as well by the use of  lens filters, slices of glass or gelatin placed in front of the lens of the camera or printer to reduce certain frequencies of light from reaching the film. Examples of this which are well known take place in "day-for-night" filming and in the use of diffusion filters and "silks" to create glamorous "halos" around the faces of actresses in classic Hollywood film-making. Exposure also can be affected by  flashing, exposing the film before shooting or processing; this can affect contrast by making shadows grayer and more transparent.  


D. FILM GAUGE

 

Gauge refers to the width of film measured in millimeters. This is what people are talking about when they mention 35 mm, or 16 mm, film -- or some other measurement (such as 8 mm, super 8 mm, super 16 mm, 70 mm, and so on). 35 mm is the standard for large-scale commercial film-making (and film exhibition) in the U.S. today, yet many professional film makers working with smaller budgets, and especially those involved in making non-commercial films, tend to work with 16 mm film, which can be blown up to 35 mm for exhibition without great loss in picture quality. (When I took courses in cinematography my instructor argued that 16 mm was generally preferable for all but big-budget film-making, and was of virtually equally high quality). 16 mm has also been the standard for educational screenings in schools and classes although many institutions have replaced the use of film in film courses with videotape in recent years. The last is a problem because VHS videotape reproductions of films represent a considerable diminution in image quality -- film is considerably sharper, more detailed, higher in resolution, and able to carry more information than VHS videotape, and the transfer process also involves considerable image loss, diminution in contrast, and distortion of colors and hues. In fact, these shortcomings of VHS videotape are often only magnified when projected onto a larger screen. Laserdiscs and Digital Versatile Discs (DVDs) overcome many of these problems; laserdiscs have never yet proven widely cost-effective, yet DVDs promise to do so. Ideally, all of the films screened in this course would be screened in 35 mm formats, or, if not in 35 mm, then in 16 mm, laserdisc or DVD formats.
 

E. SPEED OF MOTION
 

1.  Speed of Motion refers to the relation between the rate at which the film is shot and the rate at which it is projected. For depicted movement to look "normal," and "accurate," both rates must be the same. Both rates are calculated in terms of frames per second. The standard rate for sound film today is 24 frames per second.
 

2.  Fast Motion, Slow Motion, Stop Motion/Freeze Framing, Reverse Motion.   Fast motion generally describes what happens when fewer than 24 frames are shot per second, with the assumption that the projection will take place at the "normal" rate. On the other hand when more than 24 frames are shot per second and the film is then projected at the normal rate, what we see is  slow motion. Also, speed of motion can be changed in the course of processing the film by having the printer skip frames (accelerating the speed of motion), repeat frames (slowing down the speed of motion), or even stop motion or freeze the frame (by repeating the same frame over and over until motion appears to stop or freeze).  Freeze framing or stop motion also takes place when filming by repeatedly starting and stopping the camera to film one frame at a time, and by repeating the same frame, rather than shooting a continuous run of film.  Reverse motion is a trick effect that takes place by reversing the head and tail of a shot in printing or in projecting the film.
 

F. CAMERA LENS FOCAL LENGTH
 

1.  Camera Lens Focal Length. By adjusting the focal length of the camera lens, the film maker can make objects which are near seem smaller and further away from each other or make objects which are far seem larger and closer together while also simultaneously either expanding or narrowing the horizontal range of the mise-en-scène which we are able to see. In technical terms, the focal length of the camera lens refers to the distance from the center of the lens to the point where light rays converge to a point of focus on the film. 
 

2.  Wide-Angle Lens, Normal Lens, Telephoto Lens, Zoom Lens.   The short-focal-length, or  wide-angle lens, tends to distort straight lines lying near the edges of the frame, bulging them outward. A wide-angle lens exaggerates depth, making figures appear farther from each other than we would normally expect, and because the use of wide-angle lenses also make distances between foreground and background seem greater, figures moving to or from the camera seem to cover ground much more quickly than we would "normally" expect them to do. In 35 mm gauge cinematography, any lens of less than 35 mm in focal length is considered a wide-angle lens. Wide angle lenses are used to record and show more of the sides of a set or setting than is possible with a normal lens. Film noir often makes use of wide angle lenses. A lens of middle-focal-length is called a normal lens, and the focal length here ranges between 35 and 50 mm. The normal lens works to avoid noticeable perspective distortion, and, as such, normal lenses render horizontal and vertical lines straight and perpendicular while parallel lines recede to distant vanishing points. A long-focal-length lens, or  telephoto lens, flattens space along the camera axis, reducing cues for depth and volume, seemingly squashing visible planes together, diminishing distances among figures, magnifying action shown at a distance, and making movement to and from the camera seem to proceed much more slowly than one would normally expect. Telephoto lenses typically range from between 75 to 250 mm or more in focal length.  Zoom lenses permit the direct and even continuous varying of lens focal length within a shot, by magnifying or demagnifying the objects filmed and excluding or including surrounding space, permitting the focal length of the camera lens to change from normal to telephoto to normal to wide-angle (and otherwise) without stopping the camera and replacing the lens with one of a different focal length before resuming shooting.
 

G. DEPTH OF FIELD OF FOCUS
 

1.  Depth of Field of Focus refers to the range of distances before the camera lens within which objects can be photographed in sharp focus, both in terms of how close the object can get to the camera before going out of sharp focus and of how far it can move away from the camera before going out of sharp focus. Wide-angle lenses have greater depths of field of focus than telephoto lenses. 
 

2.  Selective or Soft Focus, Deep Focus, Racking or Pulling Focus.   Selective or soft focus refers to focus on only one plane, allowing other planes to blur.  Deep focus refers to what takes place when multiple planes within the same frame all are filmed in sharp focus.  Racking or pulling focus refers to changing focus within the shot, moving from blurry to crisp or vice-versa (or otherwise). 
 

H. SPECIAL EFFECTS
 

1.  Special Effects refer to a wide range of trick optical effects, and in particular to wherever tricks work to create entirely or ultimately fictitious spatial (and occasionally also, temporal) relations within the shot.
 

2.  Use of Models and Miniatures.   This refers to the use of specially created objects, virtual toys for that matter, which are filmed to look as if they were full-scale, and often animate as well, when they really are not. 
 

3.  Glass Shots and Superimposition. . Filming through a glass where portions of a scene are painted on the glass and the other portions are set up and take place on a stage set or at a location setting is called a  glass shot. Either through double exposure or in the process of printing, combining separately shot images so that they are laid over one another on the one strip of film is called  superimposition.  
 

4.  Rear Projection, Front Projection. . In  rear projection,   the film maker projects footage of a setting onto a screen and actors are then filmed acting in front of this projected scene. Front projection projects the setting onto a two-way mirror, angled to throw the image onto a high-reflectance screen. The camera then photographs the actors against the screen by shooting through the mirror. Because of the sharp focus of the projected footage, front projection tends to blend foreground and background planes more smoothly and convincingly than rear projection.
 

5.  Matte, Traveling Matte. matte is a portion of the setting photographed on a strip of film, usually with part of the frame empty. Through laboratory printing, the matte is joined with another strip of film containing the actors. Mattes also can be painted onto portions of film strips, allowing for the insertion of actors into highly fantastical looking settings. In a traveling matte,   the actor can be shown to move in and out of the separately designed and photographed background because the actor is shot against a blank, usually blue background, then the moving outline of his or her figure is cut out of the matte in successive strips of film and his or her image is from there "jigsawed" into these strips.
 

6.  Computer-Generated Effects.   Digital compositing can create and recreate many different kinds of images of settings and figures which can function entirely on their own, or be combined in many different ways as well with recorded film of live actors and of actual settings.  Morphing involves the transformation of an object from one apparent kind shape and/or substance into another by means of the computer-directed alteration of a digitally reproduced image of the object.
 

I. FRAME DIMENSIONS AND SHAPE/ONSCREEN AND OFFSCREEN SPACE
 

1.  The Frame, Framing. The  frame is a single image on a strip of film. When a series of frames is projected onto a screen in quick succession, an illusion of movement is created by the spectator. The frame may also be thought of, less technically, from the vantage point of the film spectator, as either the border of the projected image, or as the projected image up to and including the border.  Framing refers to the use of the edges of the film frame to select and compose what will be visible onscreen, and, again, in less technical terms, to movement of the camera to keep objects within the film frame so that they will remain part of the reproduced and projected image -- of what we see onscreen. 
 

2.  Aspect Ratio, Academy Ratio, Widescreen Ratios, Anamorphic Processes, Cinerama, Omnimax, Wraparound Ratios, Pan and Scan Processes, Letterboxing . The ratio of frame width to frame height (in both shooting and projecting) is called the  aspect ratio.   The classic Hollywood,  academy ratio is 1.33:1, whereas since the mid-1950s various widescreen ratios have come to dominate 35 mm commercial film making; in the U.S. the most common is 1.85:1. Using what is called an  anamorphic process a special lens "squeezes" the image horizontally during filming or printing and a comparable lens unsqueezes the image during projection; this is an alternative way of creating a widescreen image while not using a widescreen ratio in the choice of the film frame used during shooting. Sometimes mattes (or masks) are used during shooting to cover over areas that will be eliminated during printing or projection with the remaining image expanded to fill the gap, and sometimes mattes are used after filming to cut out sections of what was shot so that it is not printed or projected (such as visible microphones or lights on the set).  Cinerama presents spectators with a rectangular screen which is slightly curved at the edges to increase our sense of immersion in the image.  Omnimax  presents spectators with films that fill the entire field of vision in projection; these films are shot with anamorphic lenses that compress the image from top to bottom as well as from side to side. In  wraparound ratios. the frame runs in a complete circle around the audience. Pan and scan processes selectively pick out from widescreen film ratios to fit the confines of video reproductions, in particular for home television viewing. The TV screen generally follows the academy ratio;  letterboxing duplicates the widescreen film ratio in the transfer to the academy ratio used in video presentation, leaving parallel rectangular strips, usually black, at the top and the bottom of the frame. 
 

3.  Onscreen and Offscreen Space.   Onscreen space refers, obviously, to the space which is filmed for us to see when the film is projected to us.  Offscreen space, however, always surrounds onscreen space, and onscreen space becomes offscreen space and vice-versa continually throughout the course of most films. It is important to be aware of the extent to which film makers manipulate audiences' awarenesses, expectations, speculations, and curiosities about what is offscreen, and its relation to what is onscreen, as a principal means of "suturing" these spectators into positions of identification with the image and/or the camera "look." There are six zones of offscreen space: the space beyond each of the four edges of the frame, the space behind the set, and the space behind the camera.
 

J. ANGLE, LEVEL, AND DISTANCE OF FRAMING
 

1.  Angle of Framing, Straight-On Angle, High Angle, Low Angle, Oblique Angle.   The angle of framing refers to the angle from which the image is shot, or, in other words, to the position or viewpoint of the camera vis-a-vis the mise-en-scène or the center of action in the mise-en-scène. The straight-on angle is as the term suggests, the high angle is shot from above, the low angle is shot from below, and the oblique angle is shot from the side. 
 

2.  Level Framing, Canted Framing.   In  level framing the horizontal edges of the frame are parallel to the horizon of the shot and perpendicular to the poles of the shot; everything looks "normal" and not "tilted." In  canted framing the horizon and poles are at diagonal angles, and the frame is canted, or tilted, in one manner or another; in canted framing, the image appears tilted within the frame.  The Third Man is one film which make famous use of canted framing.
 

3.  Distance of Framing, Extreme Long Shot, Long Shot, Medium Long Shot, Medium Shot, Medium Close-Up, Close-Up, Extreme Close-Up.   Distance of framing refers to the distance of perspective or point of view of the camera, and of us as spectators who look with the camera, from the image, scene, or object filmed. Distance of framing refers to how far or close to the mise-en-scène we appear to be in looking at it with -- and through -- the camera-eye. In the extreme long shot, we have an overview of an entire scenic location in which human figures are barely visible and their specific features are almost indiscernible. In the long shot, the human figure is now visible and its features broadly discernible but the background still dominates. In the medium long-shot, we see the human figure from approximately the knees up. In the medium shot, , we see the human figure from approximately the waist up. In the close-up we see the human figure from approximately the neck up, and in the  extreme close-up we see only portions of the face, such as the eyes or the lips. As you can see, given the fact that these distances are calculated rather loosely and in terms of relation to human figures, they are approximations and not rigid technical distinctions. In part perhaps because of the looseness and flexibility of these terms, they are among the most familiar and commonly used in popular as well as scholarly forms of film criticism.
 

4.  Subjective or Point of View Shots Subjective or point of view shots are shots which are seemingly taken or offered from the point of view of a character or another figure within the mise-en-scène. Whenever a shot prompts us to take this as the look and perspective of a character, or other figure, on the scene, this is called a point of view, or pov, shot. Reaction shots are shots which, in contrast to point of view shots, show a character's, or other figure's, at least supposed reaction to what has been shown to us in a shot shown to us shortly before, if not immediately preceding, this one. 
 

K. CAMERA MOVEMENT/MOBILE FRAMING
 

1.  Camera Movement/Mobile Framing Camera movement and mobile framing are two words for the same thing: they refer to the variety of ways in which the camera can move and change our position in relation to the image within the shot; in the course of the camera so moving, the frame moves as well.
 

2.  Panning, Tilting, Tracking or Dollying or Trucking, Craning.   In panning and tilting the camera apparatus as a whole does not move but the camera does rotate on its axis.  Panning refers to what appears as a horizontal scanning of space; this follows from the camera rotating on its vertical axis. It is as if the camera turns its "head" to the right and/or the left.  Tilting refers to what appears as vertical scanning of space; this follows from the camera rotating on its horizontal axis. It is as if the camera turns its "head" up and/or down. In tracking or dollying or trucking shots, the camera apparatus as a whole moves, traveling in various different possible directions on the ground -- forwards, backwards, circularly, diagonally, or from side to side. In  crane  shots, the camera apparatus as a whole moves up or down, rising and/or descending from ground level. Whereas panning and tilting look to us as if only the camera's head moves (or its eyes move), tracking and craning look as if the camera's whole body moves.
 

3.  Steadicam, Hand-Held Camera. A steadicam is a substitute for the tracks or dolly on which the camera moves in a tracking or dolly shot; it is a device by which the camera is attached to the camera operator's body with a special brace which prevents the camera operator's movement with the camera from showing up in what the camera records as bumping, bouncing, or jiggling of the image: the image filmed with the steadicam is instead smooth and steady. In contrast, a hand-held camera is not attached to the camera operator's body in such a way as to compensate for the effects of the operator's movement upon the recorded image: the image filmed with the hand-held camera tends to be bouncy, bumpy, and jiggly rather than steady and smooth.
 

4.  Recognizing Tracking versus Zoom Shots.   This is often extremely difficult at first; however, in tracking shots objects within the mobile frame change aspects in relation to each other as the camera moves to different positions vis-a-vis the scene: their relative volume, depth, and position versus each other all change. In zoom shots, none of these aspects of the objects filmed change in relation to each other as the image is only magnified or demagnified as a static whole. In order to grasp this difference more easily, it is useful to think of  tracking shots as shots  in which we ourselves appear to move within the image itself, in relation that is to the constituent elements of  (the subjects and objects that appear as components within) the overall framed image as we look (and walk or run) with the moving camera.  In contrast with this, in zoom shots it appears as if we do not move but rather as if the entire framed image moves in relation to us -- either moving closer to us or moving farther away from us.
 

5.  Reframing. In general this is one of the most frequent kinds of camera movements, and refers to a slight panning or tilting of the camera to keep the main figures within the frame, or the center of the frame, as they move about on the set or at the location which is being filmed.
 

6.  Takes, Long Takes. take is one run of the camera that records a single shot. A  long take is a quite loosely relative term, but it generally refers to what happens when a film maker allows a scene to proceed in front of the camera for a longer than average, or "normal," amount of time before the camera is turned off and both it and what it records are repositioned for the next shot. From the vantage point of the spectator, the long take is a shot which lasts an unusually long time before it is edited to another shot. Many times long takes will stand out for spectators because they will seem unusually theatrical or naturalistic.  Yet while long takes often appear either more theatrical or more naturalistic, rapid and especially creative cutting can often spark intense physical and emotional reactions on the part of a film’s audience, as well as suggest an intense, highly charged, and urgent situation or one in which what we see, and the perspective from which we see, is confused, troubled, and out of control.  So there exist relative advatages and disadvantages both ways (use of long takes versus use of short takes); what really counts is how and especially why (for what) the technique is used as part of a larger shot, sequence, scene, episode, and other compositional  framework or thematic structure. 
 

L. PERSPECTIVE RELATIONS
 

Perspective relations refer to the relative size and apparent depth of (or, in other words, distance between) what we see within the frame of the film. Tracking (moving closer or further away from the scene) changes perspective; zooming (remaining the same distance from the scene yet changing the camera lens focal length so it appears as if the scene is closer or further from us) does not, unless zooming is accompanied by simultaneous tracking.   These relations can be creatively manipulated by simultaneously changing both the focal length of the camera lens and the distance of the camera from the mise-en-scène -- or at least the distance of the camera from the principal subject or subjects within the mise-en-scène.  Perspective can be creatively manipulated between shots by moving the camera further or closer to the mise-en-scène while the camera is turned off and by simultaneously changing the camera lens before the camera is turned back on to continue filming the scene (i.e. changing from wide-angle to normal, normal to telephoto, normal to wide-angle, telephoto to normal, wide-angle to telephoto, or telephoto to wide-angle).  Perspective can be creatively manipulated within the single shot by tracking forward or backward at the same time as the camera zooms from one lens focal length to another (i.e. from wide-angle to normal, normal to telephoto, normal to wide-angle, telephoto to normal, wide-angle to normal to telephoto, or telephoto to normal to wide-angle).
 

M. THE FILM SHOT
 

The Film Shot.   A film  shot is a single, continuous, uninterrupted recording of a scene from start to stop of the camera.  In viewing a film, a shot may also be thought of as referring to one, continuous, uninterrupted static or mobile framing of an image or scene -- to everything, in other words, between the appearance of one edit and the next. 
 

N. EDITING/FADES, DISSOLVES, WIPES, CUTS
 

1.  Editing of Shots.  In general, editing  of shots refers, simply, to combining shots together, most often after shooting -- in other words, to the process of selecting and joining specific camera takes.  In viewing the film, looking at the film from the vantage point of the spectator, editing refers to the entire set of techniques that governs relations between specific shots.
 

2.  Fades, Dissolves, Wipes, Cuts.   Fades are gradual movements from dark to light or from light to dark in transition from one shot to the next.  Dissolves involve a superimposition of images from two successively ordered shots in the transition from one shot to the next.  Wipes  involve one shot pushing another shot off the screen as a transition from the one shot to the next.  Cuts involve the splicing of two shots (or, more precisely, the frames of strips of film comprising each of the two shots) together. In the viewing of the film, cuts are perceived as relatively instantaneous changes from one framing to another, whereas fades, dissolves, and wipes are perceived as more gradual and pronounced; cuts are conventionally understood to mean no change in time or place has occurred between the one shot and the next, whereas fades, dissolves, and wipes are conventionally understood to mean that time has passed and often that the location of the scene has shifted as well.
 

O. DIMENSIONS OF FILM EDITING
 

1.  Graphic, Rhythmic, Spatial, and Temporal Relations among Edited Shots. Graphic relations among edited shots refer to patterns of light and dark, line and shape, volume and depth, and movement and stasis that are created by the way in which a sequence of shots is edited together.  Rhythmic  relations among edited shots refer to patterns of relative length of shots in relation to each other that are created by the way in which a sequence of shots is edited together.  Spatial  relations among edited shots refer to patterns of movement from place to place that are created by the way in which a sequence of shots is edited together.  Temporal relations among edited shots refer to patterns of movement from time to time that are created by the way in which a sequence of shots is edited together.
 

2.  Graphic Matches, Graphic Contrasts and Conflicts, Graphic Continuity and Discontinuity.  In  graphic matches shots which are edited together are similar in their range of graphic qualities whereas in graphic contrasts and conflicts this is not the case.  Graphic continuity refers to maintaining emphasis upon the same graphic qualities across a sequence of edited shots whereas  graphic discontinuity refers to creating contrasts or conflicts in graphic qualities across a sequence of edited shots.
 

3.  Length of Shot.  The  length of a shot refers to the number of frames, feet, or meters involved in a shot.
 

4.  Accent, Beat, and Tempo of Cutting.    The  beat  refers to the "pulse" involved in the rhythmic relations created among edited shots, the  accent to patterns of stronger versus weaker beats in these relations, and the  tempo to the overall pace involved in the rhythmic relations among edited shots. For instance, shots of relatively the same length may follow upon each other in an edited sequence, or the length of shots may steadily increase, decrease, or vary in a "staccato" style. 
 

5.  Montage Sequences.  A  montage sequence is a segment of a film that quickly summarizes a topic or compresses a significant passage of time into a series of fairly brief symbolic or typical images.  Frequently dissolves, fades, and wipes are used to link images in a montage sequence, and they are often used to tell us information which is necessary to understand a film's story and yet which is not dramatically of interest and therefore is judged not to be worthy of very much time in the film. 
 

6.  The Kuleshov Effect.  Named after Soviet film maker Lev Kuleshov, this refers to what happens when spectators draw conclusions from sequences of edited shots about the spatial and temporal relations between objects shown in conjoined shots (especially about their proximity or continuity) without knowing for sure if this is truly the case. The film maker can edit shots of objects filmed at different times and in different locations so as to suggest to the spectator that they exist simultaneous together in the same space and at the same time.
 

7.  Parallel Editing or Crosscutting.   This involves repeated cutting back and forth between or among two or more developing concepts or lines of action -- such as cutting back and forth between the chasers and the chasees in a chase sequence. 
 

8.  Order, Duration, and Frequency of Presented Events.   Editing is the chief means by which the film maker a. arranges the order in which the events that comprise a film will be presented to the spectator within and over the course of the film, b. determines the relative length of time, or  duration, spent focusing on any one versus another of these events in what is presented to the spectator, and c. focuses on an event only once or a number of repeated times (the  frequency of presentation) in the course of the film as a whole. 
 

9.  Flashbacks, Flashforwards, Ellipses, Expansions or Overlaps.   Flashbacks and flashforwards refer to the presentation of events from the film's story out of the temporal order in which they occur:  move from the present to the past and  flashforwards from the present to the future.  Ellipses cut out time from what necessarily has to happen in the story but is not judged to be of sufficient dramatic interest to be shown to us,  expansions add time to events in the story which do not need to take so much time in order to take place but which are judged to be worthy of our expanded interest and attention, and  overlaps are expansions that take place by repeating part of what has been shown in one shot or sequence in the very next one. 
 

P. STYLES OF FILM EDITING
 

1.  Continuity versus Discontinuity Editing.   Continuity editing is relatively seamless, undistracting, and smooth, inviting us to ignore, forget, or even fail to recognize that editing has taken place.   Discontinuity editing is relatively seamful, distracting, and deliberately rough, calling attention to the fact that editing has taken place.
 

2. The 180 degree line and editing conventions.   According to conventions of continuity editing, the camera should never be moved more than 180 degrees from where it was positioned vis-a-vis any one scene it is recording in cutting from one shot to the next. In this practice an imaginary  180 degree line is drawn from where the camera is located in filming the first shot, and, in filming the second shot, the camera cannot, according to this convention, be moved any further along this line than the full 180 degrees from where it was positioned for the first shot. This convention is designed to insure that the direction of movement of figures on the screen appears continuous to the spectator as the film moves from one shot to the next and also that the direction in which the figures are positioned in their movements in relation to each other, the setting, and the spectator likewise remains continuous from the one shot to the next. If this "rule" is violated, characters moving from right to left in a first shot will then appear to me moving from left to right in a second shot -- as one example of the kinds of jarring discontinuity that can occur in editing together shots of the same scene in which the camera angle is more than 180 degrees different in the second shot from what is was in the first. 
 

3.  The shot/reverse shot convention and eyeline matches.   This involves cutting from one end to the other of the imaginary 180 degree line, and is especially common in conveying the appearance of ongoing conversation between two characters. We begin by looking over the shoulder of one character and directly at the second character involved in the conversation. Then we cut to look from over the shoulder of the second character and directly back at the first. And so on, back and forth. An  eyeline match occurs when the look associated with one character is made to seem exactly to match what is looked at in cutting from the former to the latter; this technique is often combined with the shot/reverse shot convention in conveying an image of conversation between two characters. More elaborate sequences of shots and reverse shots as well as of eyeline matches can also be employed in rendering the appearance of conversation among more than two characters, especially if the conversation lasts for any significant duration of time.

4.  Establishing shots, reestablishing shots.  An  establishing shot establishes the overall location of a story or scene, and is usually an extreme long or long shot and shot using a wide angle lens. A reestablishing shot is a shot which returns to offer a view of the overall location of a story or scene, to reorient the spectator, after considerable time has passed since the initial establishing shot.
 

5.  The match or cut on action.   This is another frequent convention of continuity editing in which cuts take place at the point of action within a scene, starting the action in the one shot and then picking it up in the next. This convention also helps insure a smooth continuity and a relative transparency of cuts between shots. 
 

6.  The cheat cut, point-of-view cutting, head-on or tail-on cuts.   A  cheat cut is a cut which hides changes in relative positions or other spatial relations among figures or objects in the mise-en-scène. These changes have taken place in between shots, and are not made visible to the spectator.  Point-of-view cutting refers to cutting from an actor to what he or she looks at from an angle and distance that suggests his or her point of view.  Head-on cuts are cuts that take place as action within a scene moves toward the camera, and  tail-on cuts are cuts that take place as action in the scene moves away from the camera.
 

7.  The 30 degree rule, jump cut.   According to another convention of continuity editing, the position of the camera must be moved at least thirty degrees in order to justify any cutting. A  jump cut is a cut that happens in violation of the  30 degree rule, and the effect is of the image "jumping" because there has been relatively little, if any, change in the angle or distance of the camera vis-a-vis the mise-en-scène from the shot prior to the cut -- the camera has not been moved any further than 30 degrees from where it was positioned vis-a-vis the scene in the previous shot. "Jump cut" is often also used to describe a wider range of practices: a. editing out the central part of a continuous action so the characters seem to jump from one place to another with the cut; b. switching suddenly from one action to another with the cut; c. cutting from one time to another or from one place to another while maintaining the same camera angle and using the same camera lens; d. alternating shots between participants within a conversation with very little change in camera angle; e. suddenly changing the angle of the camera or position of the performer in two consecutive shots of the same character; d. cutting, especially sharply and suddenly, from a long or medium shot to a close-up of the same character or action; e. cutting from one shot to another in the same scene with a new figure suddenly appearing in the second shot. In sum, the broader use of "jump cut" refers to any cut between two shots that seems highly abrupt and calls attention to itself because of some obvious, and often startling, jump in time or space.
 

Q.  DIGITAL SHOOTING AND EDITING

Digital shooting and editing allows for easier creation of composite images than is the case with conventional film cinematography and editing, while digital shooting and editing also allow for the  morphing (changing of the basic shape or other fundamental qualities of form) of images, within as well as between shots, in ways that cannot be done without the use of  computer technology.  Computers can also much more effectively allow film and video makers to cover up or remove objects from recorded scenes, as well as to touch up or correct for other kinds of errors in what they have shot.  Digital means also make it possible more easily to combine bits and pieces of different films, recorded on different film stocks, including films shot at considerably different places and at considerably distant times, all together in one, relatively seamless new film.  With digital editing, shots can, furthermore, be scanned  directly into a computer where they can be edited without significant loss of image quality before the edited material is then transferred  back onto film for the purposes of distribution and exhibition.  This is especially helpful when shooting with super 8 mm or 16 mm or super 16 mm film that you intend to blow up to 35 mm for purposes of exhibition.  Digital editing allows as well for a high degree of control over the color timing (the specific colors and hues to emphasize, the degree of saturation of color to display, etc.), as well as over the brightness, sharpness, degree of contrast, et. al. within each frame and across sequences of juxtaposed frames.  Digital cinematography and editing can also enable the creation of relatively smooth transitions between frames (and the insertion of other, creative kinds of optical effects within as well as across frames) much more easily than is often the case in directly editing a print of the actual film recorded in the process of shooting.  There is, in addition, when making use of digital cinematography, no need to work with the array of chemicals used in film developing laboratories.  And, finally, digital cinematography and digital editing also often tend to be less costly than conventional forms of film cinematography and editing.  Digital cameras do not, however, record images in quite the same way as do film cameras.  Therefore you have to adjust somewhat differently in relation to the effects of visible and artificial light sources upon the recorded appearance of what you shoot, as well as for proper or desired exposure, focus, and depth of field using a digital camera versus what you would do with a film camera.  In addition, relatively inexpensive varieties of the former maintain nowhere near the degree of precision of the latter--not capturing anywhere as much visual information while losing considerable amount of the fine detail, and especially the subtle array of changes across the color spectrum (and the grayscale) that good film cameras routinely capture.  However, digital cameras are steadily, even rapidly improving in quality, while digital forms of editing hardware and software are doing the same.  In the future, conventional film will most likely gradually disappear from use, and possibly this will occur even quite rapidly in the near future.

R. FUNDAMENTALS OF FILM SOUND
 

1.  Loudness, pitch, timbre. Loudness refers to amplitude or breadth of sonic vibrations, pitch refers to frequency (which determines relative "highness" or "lowness" of sound) of sonic vibrations, and timbre refers to the harmonic components (which give "color" to sound) of sonic vibrations. 
 

2.  Speech, music, noise/sound effects.   Film soundtracks conventionally combine these three distinct types of sound. A  sound effect is any sound in a film made by other than human voice or music; often these are added after filming, and are produced by a  foley artist through the creative manipulation of a variety of possible sources other than their ostensible source in the film.
 

3.  Combining and layering in sound recording and editing.   This is relatively obvious, and refers to what takes place in deciding how to use (to mix) multiple sounds -- and sound sources -- together within the one soundtrack and/or portion of the soundtrack.  4.  Dialogue overlaps in cutting.   This is another convention of continuity editing, and refers to the practice of cutting in the middle of what the film spectator (actually, in this case, the film auditor) will perceive as an ongoing spate of dialogue. Once again, this helps render the cut largely transparent.
 

5.  Rhythm, harmony, melody, and instrumentation of music track.    To begin, it is important to note, in studying the impact and importance of film sound, that speech and sound effects, as well as music, can be composed in particular rhythmic, harmonic, and even melodic patterns to help express and communicate meaning.  Rhythm refers to the patterning of sound across time: rhythm combines the effects of beats (or pulses) and of accents within measures, phrases, and larger discrete temporal structures according to particular paces (or tempos).  What's more, rhythm may take shape (and exert its effect upon a film audience) by means of  repetition, variation, combinations of repetition and variation, varying kinds of repetition, and repeated kinds of variation. Harmony refers to the simultaneous occurrence of sounds from differently "spaced" pitches (and also, at times, of at least slightly different durations) within the same basic increment of time such that each harmonic constituent contributes to a resultant harmonic sound that is qualitatively distinct from the sounds of each of these constituents sounding alone.  Harmony, in addition, usually involves some kind of hierarchical relationship among the combined sounds in terms of relative loudness, emphasis, importance, pitch, and timbre.  Melody refers to a temporal succession of  (especially musical) notes (and chords) of different pitch within an organized, and repeatable, series.  Film makers quite commonly use melodic (and at times non-melodic or anti-melodic) musical motifs to represent particular characters, states of mind, emotions, activities, events, memories, dreams, and fantasies, especially when these reappear (or recur) on multiple occasions over the course of the film.  Finally, instrumentation refers to what specific musical instruments or sounds play at particular moments, over particular intervals, in what particular patterns within a music track, and in what kinds of relations with each other.   Woodwind, brass, string, and percussion instrument sounds evoke different mental and emotional associations and reactions --  likewise with the sounds of specific woodwind, string, brass, and percussion instruments and from particular styles of playing these (e.g., the differences between the sounds of a cello versus that of a violin, of a flute versus that of a bassoon, of a trumpet versus that of a trombone, and of a snare drum versus that of a pair of cymbals can be quite profound).  The same possibilities apply as well among the wide array of electrically and (especially) electronically synthesized sounds available to film musical composers today -- and these include sounds that extend far beyond mere copies, or approximations, of the sounds of traditional musical instruments.  In sum, rhythm, harmony, melody, and instrumentation are the four key dimensions to which film makers pay close and careful attention in selecting and deploying sound, especially within a musical track, so as to attempt to affect film audiences in one way or another.  Pay attention to each of these dimensions in studying how sound contributes to a film's reach, power, and achievement; listen for rhythm, melody, harmony, and particular choices of instrumentation as well as particular uses of instruments in "reading" the film critically. 
 

6. Sound  fidelity.   In talking about film sound,  fidelity refers to the faithfulness of the sound to its ostensible and/or perceived source in the film. Much of what we hear on the soundtracks of most commercial, and even many non-commercial, films today, is recorded and/or added separate from, and most often after, the filming of "the image track" -- in a sound studio. This often includes actors' speech, the musical score, and various sound effects -- both sound effects which make the sounds associated with visible objects which we perceive to be making these noises in the film, and sounds which are not associated with any visible source in the film. 
 

 S. SOME COMMON USES OF FILM SOUND
 

1.  Diegetic versus non-diegetic sound.   Diegetic sound has its (at least ostensible) source within the visible story world of (within the mise-en-scène, within what we see in) the film.  Non-diegetic sound has its source outside of this world and comes from a source we cannot see. 
 

2.  Sound over (including voice over).  This is the most typical kind of non-diegetic sound in film. Voice-over narratives, especially combined with the presentation of long flashbacks, are common in film noir.
 

3. Synchronous versus asynchronous sound, simultaneous versus nonsimultaneous sound, sonic flashbacks and sonic flashforwards, sound bridges. Synchronous sound involves an exact match of sound and image tracks in the projected film whereas  whereas asynchronous sound refers to what happens when these are deliberately or accidentally not so coordinated with each other.  Simultaneous sound refers to sound which takes place at the same time as the image which we see;  non-simultaneous sound includes sonic flashbacks, where we hear sounds from the past of the story at the same time as we watch images from the present, and  sonic flashforwards in whichs we hear sounds from the future of the story at the same time as we watch images from the present or in which we hear sounds from the present together with the presentation of images which flashback to the past.  Sound bridges involve either a lingering of sounds from a previous scene as images from a new, and successive, scene appear before us, or the emergence of sounds from the next, successive scene together with the continuation of images from the present scene. 

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Last Updated: August 6, 2003