Selected Film Glossary
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Digital Surrealism: Visualizing Walt Disney Animation Studios
City University of New York (CUNY) CUNY Academic Works Publications and Research Queens College 2017 Digital Surrealism: Visualizing Walt Disney Animation Studios Kevin L. Ferguson CUNY Queens College How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/qc_pubs/205 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] 1 Digital Surrealism: Visualizing Walt Disney Animation Studios Abstract There are a number of fruitful digital humanities approaches to cinema and media studies, but most of them only pursue traditional forms of scholarship by extracting a single variable from the audiovisual text that is already legible to scholars. Instead, cinema and media studies should pursue a mostly-ignored “digital-surrealism” that uses computer-based methods to transform film texts in radical ways not previously possible. This article describes one such method using the z-projection function of the scientific image analysis software ImageJ to sum film frames in order to create new composite images. Working with the fifty-four feature-length films from Walt Disney Animation Studios, I describe how this method allows for a unique understanding of a film corpus not otherwise available to cinema and media studies scholars. “Technique is the very being of all creation” — Roland Barthes “We dig up diamonds by the score, a thousand rubies, sometimes more, but we don't know what we dig them for” — The Seven Dwarfs There are quite a number of fruitful digital humanities approaches to cinema and media studies, which vary widely from aesthetic techniques of visualizing color and form in shots to data-driven metrics approaches analyzing editing patterns. -
History of Widescreen Aspect Ratios
HISTORY OF WIDESCREEN ASPECT RATIOS ACADEMY FRAME In 1889 Thomas Edison developed an early type of projector called a Kinetograph, which used 35mm film with four perforations on each side. The frame area was an inch wide and three quarters of an inch high, producing a ratio of 1.37:1. 1932 the Academy of Motion Picture Arts and Sciences made the Academy Ratio the standard Ratio, and was used in cinemas until 1953 when Paramount Pictures released Shane, produced with a Ratio of 1.66:1 on 35mm film. TELEVISION FRAME The standard analogue television screen ratio today is 1.33:1. The Aspect Ratio is the relationship between the width and height. A Ratio of 1.33:1 or 4:3 means that for every 4 units wide it is 3 units high (4 / 3 = 1.33). In the 1950s, Hollywood's attempt to lure people away from their television sets and back into cinemas led to a battle of screen sizes. Fred CINERAMA Waller of Paramount's Special Effects Department developed a large screen system called Cinerama, which utilised three cameras to record a single image. Three electronically synchronised projectors were used to project an image on a huge screen curved at an angle of 165 degrees, producing an aspect ratio of 2.8:1. This Is Cinerama was the first Cinerama film released in 1952 and was a thrilling travelogue which featured a roller-coaster ride. See Film Formats. In 1956 Metro Goldwyn Mayer was planning a CAMERA 65 ULTRA PANAVISION massive remake of their 1926 silent classic Ben Hur. -
Xumo HLS Specification - October 2018
Xumo HLS Specification - October 2018 Table of Contents Table of Contents Overview Summary Validation & Verification Tools Apple Media Stream Validator HLS Specification HLS Version Media Playlist order within the master playlist Hosting & CDN Requirements Secure Hosting MIME Type declaration Cross-Origin Resource Sharing (CORS) Headers HTTPS 302 and 307 Temporary Redirects One-time URLs Geo-fencing Maximum URL Length Transport Streams Segmented TS vs Single-file Byte Range TS/MP4 Transport Stream Segment Duration Video, Audio and Data Tracks Encoding Profiles for Maximum Compatibility Special Considerations for Cellular Devices Discontinuity Video Frame Rates Video Keyframes & I-frames Video Codecs Video Aspect Ratio Video Resolution Video Bitrates EXT-X-STREAM-INF:BANDWIDTH Audio Streams Audio Codecs Audio Volume Levels Testing Audio Volume Levels Closed Captioning Support Example of a simple HLSv3 playlist Overview Where Content Partners supply Live Simulcast or Live Event streams to Xumo, it is essential to ensure compatibility between the encoded streams and Xumo's target devices. The HTTP Live Streaming specification leaves many factors, such as bit rates, segment duration, codecs etc to the implementer. In practice, such flexibility can cause compatibility problems where a given stream does not play correctly or optimally on all devices, and certain players cope only with streams encoded in very specific ways. This document removes some freedom from the HLS specification by mandating certain encoding parameters ensuring compatibility -
FILM FORMATS ------8 Mm Film Is a Motion Picture Film Format in Which the Filmstrip Is Eight Millimeters Wide
FILM FORMATS ------------------------------------------------------------------------------------------------------------ 8 mm film is a motion picture film format in which the filmstrip is eight millimeters wide. It exists in two main versions: regular or standard 8 mm and Super 8. There are also two other varieties of Super 8 which require different cameras but which produce a final film with the same dimensions. ------------------------------------------------------------------------------------------------------------ Standard 8 The standard 8 mm film format was developed by the Eastman Kodak company during the Great Depression and released on the market in 1932 to create a home movie format less expensive than 16 mm. The film spools actually contain a 16 mm film with twice as many perforations along each edge than normal 16 mm film, which is only exposed along half of its width. When the film reaches its end in the takeup spool, the camera is opened and the spools in the camera are flipped and swapped (the design of the spool hole ensures that this happens properly) and the same film is exposed along the side of the film left unexposed on the first loading. During processing, the film is split down the middle, resulting in two lengths of 8 mm film, each with a single row of perforations along one edge, so fitting four times as many frames in the same amount of 16 mm film. Because the spool was reversed after filming on one side to allow filming on the other side the format was sometime called Double 8. The framesize of 8 mm is 4,8 x 3,5 mm and 1 m film contains 264 pictures. -
Technical Notes on Narcissus (1983)
Technical Notes on Narcissus (1983) In the first two parts of the film, where Narcissus encounters first the girl and then the boy, no special optical effects were used. The original shooting was done mainly in slow motion, with the camera running at 48 frames per second; some shots were also taken at 24 fps, and 36 fps. In the final editing these speeds were freely intercut, depending upon the nature of the dancing. In the third part of the film, Narcissus encounters himself, first as a reflection in a pool, then as a live person, who has come out of the pool to confront himself. Since we could not find identical twin dancers, Narcissus had to perform two roles in succession – his real self (N1) and his reflected other self (N2). In order to combine his two performances within any given shot, we had to use an optical printer; this would have been necessary anyway, since we intended to employ a number of special optical effects. As is the normal procedure in optical work, interpositives were made; these were loaded on the projector heads of the optical printer, and the special effect were created while shooting onto an optical negative Here is a description and explanation of the various effects and techniques, as they appear chronologically in the film. The Initial Full-figure Self Encounter Sequence Only in this one particular shot was a large mirror used. To have Narcissus 1 move out of step with his mirrored reflection Narcissus 2, we made two passes in the optical printer; in the first, we masked off N2 and shot N1’s action normally; in the second pass we masked off N1, and by skip-framing, freeze-framing or double-framing, we advanced, retarded and resynchronized N2’s action relative to N1’s. -
Film Culture in Transition
FILM CULTURE IN TRANSITION Exhibiting Cinema in Contemporary Art ERIKA BALSOM Amsterdam University Press Exhibiting Cinema in Contemporary Art Exhibiting Cinema in Contemporary Art Erika Balsom This book is published in print and online through the online OAPEN library (www.oapen.org) OAPEN (Open Access Publishing in European Networks) is a collaborative in- itiative to develop and implement a sustainable Open Access publication model for academic books in the Humanities and Social Sciences. The OAPEN Library aims to improve the visibility and usability of high quality academic research by aggregating peer reviewed Open Access publications from across Europe. Sections of chapter one have previously appeared as a part of “Screening Rooms: The Movie Theatre in/and the Gallery,” in Public: Art/Culture/Ideas (), -. Sections of chapter two have previously appeared as “A Cinema in the Gallery, A Cinema in Ruins,” Screen : (December ), -. Cover illustration (front): Pierre Bismuth, Following the Right Hand of Louise Brooks in Beauty Contest, . Marker pen on Plexiglas with c-print, x inches. Courtesy of the artist and Team Gallery, New York. Cover illustration (back): Simon Starling, Wilhelm Noack oHG, . Installation view at neugerriemschneider, Berlin, . Photo: Jens Ziehe, courtesy of the artist, neugerriemschneider, Berlin, and Casey Kaplan, New York. Cover design: Kok Korpershoek, Amsterdam Lay-out: JAPES, Amsterdam isbn e-isbn (pdf) e-isbn (ePub) nur / © E. Balsom / Amsterdam University Press, Amsterdam All rights reserved. Without limiting the rights under copyright reserved above, no part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise) without the written permission of both the copyright owner and the author of the book. -
Film Printing
1 2 3 4 5 6 7 8 9 10 1 2 3 Film Technology in Post Production 4 5 6 7 8 9 20 1 2 3 4 5 6 7 8 9 30 1 2 3 4 5 6 7 8 9 40 1 2 3111 This Page Intentionally Left Blank 1 2 3 Film Technology 4 5 6 in Post Production 7 8 9 10 1 2 Second edition 3 4 5 6 7 8 9 20 1 Dominic Case 2 3 4 5 6 7 8 9 30 1 2 3 4 5 6 7 8 9 40 1 2 3111 4 5 6 7 8 Focal Press 9 OXFORD AUCKLAND BOSTON JOHANNESBURG MELBOURNE NEW DELHI 1 Focal Press An imprint of Butterworth-Heinemann Linacre House, Jordan Hill, Oxford OX2 8DP 225 Wildwood Avenue, Woburn, MA 01801-2041 A division of Reed Educational and Professional Publishing Ltd A member of the Reed Elsevier plc group First published 1997 Reprinted 1998, 1999 Second edition 2001 © Dominic Case 2001 All rights reserved. No part of this publication may be reproduced in any material form (including photocopying or storing in any medium by electronic means and whether or not transiently or incidentally to some other use of this publication) without the written permission of the copyright holder except in accordance with the provisions of the Copyright, Designs and Patents Act 1988 or under the terms of a licence issued by the Copyright Licensing Agency Ltd, 90 Tottenham Court Road, London, England W1P 0LP. Applications for the copyright holder’s written permission to reproduce any part of this publication should be addressed to the publishers British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging in Publication Data A catalogue record -
Finding the Way: Films Found on a Scrap Heap1
FINDING THE WAY: FILMS FOUND ON A SCRAP HEAP1 Tom Gunning Abstract: Some filmmakers restrict their manipulations of found footage to the minimal act of presenting a film they have discovered with almost no changes. But others have subjected found footage to extensive editing, chemical manipulation, rephotography, or new soundtracks (or all of these processes combined). In this brief essay I cannot hope to cover all the permutations of this rich genre of experimental film, nor to mention all of its numerous practitioners (and I will deal with the visual image more than sound). However, I do want to give a sense of the range of approaches that exist using found footage to mention a few of its masters. Keywords: found objects, found-footage, archival filmmaking 1 First published in BLOEMHEUVEL, Marente; FOSSATI, Giovanna; GULDEMOND, Jaap (org.). Found Footage: cinema exposed. Amsterdam: Amsterdam University Press/ Eye Film Institute, 2012, p. 49- 55. Uma publicação do LAICA-USP - Volume 3, Número 5, Junho de 2014 FINDING THE WAY – Tom Gunning Modern art made from found material often takes the form of a Dadaist joke – a work of “anti-art” that questions our assumptions about the value and nature of art generally. Marcel Duchamp’s 1917 “sculpture,” Fountain, a ready-made urinal placed on a pedestal for exhibition and signed “R. Mutt,” remains the most famous and powerful example of this nihilist attitude. Attacking idealizing traditions that see art as the expression of eternal beauty or individual genius, Duchamp’s work shocked viewers and raised a series of questions that became crucial to twentieth century art: the difference between industrial mass production and the traditional work of art; the very nature of authorship in the arts (“R. -
Chapter 1: Mattes and Compositing Defined Chapter 2: Digital Matting
Chapter 1: Mattes and Compositing Defined Chapter 2: Digital Matting Methods and Tools Chapter 3: Basic Shooting Setups Chapter 4: Basic Compositing Techniques Chapter 5: Simple Setups on a Budget Chapter 6: Green Screens in Live Broadcasts Chapter 7: How the Pros Do It one PART 521076c01.indd 20 1/28/10 8:50:04 PM Exploring the Matting Process Before you can understand how to shoot and composite green screen, you first need to learn why you’re doing it. This may seem obvious: you have a certain effect you’re trying to achieve or a series of shots that can’t be done on location or at the same time. But to achieve good results from your project and save yourself time, money, and frustration, you need to understand what all your options are before you dive into a project. When you have an understanding of how green screen is done on all levels you’ll have the ability to make the right decision for just about any project you hope to take on. 521076c01.indd 1 1/28/10 8:50:06 PM one CHAPTER 521076c01.indd 2 1/28/10 8:50:09 PM Mattes and Compositing Defined Since the beginning of motion pictures, filmmakers have strived to create a world of fantasy by combining live action and visual effects of some kind. Whether it was Walt Disney creating the early Alice Comedies with cartoons inked over film footage in the 1920s or Ray Harryhausen combining stop-motion miniatures with live footage for King Kong in 1933, the quest to bring the worlds of reality and fantasy together continues to evolve. -
A Concise Guide to Filmmaking (Print Version) (PDF, 2043Kb)
Print version with QR codes C O N T E N T S #1 P L A N The concept . 5 Storyboards . 6 Preparation . 7 Filming equipment . 9 #2 F I L M Setting up your smartphone . 17 Recording audio and narration . 19 Setting up shots: lighting . 21 Setting up shots: framing . 22 Filming . 23 Stock footage . 24 #3 E D I T Editing software . 27 Getting started in Camtasia 9.0 . 29 Screen recording . 31 Basic editing tools . 32 Effects, behaviours and green screen filming . 33 Interactivity . 36 #4 S H A R E Saving and exporting projects . 39 Uploading to social media . 40 1 I N T R O D U C T I O N To keep track of your filmmaking progress, use our filmmaking checklist on page 41. ★ Generate film ideas with the use of mind maps. ★ Develop and structure stories using our storyboard template. ★ Plan the details, including film type, equipment, locations, props and actors. ★ Choose filming equipment with the use of our guide. ★ Check out our top picks for smartphone stabilisation devices, add-on lenses, filmmaking apps, external microphones, and lighting equipment. ★ Learn how to set up your phone for smartphone filming. ★ Optimise your audio recording without the use of expensive equipment. ★ Watch our lighting tips video and learn how to create beautifully lit shots. ★ Frame your shots like a professional with the use of our framing tips video. ★ Film a test video to check everything is perfect, then shoot your film. ★ Keep a log of your footage to make sorting and editing your media easier. -
Probabilistic Models of Verbal and Body Gestures
15 Probabilistic ~1odels of Verbal and Body Gestures C. Bregler, S.M. Omohundro, M. Covell, M. Slaney, S. Ahmad, D.A. Forsyth, J.A. Feldman Abstract This chapter describes several probabilistic techniques for representing, recognizing, and generating spatiotemporal configuration sequences. We first describe how such techniques can be used to visually track and recognize lip movements to augment a speech recognition system. We then demonstrate additional techniques that can be used to animate video footage of talking faces and synchronize it to different sentences of an audio track. Finally we outline alternative low-level representations that are needed to apply these techniques to articulated body gestures. 15.1 Introduction Gestures can be described as characteristic configurations over time. While uttering a sentence, we express very fine grained verbal gestures as complex lip configurations over time, and while performing bodily actions, we generate articulated configuration sequences of jointed arm and leg segments. Such configurations lie in constrained subspaces and different gesture~ are embodied as different characteristic trajectories in these constrained subspaces. We present a general technique called Manifold Learning, that is able to estimate such constrained subspaces from example data. This tech nique is applied to the domain of tracking, recognition, and interpola 289 290 Bregier et ai. tion. Characteristic trajectories through such spaces are estimated using Hidden Markov Models. We show the utility of these techniques on the domain of visual acoustic recognition of continuous spelled letters. We also show how visual acoustic lip and facial feature models can be used for the inverse task: facial animation. For this domain we developed a modified tracking technique and a different lip interpolation technique, as well as a more general decomposition of visual speech units based on Visemes. -
Selected Press
i donT know Brad Troemel in conversation with Haley mellin a lot of money, that’s a good way to go. The only way you can get them to come into the real world is to print them up. HM: At times I feel like we live in a constant dot-jump. BT: We figured if we were making sculptures for the sole purpose Supposedly, humans nowadays have 60,000 thoughts a day, most of them different in nature from the previous one. of making installation images, why not just cut out the middleman BT: In an attention economy, there is more value in being and get rid of the objects? This gave us the freedom to work even ubiquitous than in being scarce, especially when there is no THE more quickly. That’s when we started compositing Google Image- added cost in publicizing more works and no depletion of searched products, scenes, and textures together. This meant that the works’ aura, given that digital content exists permanently images made on a laptop using Photoshop would be called sculp- only as a copy. The waiting period between releases that once tures, installations, or paintings, just like the things we made phys- structured the market and assigned a price to each work does ically. Some of the images reveal themselves to be obviously Jogging not suit online content. There is now simply not enough time digitally edited, while others are passable as real. for a single assessor to explore an aesthlete’s full catalog, or for the market to price it all.