Ch 4 - Depth, Movement, and Time Flashcards

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
Q

motion graphics

A

computer animated text and other graphics used for title sequences

26
Q

motion capture

A

creating pattern of movement and inputting it into computer

27
Q

virtual realty (VR)

A

any application that allows user, typically wearing goggles/headset/gloves/bodysuit, to interact with 3D sensory environment

28
Q

augmented reality

A

computer-generated media layered over one’s actual environment as viewed thru smartphone, camera, or other device

29
Q

mixed reality

A

type of augmented reality where users can interact with computer-generated content

30
Q

temporal

A

time-based aspect of art and media experiences

31
Q

spatial

A

space-occupation aspect of art and media experiences

32
Q

real time

A

temporal aspect of media production where duration of replayed action is same as when it was captured

33
Q

spatial

A

space-occupation aspect of media production where duration of replayed action is same as when it was captured

34
Q

random access

A

user can jump from one spot in program to another

35
Q

decisive moment

A

concept by Henri Cartier-Bresson describing frozen moment in time resulting in powerful photo

36
Q

series

A

individual media works grouped together for purposes of exhibition/distribution

37
Q

sequence

A

order in which users view experience

38
Q

shot

A

continuous piece of film/video, from camera starting to camera stopping

39
Q

live programming

A

program that is broadcast, cablecast, or transmitted via satellite at time it is produced

40
Q

live-on-tape (prerecorded) programming

A

method of production that maintains real-time relationship between production time and replay time but is experienced by audience

41
Q

illusion of real-time

A

concept of post-production where shots taken out of sequence by single cam are edited together to create sense of real-time action

42
Q

continuity editing

A

style of video where shots are pieced together to create realistic linear progression through time that remains as seamless and invisible as possible

43
Q

ellipses of time

A

convention of media storytelling that eliminates unnecessary portions of story but retains continuity