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Laws of Video Space
• What is outside the frame does not exist, unless that existence is implied.
• Height and breadth are determined solely by the frame, and depth is only an illusion
• Size, position, distance, relationship, and movement are not fixed
• Direction is determined solely by the frame
The Frame
• Controls content – what is outside the frame does not exist
• Elements that do not exist in the real world can exist in the video world – p35 – 36
The Frame
• Determines Composition and Movement
• Composition: the organization of the elements of a picture
• Movement: motion on the screen
Height. Breadth. Depth.
• Height and breadth are determined by the frame, depth is an illusion• P 40 – Scaling a wall• P 40 – One finger pushups
Size. Position. Distance.
Relationship. Movement.• These are not fixed.
• Two actors may escape from a full size car just before it explodes, but the car that actually blows up is only a foot-long model
• An actor standing a foot away from a wall in a long shot may be “cheated” several feet farther from it for a closeup.
• A character walks down a street, turns a corner, and continues up a side street. In actuality, the main street is on location and the side street is a construction on a studio lot.
Direction determined by the frame
• Direction is perceived with reference to the borders of the screen.
• P 43 for example
Laws of Video Space
• These may seem abstract, but remember that professional video makers understand these fundamental rules of screen-world operations and use them constantly to make their programs.
Video Time
• Real-World Time vs. Video-World Time• Real = time behaves in exactly the
same way with respect to speed, flow, direction and coherence.
• Video = nothing about it is constant
Video Time Speed
• Altering speed within a shot• Recording or playing the shot at a slower
or faster rate than normal• In slow motion, hummingbird’s wings seem
to flap was deliberately as a buzzards• In fast motion, clowns skitter around like
doodlebugs or a flower’s night long opening unfolds in seconds
• These types of shots remind you that you are watching video and are used rarely
Video Time Speed
• Altering speed in editing• Overlapping – to slow things down,
editors show parts more than once• Omitting – to speed up action, editors
cut out repetitive or uninteresting action
Video Time Flow
• Serial Time Flow – events moving forward in a single sequence
• Parallel Time Flow – Two or more sequences of action happening at the same time p 51
• Disjointed Time Flow – the way sequences are usually recorded in production…then reorganized into proper order during editing
Video Time Direction
• In real life we move from past to future or forward
• In video, we can jump backward and forward in time
• Reverse Motion – p 53
Video Time Coherence
• Split Edits – transition from one shot to another in which the video and audio portions do not change at the same time• Either the video changes first or the
audio changes first
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