Thursday 8 December 2011

Preliminary task: Prep work

AS Media Preliminary task Prep work:
1.      Ideas:
·         Friends having a conversation either in a café or in a house.
·         One person has gone in for a job interview and the other person is interviewing them.
·         Two parents are having a conversation either with or about their child and their concerns.
·          A top celebrity is being interviewed either for a TV show or a magazine.
·         A patient and doctor are talking about what is/isn’t wrong with the patient.
2. Script:
_____________________________________________________________________________________________
Girl two walks up driveway, unlocks the door and walks into the house.
She then kicks off her shoes in the hallway.

She walks into the living room and slumps down into one of the chairs.

Girl one: Long day?
Girl two: Yeah (rolls her eyes) it seems like everyone needed something from me today.
Girl one: (smiles sympathetically) oh, so I take it you were busy then?
Girl two: Busy? (Scoffs) I had two coffee breaks for 10 minutes each and that was it.
Girl one: Oh well, we all have them days when the world seems to be against us.
Girl two: (Gets up and walks towards window and mutters) that’s easy for you to say.
Girl one: (rolls eyes) excuse me?
Girl two: (turns around to face girl one) well you only work one day a week. You’ve got it easy.
Girl one: (raises voice) at least I’m in a job that I love unlike you who constantly moans about it.
Girl two: Yeah but if I didn’t do this job the bills, the mortgage and everything else wouldn’t get paid for because unlike you, I have responsibilities.
Girl one: I do have responsibilities!
Girl two: Ok name them.
Girl one: I’m not bothering with this (storms out and slams the door).
Girl two: That’s what I thought.
END

3. Location: My house – living room, hallway, driveway.

4. Storyboard
 
 

Friday 2 December 2011

Preliminary exercise for media.

Continuity task involving filming and editing a character opening a door, crossing a room and sitting down in a chair opposite another character, with whom he/she then exchanges a couple of lines of dialogue. This task should demonstrate match on action, shot/reverse shot and the 180-degree rule.

Tuesday 22 November 2011

Analysis of Edward Scissorhands clip.

The clip presented comes at the beginning of the film Edward Scissorhands (Burton, 1990), and presents the main protagonist of the story to the audience and the character Peg. A brief synopsis of the clip will be presented, followed by an analysis of the technical procedures implemented and the effects these may have had on an audience. Possible creative influences shall also be explored and how these are evident in the clip. Focus will be made on Gothic Fiction, the Fairytale and German Expressionism.
The clip begins with a lady driving towards a hill rising out of the middle of a suburban landscape. The lady ventures up the hill to a house. At the top is a dilapidated, Gothic mansion and a secluded inner garden that is perfectly manicured. The lady is carrying a briefcase and enters the house looking for the occupant. She introduces herself as Peg, an Avon representative. At the top of the house she finds an attic that shows signs of occupation and the inhabitant emerges from the shadows. He is pale, strange looking and has scissors for hands. This is the audience’s introduction to the title character, Edward Scissorhands.
The first establishing shot of the clip featured introduces the location of the clip. The hill is grey and almost looks as if it is a dark cloud looming on the horizon above the suburb. It stands in direct contrast to the colourfulness of the suburb and blue sky around it. The few white clouds in the sky appear perfect and white; they have an almost cartoon-like quality. Presenting these contrasts aids in exaggerating the gothic look of the hill. The symbolism of a dark cloud on the horizon may also have an effect on the audience, putting them on edge.
As the car comes to the end of the road we get a shot of it through trees that look stripped of their branches. This along with the lack of colour gives the audience the impression of death and decay. The end of the road is a circle and the purpose of this could be to show that the only reason anyone should be driving there would be to turn around again. At the entrance the car drives towards the camera and exits below the shot, we are left to guess the appearance of the rest of the drive. This can be unnerving for the audience, and only showing parts of a set at a time works to create suspense.
The inner garden is perfectly manicured and has a number of large topiary. All of the topiary is of animate objects such as a stag, and at the centre a giant topiary hand. The audience may realise the significance of this from the title, but placing it there before introducing the audience to Edward aids in maintaining intrigue. The camera pans and tilts around the garden emulating Peg’s line of sight, creating point of view shots. Cutting back and forth between her reaction and the surroundings, we are taken in by the wonder of it all just like Peg. The door to the house has an oversized knocker and handle. These are examples of the amplified and exaggerated design used by the Production Designer Bo Welch.
In the Score, we hear instruments such as the harp, and angelic singing, it is light and almost otherworldly. As she enters the main hall of the mansion following the line of light caused by one of the windows, the music goes quiet. The audience is again put on edge, as there is very little noise, and Peg tiptoeing into the centre of the room exaggerates this. At the end of the hall we are given lingering shot of machinery that is robotic in style. There is a large metal circular drum with what appears to be arms, legs and a head. There is also a black belt around it with a large circular buckle.
The attic of the house is mostly empty, with crooked wooden floorboards, a gaping hole in the roof. Peg walks to a large fireplace that has a small cot bed set into it and clippings stuck to the back wall. This and the garden is the only evidence we have of habitation. In a detail shot, we see clippings posted to the wall. There is a headline ‘Boy born without eyes reads with his hands’, and magazine clippings of a garden matching the style of the one outside. Not only does this area give the audience proof that someone is living at the house, but also introduces us to his character. The hand in the garden and clippings of persons overcoming deformity is beginning to build a picture of the protagonist before we meet him.
Throughout the whole of this clip we only get to see what Peg sees and therefore we share in her emotion when meeting Edward for the first time.
When Edward appears we see that he has black matted hair and wears a costume of black leather with buckles that matches the style of the machinery downstairs. His skin is white, his eyes are deep-set and his lips purplish. As Peg sees him clearly she appears to be overcome with pity and asks what happened to him. He raises his hands and says ‘I’m not finished yet’.
The audience receives a number of clues that the story is similar the Gothic novel Frankenstein (Shelley, 1818). The similarity of Edward’s costume and the machinery, and Edward’s obsession with animate objects, manifesting in his topiary, are but a few. Edward’s line, ‘I’m not finished yet’ confirms that he is manmade. The audience is being introduced to themes of loneliness and not belonging. Edward like the creation is secluded from society and they are both deformed. This examination of the life of an outsider is a recurring theme in Burton’s work such as his earlier films Beetle Juice (1988), and Batman (1989).
The novel Frankenstein has been linked to the Romantic Movement because of its preoccupation with nature and what is natural. The use of colour in the clip highlights fixation with nature in the film. The colours of the garden are extremely vivid in contrast to the soft tones of the suburbia below. It makes us think that civilization is attempting to compete with nature. Edward is almost devoid of colour, and the use of colour to signify nature could also be seen as a clue that Edward is manmade. The long shots of the castle exterior show that it is made of dark granite-like stone, it includes towers, turrets and arched windows, all of which is indicative of a gothic design. It also looks similar to our idea of a haunted castle, like the sets used in the old horror films of Universal.
The castle also puts us in mind of a fairytale, and it has similarities with the witch’s castle in Disney’s Sleeping Beauty (1958). Throughout the clip we are given an awareness of size. A lot of tilt and long shots are used to achieve this. The door of the house has an extremely large knocker and door handle, and even the floorboards of the attic are oversized. Like the embellishment of size, the characters are exaggerated and form archetypes. The character of Peg is very feminine and she has an almost childlike naivety, entering a property that looks the complete stereotype of a haunted castle without any fear. Most fairytales begin with ‘Once Upon a Time’ and the clip also lacks a definitive time setting. An example of this is Peg’s costume. On quick glance she looks as if she is dressed in a suit from the sixties, but the large glasses and baby pink lipstick look as if they belong in the eighties. A fairytale and likewise the clip contain a far-fetched series of events that require a suspension of belief.
The Mise en Scène of the clip shows influences from the German Expressionist movement. The design of the film could be seen to invoke and reflect emotion more than advance the story. Comparisons can be made between the Attic and the set of the Expressionist film The Cabinet of Dr Caligari (1919); both invoke feelings of horror and fantasy. The look of Edward is similar to the somnambulist in Caligari, but Burton subverts the villain and casts Edward as the hero. Expressionistic influences can also be seen in the chiaroscuro lighting. The interior of the house has distinct areas of light and darkness. The light that is in the building mostly penetrates through doorways and windows creating sharp, angular lines. The experimentation of different lines and angles is seen in of the German Expressionist movement, and this is also evident in the clip. The movement of the characters is also angular and exaggerated. As Edward emerges from the shadows he shuffles uncomfortably, and his arms are held out stiffly at his sides. The characters movements reflect their surroundings.
The interior of the house features several staircases and the main set is long and curving. Staircases featured a lot in the films of Expressionists and around the time that the films were being made, the Swiss psychiatrist Carl Jung was writing on the symbols of subconscious. The symbolism of stairs has been linked to seeking knowledge and understanding and could be represent Peg’s curiosity. The stairs also aid in the design as they create lines to mirror the Gothic architecture. Although the lines are rough and curving and this makes the house look almost organic, as if it has grown which links us back to the portrayal of nature in Gothic and Romantic literature.

The clip presented gives examples of how technical procedures such as cinematography, design, lighting and music, are used to enhance the audience’s emotion, as well as advance the story. Tim Burton is perhaps mostly known for his fixation with gothic design, but this theme is intertwined with many movements such as the romantic, the fairytale and cinematic expressionism. As well as recurring themes in the narrative, each of these themes are evident in the design of his work.

Media theories.

Vladamir Propp:
Vladimir Propp broke up fairy tales into sections. Through these sections he was able to define the tale into a series of sequences that occurred within the Russian fairytale. Usually there is an initial situation, after which the tale usually takes the following 31 functions.
Functions
After the initial situation is depicted, the tale takes the following sequence of 31 functions:
  1. ABSENTATION: A member of a family leaves the security of the home environment. This may be the hero or some other member of the family that the hero will later need to rescue. This division of the cohesive family injects initial tension into the storyline. The hero may also be introduced here, often being shown as an ordinary person.
  2. INTERDICTION: An interdiction is addressed to the hero ('don't go there', 'don't do this'). The hero is warned against some action (given an 'interdiction').
  3. VIOLATION of INTERDICTION. The interdiction is violated (villain enters the tale). This generally proves to be a bad move and the villain enters the story, although not necessarily confronting the hero. Perhaps they are just a lurking presence or perhaps they attack the family whilst the hero is away.
  4. RECONNAISSANCE: The villain makes an attempt at reconnaissance (either villain tries to find the children/jewels etc.; or intended victim questions the villain). The villain (often in disguise) makes an active attempt at seeking information, for example searching for something valuable or trying to actively capture someone. They may speak with a member of the family who innocently divulges information. They may also seek to meet the hero, perhaps knowing already the hero is special in some way.
  5. DELIVERY: The villain gains information about the victim. The villain's seeking now pays off and he or she now acquires some form of information, often about the hero or victim. Other information can be gained, for example about a map or treasure location.
  6. TRICKERY: The villain attempts to deceive the victim to take possession of victim or victim's belongings (trickery; villain disguised, tries to win confidence of victim). The villain now presses further, often using the information gained in seeking to deceive the hero or victim in some way, perhaps appearing in disguise. This may include capture of the victim, getting the hero to give the villain something or persuading them that the villain is actually a friend and thereby gaining collaboration.
  7. COMPLICITY: Victim taken in by deception, unwittingly helping the enemy. The trickery of the villain now works and the hero or victim naively acts in a way that helps the villain. This may range from providing the villain with something (perhaps a map or magical weapon) to actively working against good people (perhaps the villain has persuaded the hero that these other people are actually bad).
  8. VILLAINY or LACK: Villain causes harm/injury to family member (by abduction, theft of magical agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on someone, substitutes child etc., commits murder, imprisons/detains someone, threatens forced marriage, provides nightly torments); Alternatively, a member of family lacks something or desires something (magical potion etc.). There are two options for this function, either or both of which may appear in the story. In the first option, the villain causes some kind of harm, for example carrying away a victim or the desired magical object (which must be then be retrieved). In the second option, a sense of lack is identified, for example in the hero's family or within a community, whereby something is identified as lost or something becomes desirable for some reason, for example a magical object that will save people in some way.
  9. MEDIATION: Misfortune or lack is made known, (hero is dispatched, hears call for help etc./ alternative is that victimized hero is sent away, freed from imprisonment). The hero now discovers the act of villainy or lack, perhaps finding their family or community devastated or caught up in a state of anguish and woe.
  10. BEGINNING COUNTER-ACTION: Seeker agrees to, or decides upon counter-action. The hero now decides to act in a way that will resolve the lack, for example finding a needed magical item, rescuing those who are captured or otherwise defeating the villain. This is a defining moment for the hero as this is the decision that sets the course of future actions and by which a previously ordinary person takes on the mantle of heroism.
  11. DEPARTURE: Hero leaves home;
  12. FIRST FUNCTION OF THE DONOR: Hero is tested, interrogated, attacked etc., preparing the way for his/her receiving magical agent or helper (donor);
  13. HERO'S REACTION: Hero reacts to actions of future donor (withstands/fails the test, frees captive, reconciles disputants, performs service, uses adversary's powers against him);
  14. RECEIPT OF A MAGICAL AGENT: Hero acquires use of a magical agent (directly transferred, located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);
  15. GUIDANCE: Hero is transferred, delivered or led to whereabouts of an object of the search;
  16. STRUGGLE: Hero and villain join in direct combat;
  17. BRANDING: Hero is branded (wounded/marked, receives ring or scarf);
  18. VICTORY: Villain is defeated (killed in combat, defeated in contest, killed while asleep, banished);
  19. LIQUIDATION: Initial misfortune or lack is resolved (object of search distributed, spell broken, slain person revived, captive freed);
  20. RETURN: Hero returns;
  21. PURSUIT: Hero is pursued (pursuer tries to kill, eat, undermine the hero);
  22. RESCUE: Hero is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero transforms unrecognisably, hero saved from attempt on his/her life);
  23. UNRECOGNIZED ARRIVAL: Hero unrecognized, arrives home or in another country;
  24. UNFOUNDED CLAIMS: False hero presents unfounded claims;
  25. DIFFICULT TASK: Difficult task proposed to the hero (trial by ordeal, riddles, test of strength/endurance, other tasks);
  26. SOLUTION: Task is resolved;
  27. RECOGNITION: Hero is recognized (by mark, brand, or thing given to him/her);
  28. EXPOSURE: False hero or villain is exposed;
  29. TRANSFIGURATION: Hero is given a new appearance (is made whole, handsome, new garments etc.);
  30. PUNISHMENT: Villain is punished;
  31. WEDDING: Hero marries and ascends the throne (is rewarded/promoted).
Occasionally, some of these functions are inverted, as when the hero receives something whilst still at home, the function of a donor occurring early. More often, a function is negated twice, so that it must be repeated three times in Western cultures.
Characters
He also concluded that all the characters could be resolved into 8 broad character types in the 100 tales he analyzed:
  1. The villain — struggles against the hero.
  2. The dispatcher —character who makes the lack known and sends the hero off.
  3. The (magical) helper — helps the hero in the quest.
  4. The princess or prize — the hero deserves her throughout the story but is unable to marry her because of an unfair evil, usually because of the villain. The hero's journey is often ended when he marries the princess, thereby beating the villain.
  5. Her father — gives the task to the hero, identifies the false hero, and marries the hero, often sought for during the narrative. Propp noted that functionally, the princess and the father cannot be clearly distinguished.
  6. The donor —prepares the hero or gives the hero some magical object.
  7. The hero or victim/seeker hero — reacts to the donor, weds the princess.
  8. False hero — takes credit for the hero’s actions or tries to marry the princess.
These roles could sometimes be distributed among various characters, as the hero kills the villain dragon, and the dragon's sisters take on the villainous role of chasing him. Conversely, one character could engage in acts as more than one role, as a father could send his son on the quest and give him a sword, acting as both dispatcher and donor.
Tevetan Todorov:
Todorov suggested that conventional narratives are structured in five stages:
1.       A state of equilibrium at the outset;
2.       A disruption of the equilibrium by some action;
3.       A recognition that there has been a disruption;
4.       An attempt to repair the disruption;
5.       A reinstatement of the equilibrium.
This narrative structure is very familiar to us and can be applied to many ‘mainstream’ film narratives.

Shots/Angles and Editing.

Shots and Angles:
Framing or Shot Length
1. Extreme long shot
Extreme Long Shot
This can be taken from as much as a quarter of a mile away, and is generally used as a scene-setting, establishing shot. It normally shows an EXTERIOR, e.g. the outside of a building, or a landscape, and is often used to show scenes of thrilling action e.g. in a war film or disaster movie. There will be very little detail visible in the shot, it's meant to give a general impression rather than specific information.
The extreme long shot on the left is taken from a distance, but denotes a precise location - it might even connote all of the entertainment industry if used as the opening shot in a news story.
Long Shot
2. Long Shot
This is the most difficult to categorise precisely, but is generally one which shows the image as approximately "life" size i.e. corresponding to the real distance between the audience and the screen in a cinema (the figure of a man would appear as six feet tall). This category includes the FULL SHOT showing the entire human body, with the head near the top of the frame and the feet near the bottom. While the focus is on characters, plenty of background detail still emerges: we can tell the coffins on the right are in a Western-style setting, for instance.
Medium Shot
3. Medium Shot
Contains a figure from the knees/waist up and is normally used for dialogue scenes, or to show some detail of action. Variations on this include the TWO SHOT (containing two figures from the waist up) and the THREE SHOT (contains 3 figures...). NB. Any more than three figures and the shot tends to become a long shot. Background detail is minimal, probably because location has been established earlier in the scene - the audience already know where they are and now want to focus on dialogue and character interaction. Another variation in this category is the OVER-THE-SHOULDER-SHOT, which positions the camera behind one figure, revealing the other figure, and part of the first figure's back, head and shoulder.
Close up
4. Close-Up
This shows very little background, and concentrates on either a face, or a specific detail of mise en scène. Everything else is just a blur in the background. This shot magnifies the object (think of how big it looks on a cinema screen) and shows the importance of things, be it words written on paper, or the expression on someone's face. The close-up takes us into the mind of a character. In reality, we only let people that we really trust get THAT close to our face - mothers, children and lovers, usually - so a close up of a face is a very intimate shot. A film-maker may use this to make us feel extra comfortable or extremely uncomfortable about a character, and usually uses a zoom lens in order to get the required framing.
Extreme Close Up
5. Extreme Close-Up
As its name suggests, an extreme version of the close up, generally magnifying beyond what the human eye would experience in reality. An extreme close-up of a face, for instance, would show only the mouth or eyes, with no background detail whatsoever. This is a very artificial shot, and can be used for dramatic effect. The tight focus required means that extra care must be taken when setting up and lighting the shot - the slightest camera shake or error in focal length is very noticeable.
Camera Angles:

Eye-Level

This is the most common view, being the real-world angle that we are all used to. It shows subjects as we would expect to see them in real life. It is a fairly neutral shot.

High Angle

A high angle shows the subject from above, i.e. the camera is angled down towards the subject. This has the effect of diminishing the subject, making them appear less powerful, less significant or even submissive.

Low Angle

This shows the subject from below, giving them the impression of being more powerful or dominant.

Bird's Eye

The scene is shown from directly above. This is a completely different and somewhat unnatural point of view which can be used for dramatic effect or for showing a different spatial perspective.
In drama it can be used to show the positions and motions of different characters and objects, enabling the viewer to see things the characters can't.
The bird's-eye view is also very useful in sports, documentaries, etc.

Slanted

Also known as a Dutch tilt, this is where the camera is purposely tilted to one side so the horizon is on an angle. This creates an interesting and dramatic effect. Famous examples include Carol Reed's The Third Man, Orson Welles' Citizen Kane and the Batman series.
Dutch tilts are also popular in MTV-style video production, where unusual angles and lots of camera movement play a big part.
Editing:
Cut A visual transition created in editing in which one shot is instantaneously replaced on screen by another.
Continuity editingEditing that creates action that flows smoothly across shots and scenes without jarring visual inconsistencies. Establishes a sense of story for the viewer.
Cross cutting
Cutting back and forth quickly between two or more lines of action, indicating they are happening simultaneously.
Dissolve A gradual scene transition. The editor overlaps the end of one shot with the beginning of the next one.
Editing The work of selecting and joining together shots to create a finished film.
Errors of continuity Disruptions in the flow of a scene, such as a failure to match action or the placement of props across shots.
Establishing shot A shot, normally taken from a great distance or from a "bird's eye view," that establishes where the action is about to occur.
Eyeline match The matching of eyelines between two or more characters. For example, if Sam looks to the right in shot A, Jean will look to the left in shot B. This establishes a relationship of proximity and continuity.
Fade A visual transition between shots or scenes that appears on screen as a brief interval with no picture. The editor fades one shot to black and then fades in the next. Often used to indicate a change in time and place.
Final cut The finished edit of a film, approved by the director and the producer. This is what the audience sees.
Iris Visible on screen as a circle closing down over or opening up on a shot. Seldom used in contemporary film, but common during the silent era of Hollywood films.
Jump cut A cut that creates a lack of continuity by leaving out parts of the action.
Matched cut A cut joining two shots whose compositional elements match, helping to establish strong continuity of action.
Montage Scenes whose emotional impact and visual design are achieved through the editing together of many brief shots. The shower scene from Psycho is an example of montage editing.
Rough cut The editor's first pass at assembling the shots into a film, before tightening and polishing occurs.
Sequence shot A long take that extends for an entire scene or sequence. It is composed of only one shot with no editing.
Shot reverse shot cuttingUsually used for conversation scenes, this technique alternates between over-the-shoulder shots showing each character speaking.
Wipe Visible on screen as a bar travelling across the frame pushing one shot off and pulling the next shot into place. Rarely used in contemporary film, but common in films from the 1930s and 1940s.