---
title: "MSCH-C101"
subtitle: "Friday Discussion Session"
author: "Hongtao Hao"
institute: "Media School, IU"
date: "2020-04-03 (updated: `r Sys.Date()`)"
output:
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    lib_dir: libs
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# Shot analysis
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# Assignment: shot analysis

- Due: **Monday, Arpil 6th, 5:00 p.m.**, Submit to Canvas

- Material: Use [this Worksheet](/files/12-week/worksheet.docx)


## Five components:

1. Shot: specify the period of a shot

2. Shot Type: Long shot (LS), Medium shot (MS), or Close-up (CU)

3. Sound: Diegetic, or Non-diegetic

4. Editing:
  - Point-of-view (POV) editing
  - Eyeline match
  - Match on action
  - Screen direction (180 degree rule)

5. Summary paragraph at the end

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# Definition of shot

A shot is "a series of frames that runs for an uninterrupted period of time". 

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# 1. Shot types

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# Long shot

Whole body plus some above/below (but not too much)

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# Medium shot

From the waist up

--

Or

--
background-image: url(https://media.giphy.com/media/c9g8VRiOsqDba/giphy.gif)
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# Close-up

Full frame of face or other object

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# 2. Shot description

Simply describe the shot. For example <sup>1</sup>:

- Close-up of the flowers next to the woman, the camera tilts up and zooms to identical flowers held by the woman in the painting

or

- The man, clearly worried, exits the frame, moving to the right.

.footnote[
[1] Provided by Jacob Eddy

]

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# 3. Sound

See more information about **sound** in Prof. Tim Bell's [fourth video](https://iu.mediaspace.kaltura.com/media/Analyzing+film+4A+shot+analysis+assignment/1_xcmp4qe0). 

For this assignemnt, you are only required to specify whether it's **Diegetic** or **Non-Diegetic**.

- Diegetic: Coming from inside the story (the current shot); characters can also hear it. 

- Non-diegetic: Coming from outside the current shot; Only we can hear and the characters cannot. 

Some examples of Non-diegetic sound <sup>1</sup>:

- narrator's commentary
- sound effects which are added for the dramatic effect
- mood music 


.footnote[
[1] Examples from [FilmSound.org](http://www.filmsound.org/terminology/diegetic.htm)

]
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# 4. Editing

1. Point-of-view (POV) editing

2. Eyeline match

3. Match on action

4. Screen direction (180 degree rule)

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# Point-of-view (POV) editing

We start with a close-up of a character looking at something, followed by a shot of what he or she is looking at. Then we go back to their close-up to see their reactions. 

# Eyeline matches

The illusion of a character looking at something in another shot, created through framing and editing

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# Match on action

An action started in one shot is completed in another, giving us the illustion that we are watching one complete action.

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# Screen direction

action continues in the same relative direction between shots. This is also called the **180 degree rule**.

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# 4. Summary paragraph

Write a brief paragraph describing how your understanding of the characters and/or situation are shaped by a combination of the specific elements you have identified. You don’t need to discuss all the elements, but you should discuss at least three.

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# Recap:

1. A shot consists of several footages. Specify the time period to indicate the shot.  

2. Shot type: LS, MS, CU

3. Shot description

4. Sound: diegetic vs. non-diegetic

5. Editing: POV editing, eyeline matches, march on action, & screen direction

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# [**Example: Analyzing Porcelain Unicorn**](/files/12-week/example.pdf)

## Here is the [Link](https://www.youtube.com/watch?v=hRMcPJrWm-g) to the short film of Porcelain Unicorn

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# What's next

- 13th Week topic: Video Game Design

- Reading for next week: [The formal systems of games and game design atoms](http://acagamic.com/game-design-course/the-formal-systems-of-games-and-game-design-atoms/)

- Assignment coming soon: Game Design

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# Thanks!

Slides created via the R package [**xaringan**](https://github.com/yihui/xaringan).

Slides source codes can be found  [**here**](/slides/12th-week-slides.Rmd).
  
 
  
  




