Key Words

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Camera Shots

establishing shot - tells the audience where we are; establishes a location. for example, a shot of an office building or restaurant.

long shot - shows entire body of a character, shows background/location.

mid shot - shows torso and some background

close-up - head and shoulders, usually used to draw focus to a specific character or object.

extreme close-up - a specific facial feature fills the frame to ensure the audience focuses on that facail feature and the characters emotion/reaction

point-of-view shot - helps us to see the action from a character's viewpoint and thus empathise with them

two-shot - two characters fill the frame

over-the-shoulder - this shot looks over an actor's shoulder, looking at another actor to show that they are having a conversation

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Camera Angles

eye-level - the audience is at the same height/level as the actors/characters.

high angle - the camera is higher than most of the actors, and looks down on a character/actor. this can show the audience difference in height, power etc.

low angle - the camera is lower than most of the actors, and looks up on a character/actor. this can show the audience difference in height, power etc.

canted angle - the camera is at an awkward angle to show the audience something is 'off' in the scene. to make the audience feel uneasy, confused or build tension in a scene.

birds-eye view (arial) - the view from high above, as if you were looking from the perspective of a bird.

worms-eye view - as if the camera was on the ground, and you were lokking through the eyes of an insect/worm from the ground.

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Camera Movements

pan - where the camera moves across from side to side from a fixed position

tilt - where the camera moves up and down from a fixed position.

crane shot - where the camera, mounted on a crane, moves around at a distance above ground level; capable of achieving high elevations and movements.

tracking shot - where the camera follows the action, moving along tracks or a dolly.

hand-held - this technique is often used to suggest a greater sense of authenticity. can be used to provide 'eye witness' accounts of situations. can be used to create tension within a scene.

stedicam - often used to create the illusion that the audience is in the action, while providing smooth and a wide range of motion.

dolly zoom - a cinematic technique in which the camera moves closer or further while at the same time adjusting the zoom to keep the subject the same size in the frame.

shallow focus - part of the image is in focuswhile the rest is out of focus or blurred. this draws audience attention to a particular action/character.

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Editing

contunuity editing - the system of cutting used in most mainstream films. the intention is to establish the illusion of continuious action and keep the audiences' attention to the story.

non-continuity editing - use of editing style which draws the audience to the film making progress to reveal that film is 'constructed' not 'natural'

shot-reverse shot - this is when one character is shown looking at another character (often off-screen) and then the other character is shown looking 'back' at the first character. 

fast-paced editing - when scenes are edited together using a lot of shots cut together quickly. has the effect the action is taking place quickly and can build tension.

dissolve - the gradual tension from one image to another.

cut - an abrupt transition from one shot to another. usually it is used to maintain continuity editing.

wipe - a transition from one image to another. one image is replaced by another with a distinct edge that forms a shape.

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Editing - continued

fade - generally used at the end of a scene to signify to the end of the audience the end of the action.

jump cut - two shots of the same subject taken from the camera positions that vary often slightly. causes the subject to appear to 'jump' in an abrupt way, drawing the attention to the editing.

CGI - computer generated imagery, any still or moving image created using software.

slow motion - a pst-production effect in which time seems to slow down.

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Sound

Diegetic sound - sound which has a source on-screen. for example: dialogue.

non-diegetic sound - sound which does not have a source on-screen. for example: music or voiceover.

sound bridge - the sound of one scene continuing to the next or the sound from the next scene being used before the audience see the relevant images. it gives the sense that the film is 'linked' together.

synchronous sound - sounds which are expected with what is viewed. for example in a birthday party, you expect to hear laughter, singing and music.

asynchronous sound - sound which does not match or is unexpected with the images on the screen. can be used to build tension, suspense or emotion.

voiceover - non-diegetic sound of a person speaking over a scene.

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