Friday, June 1, 2012

editing_outcome2. Ray Lovejoy

Ray Lovejoy(1939-2001)_  was a British film editor with about thirty editing credits. He had a notable collaboration with director Peter Yates that extended over six films including The Dresser (1983), which was nominated for numerous BAFTA Awards and Academy Awards.

Lovejoy was an assistant to editor Anne V. Coates for films from The Horse's Mouth (1958) to Lawrence of Arabia (1962). He was next an assistant to editor Anthony Harvey on Dr. Strangelove (1964), which was produced and directed by Stanley Kubrick. Harvey subsequently became a director himself, and Kubrick promoted Lovejoy to be the editor for 2001: A Space Odyssey (1968). Kubrick and Lovejoy next worked together on The Shining (1980).


Stephen Prince described Lovejoy's contributions to 1980s films as follows, "Ray Lovejoy cut Stanley Kubrick's 2001: A Space Odyssey (1968), and he worked again with Kubrick on The Shining and supplied that film with an entirely different--tenser, more foreboding--texture than the stately science-fiction film possesses. Lovejoy also proved adept at editing for blockbuster effect. His cutting in Aliens sustained that sequel's narrative momentum with a speed and tension that its predecessor did not have, and his editing on Batman finessed that film's gaping narrative problems by simply rushing past them."

In 1987, he was nominated for the Academy Award for Film Editing for his work on the film Aliens (1986). He died of a heart attack on 18 October 2001



Filmography  http://www.imdb.com/name/nm0522487/

2001: A Space Odyssey (1968)the editing in 2001: A Space Odyssey is often used in conjunction with strategic camera placement in order to exemplify the strange and unknown space in which most of the film takes place. This clip tracks Dave as he heads to HAL's logic center and disables HAL's higher functions. Through this progression, the film often makes cuts that aren't entirely congruous in order to help establish the peculiarity of the outerspace setting and to fracture the only room that can be construed physically as HAL.




The sequence begins with shots following Dave through the ship and without much editing at all, the camera distances itself from Dave when he reaches a ladder and begins to climb. Without a specific cut, the camera angle changes drastically from following just behind Dave to pointing straight up as he climps a ladder and steps off into another chamber. This is a change that becomes more and more dramatic as the scene progresses, and the space that the camera frames gets twisted and more confusing with movement like this as well as careful editing. The following match-on-action cut shows this well when we switch to a very low angle shot of Dave entering the door; the two consecutive shots are filmed from very different angles, but the action of Dave stepping through the door connects them for viewers, forcing them to accept this very awkward switch of action continuing into a horizontal shot from a vertical shot. This cut enforces the bizarre and unfamiliar setting of outerspace to the viewers by being unfamiliar in and of itself. That constant rearranging of axes for the characters floating through space is reflected in the angles Kubrick uses as well as the drastic cuts between those angles.




We follow Dave as he unlocks the door to HAL's logic center from this same low angle. The aesthetic effect of this angle seems to differ from the normal sense of dominating power by the central character here. Though Dave certainly seems to be an unstoppable force against HAL in this case, the angle, and perhaps the close proximity of the camera to Dave, doesn't give that feeling as much as it just seems to be unable to position itself in any other way. The awkard angle of Dave, never capturing the total room that he is in at one time, defines the space in that small room by appearing to only be able to occupy a very small portion of it, and not very easily. Once Dave opens the door, the film makes another strange cut into a totally different angle as Dave enters HAL's logic center, completely rearranging the axes in space once again. As Dave floats through the room towards HAL's mainframe and begins to slowly dismantle it, the camera cuts between three or four completely displaced and disjointed shots of Dave, making it incredibly difficult to visualize him as facing a wall, the ceiling, or the floor. 

This sequence of Dave inside HAL's logic center cuts between these different angles in an attempt to show how space and setting is considered in the film. As the audience begins 
to get comfortable with one angle of Dave, perhaps assuming he's facing a wall, the film cuts to a strange new angle that may make him appear to be inches from the floor. All of these cuts construct the setting by making it nearly unidentifiable, and HAL's "brain room," our only glimpse of a possible physical room for HAL to exist in, is disjointed and fractured as the film cuts back and forth, presenting the room from different angles to make the floor indistinguishable from the ceiling.


Alien(1986)_






















Batman 1989_



Monday, May 28, 2012

editing_shot and reverse

A conventional pattern of editing and camera placement in sequences showing a conversation between two (or more) people. The camera alternates between shots of person A and shots of person B, taken from opposite ends of the axis of action. The camera must move at least 90 degrees between the two shots (in order to move from person A's end of the axis to person B's), while staying on only one side of the figures (that is, one side of the 180 degree line).


Homicide, 1949




Kill Bill II










Fallen Angels












editing_cuts

match cut_ Psycho, Alfred Hitchcock, 1960
jump cut_ City Of God

cross cut_ Francis Ford Coppola, The Godfather (1972)

Friday, May 25, 2012

editing_continuity editing

Continuity editing is a primary style of editing in narrative cinema and television. The main purpose of continuity editing is to make the inherent discontinuity of the editing process and to establish a logical coherence between shots.
In most films, logical coherence is made by cutting to continuity, which makes clear smooth transition of time and space. However, some films take cutting to continuity into a more complicated classical cutting technique, one which also tries to show psychological continuity of shots. The montage technique takes on symbolic association of ideas between shots rather than association of simple physical action for its continuity.

Continuity editing is known as a state of editing in narrative television and cinema. The idea is to create a smooth flowing film and logical coherence through shots.


There are three degrees of continuity that can occur at editing locations: edits that are continuous in space, time, and action; edits that are discontinuous in space or time but continuous in action; and edits that are discontinuous in action as well as space or time. Discontinuities in action had the biggest impact on behavioral event segmentation, and discontinuities in space and time had minor effects. Edits were associated with large transient increases in early visual areas. Spatial-temporal changes and action changes produced strikingly different patterns of transient change, and they provided evidence that specialized mechanisms in higher order perceptual processing regions are engaged to maintain continuity of action in the face of spatiotemporal discontinuities. These results suggest that commercial film editing is shaped to support the comprehension of meaningful events that bridge breaks in low-level visual continuity, and even breaks in continuity of spatial and temporal location.


Casablanca
Rocky
Dead Men Don´t Wear Plaid 


editing_three point system

To edit content into a sequence using three-point editing, you first set edit points in your source clip and sequence, and then you perform the edit. Three-point editing gets its name from the fact that Final Cut Pro needs no more than three In and Out points (in the Viewer and in the Timeline or Canvas) to determine what part of the source clip to place in a sequence. The result of the edit is dependent on which three points are set in the clip and in the sequence.

editing_non-linear/linear editing

Linear video editing (tape to tape) is a video editing post-production of selecting, arranging, and modifying images and sounds in a predetermined, ordered sequence. The only thing you need to take care is the order of editing; you can't go back and forth and edit. You have follow your storyboard and go chronologically. It was the original video tape editing method, before non-linear editing computers became available in the 1990s. These days, many people consider linear editing to be obsolete. This is not actually true. Although non-linear editing is the preferred method for most projects, linear editing still has a place. 
It is simple and inexpensive. There are very few complications with formats, hardware conflicts, etc. For some jobs linear editing is better. For example, if all you want to do is add two sections of video together, it is a lot quicker and easier to edit tape-to-tape than to capture and edit on a hard drive. Learning linear editing skills increases your knowledge base and versatility. According to many professional editors, those who learn linear editing first tend to become better all-round editors.

Non-linear editing completely changes the rules . Instead of building a program in sequence one shot at a time, non-linear systems let you work on any part of a program at any time. Changes that may take hours or even days on a linear system may take nothing more than a few mouse clicks with non-linear. Where linear editing makes you wait for tapes to cue up, non-linear gives you instant access to whatever clip you want, whenever you want it. By transferring the video from raw footage tapes onto hard disks inside a computer. Once inside the computer, the possibilities for manipulating the video literally become endless. 
Non-linear editing differs from linear editing in several fundamental ways: 
_first, video from the field tapes (or whatever the source is) is recorded to the editing computer's hard drive or RAID array prior to the edit session.
_next, rather than laying video to the recorder in sequential shots, the segments are assembled using a video-editing software program like Adobe Premier or Macromedia Director. The segments can be moved around at will in a drag-and-drop fashion.
_transitions (such as dissolves or wipes) can be placed between the segments. Also, most of these programs have some sort of CG or character generator feature built in for lower-thirds or titles.
_the work-in-progress can be viewed at any time during the edit in real time. Once the edit is complete, it is finally laid to video.
_non-linear video editing removes the need to lay down video in real time. It also allows the individual doing the editing to make changes at any point without affecting the rest of the edit. 

Friday, April 13, 2012

film/video making techniques_ research

Camera shot
Extreme and long shot_ 



Wide shot_contains a complete view of the characters. From this shot, viewers can take in the costumes of characters and may also help to demonstrate the relationships between characters.

Camera angles


Camera movements
tracking or static camera_


Framing and composition

Sunday, March 11, 2012

film and video art_ research

Emshwiller-Ed_Thanatopsis_1962


Maya Deren . A Study in Choreography for Camera (1945). 2:13, b/w, silent

Ballet mecanique (1924) Fernand Leger
Motion Sculpture
Maurice Spees , from the the Thai /Japanese Butoh performance ensemble work "The White Ants."
Illusion for movements


This Is Not a Body, by Filipe Dumas


Glow highlights footage


The Visible Human Project _1871