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CAMERAWORK
• Shot Types
• Camera Angles
• Focus
• Lens Techniques
• Camera Movement
SHOT TYPES
EXTREME LONG-SHOT (XLS)
• AKA full or wide shot
• Shows entire subject (person or object) from a distance
• Intended to highlight setting or place subject in its surroundings
• Usually used as an establishing shot to locate the action
LONG-SHOT (LS)
• Can also be referred to as a wide shot
• Shows entire subject (person or object) but closer than an XLS
• Intended to place subject in its surroundings
MEDIUM LONG SHOT (MLS)
• Between long shot and medium shot
• Depicts a person from around the ankles upwards
• Allows a lot of the environment to be seen
• Several people can be observed
MEDIUM SHOT (MS)
• Shot from medium distance
• Depicts characters from around the waist upwards
• Allows viewers to focus on characters’ expressions and movements
• Still shows a reasonable amount of the environment
MEDIUM CLOSE-UP (MCU)
• Between a medium shot and a close-up
• Humans are generally framed from mid-torso upwards
• Can observe facial expressions clearly without being too close
CLOSE-UP (CU)
• Tightly frames the subject
• Close-ups of people will generally be head and shoulders
• Can be other part of the human body
• Used to highlight emotion or intricate activity
• Partially eliminates the broader scene
BIG CLOSE-UP (BCU)
• Similar to a close-up but without the shoulders and top of the head
• Used when facial expressions and emotions are important
• Almost entirely eliminates the broader scene
EXTREME CLOSE-UP (XCU)
• So close that only a very small part of the subject is visible
• Generally too close to display emotions or reactions
CAMERA ANGLES
EYE LEVEL
• The camera is positioned as if a human were observing a scene
• Actors' heads are on a level with the focus
• The camera is about five to six feet from the ground
GROUND LEVEL
• The camera is positioned very close to the ground
• The camera is level with the focus
HIGH ANGLE
• The camera is higher than the action and looks down on it
• High angles make characters seem less significant or powerful
• Objects and character get swallowed up by their environments
• Often used when characters are in danger or vulnerable
EXTREME HIGH ANGLE / BIRD’S EYE VIEW
• Shows action from directly overhead
• Puts the audience/viewer in godlike position
• May render familiar objects totally unrecognisable at first
• Can make characters look insignificant and ant-like
LOW ANGLE
• The camera is lower than the action and looks up to it
• Low angles make characters seem larger and more powerful
• Characters can appear intimidating and threatening
• They can make the audience feel vulnerable
EXTREME LOW ANGLE / WORM’S EYE VIEW
• Often removes background and context
• The lack of setting can cause disorientation for the viewer
• Can give a sense of confusion and vulnerability to viewers
OBLIQUE ANGLE
• AKA canted, expressionistic or Dutch angle
• Suggests disorientation and a world out of balance
• Externalises (ie makes visible) characters’ sense of unease
• Makes the audience feel uneasy
FOCUS
SHALLOW FOCUS
• Uses a small depth of field (DoF)
• Only one plane of the image is in focus
• Used to emphasize one part of the image
• Focus can move during a shot to highlight a different part of image
DEEP FOCUS
• Uses a large depth of field (DoF)
• Foreground, middle-ground and background are all in focus
LENS TECHNIQUES
ZOOM IN
• Elements of the lens are moved to magnify part of a scene
• Creates a closer, tighter image
• Used to direct a viewer’s attention and focus
• The camera may not actually move
ZOOM OUT
• Effectively the opposite of a zoom in
• Goes from close to wide to reveal more of a scene
• Creates a wider image
• The camera may not actually move
CAMERA MOVEMENT
PAN
• Usually on a tripod or dolly which acts as a stationary axis point
• Camera scans a scene horizontally (left to right)
• Can be combined with other movements (such as tracking)
• Not to be confused with ‘pan and scan’
TILT
• Similar to a pan but where the camera pivots vertically (up and down)
TRACKING
• The camera is placed on a moving vehicle (usually a dolly) which moves
• The camera can move forwards, backwards or sideways
• Can follow subjects or move towards /away from them
HAND-HELD
• The camera is literally hand-held by the operator
• The image is shakier than a tripod or dolly mounted shot
• Produces a ‘fly-on-the-wall’ effect
• Viewers feel part of the scene
• The awkward movements can also make viewers feel uneasy
STEADICAM
• The camera is carried by the operator, similar to hand-held shots
• The Steadicam mount makes shots much smoother
• Can be used in places where tracks and dollies are impractical
CRANE
• Produces smooth movements
• Can move up, down, left, right, swoop in on action or move away from it
• Can go from ground level to extreme high-angles
• Also useful for high-angle shots without movement
AERIAL
• Usually taken from a helicopter
• Often used at the beginning of film to establish setting
• Like a particularly flexible sort of crane - it can go anywhere
• Can convey real drama and exhilaration
• Can produce extremely high-angles

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Camerawork introduction Year 12

  • 1. CAMERAWORK • Shot Types • Camera Angles • Focus • Lens Techniques • Camera Movement
  • 3. EXTREME LONG-SHOT (XLS) • AKA full or wide shot • Shows entire subject (person or object) from a distance • Intended to highlight setting or place subject in its surroundings • Usually used as an establishing shot to locate the action
  • 4. LONG-SHOT (LS) • Can also be referred to as a wide shot • Shows entire subject (person or object) but closer than an XLS • Intended to place subject in its surroundings
  • 5. MEDIUM LONG SHOT (MLS) • Between long shot and medium shot • Depicts a person from around the ankles upwards • Allows a lot of the environment to be seen • Several people can be observed
  • 6. MEDIUM SHOT (MS) • Shot from medium distance • Depicts characters from around the waist upwards • Allows viewers to focus on characters’ expressions and movements • Still shows a reasonable amount of the environment
  • 7. MEDIUM CLOSE-UP (MCU) • Between a medium shot and a close-up • Humans are generally framed from mid-torso upwards • Can observe facial expressions clearly without being too close
  • 8. CLOSE-UP (CU) • Tightly frames the subject • Close-ups of people will generally be head and shoulders • Can be other part of the human body • Used to highlight emotion or intricate activity • Partially eliminates the broader scene
  • 9. BIG CLOSE-UP (BCU) • Similar to a close-up but without the shoulders and top of the head • Used when facial expressions and emotions are important • Almost entirely eliminates the broader scene
  • 10. EXTREME CLOSE-UP (XCU) • So close that only a very small part of the subject is visible • Generally too close to display emotions or reactions
  • 12. EYE LEVEL • The camera is positioned as if a human were observing a scene • Actors' heads are on a level with the focus • The camera is about five to six feet from the ground
  • 13. GROUND LEVEL • The camera is positioned very close to the ground • The camera is level with the focus
  • 14. HIGH ANGLE • The camera is higher than the action and looks down on it • High angles make characters seem less significant or powerful • Objects and character get swallowed up by their environments • Often used when characters are in danger or vulnerable
  • 15. EXTREME HIGH ANGLE / BIRD’S EYE VIEW • Shows action from directly overhead • Puts the audience/viewer in godlike position • May render familiar objects totally unrecognisable at first • Can make characters look insignificant and ant-like
  • 16. LOW ANGLE • The camera is lower than the action and looks up to it • Low angles make characters seem larger and more powerful • Characters can appear intimidating and threatening • They can make the audience feel vulnerable
  • 17. EXTREME LOW ANGLE / WORM’S EYE VIEW • Often removes background and context • The lack of setting can cause disorientation for the viewer • Can give a sense of confusion and vulnerability to viewers
  • 18. OBLIQUE ANGLE • AKA canted, expressionistic or Dutch angle • Suggests disorientation and a world out of balance • Externalises (ie makes visible) characters’ sense of unease • Makes the audience feel uneasy
  • 19. FOCUS
  • 20. SHALLOW FOCUS • Uses a small depth of field (DoF) • Only one plane of the image is in focus • Used to emphasize one part of the image • Focus can move during a shot to highlight a different part of image
  • 21. DEEP FOCUS • Uses a large depth of field (DoF) • Foreground, middle-ground and background are all in focus
  • 23. ZOOM IN • Elements of the lens are moved to magnify part of a scene • Creates a closer, tighter image • Used to direct a viewer’s attention and focus • The camera may not actually move
  • 24. ZOOM OUT • Effectively the opposite of a zoom in • Goes from close to wide to reveal more of a scene • Creates a wider image • The camera may not actually move
  • 26. PAN • Usually on a tripod or dolly which acts as a stationary axis point • Camera scans a scene horizontally (left to right) • Can be combined with other movements (such as tracking) • Not to be confused with ‘pan and scan’
  • 27. TILT • Similar to a pan but where the camera pivots vertically (up and down)
  • 28. TRACKING • The camera is placed on a moving vehicle (usually a dolly) which moves • The camera can move forwards, backwards or sideways • Can follow subjects or move towards /away from them
  • 29. HAND-HELD • The camera is literally hand-held by the operator • The image is shakier than a tripod or dolly mounted shot • Produces a ‘fly-on-the-wall’ effect • Viewers feel part of the scene • The awkward movements can also make viewers feel uneasy
  • 30. STEADICAM • The camera is carried by the operator, similar to hand-held shots • The Steadicam mount makes shots much smoother • Can be used in places where tracks and dollies are impractical
  • 31. CRANE • Produces smooth movements • Can move up, down, left, right, swoop in on action or move away from it • Can go from ground level to extreme high-angles • Also useful for high-angle shots without movement
  • 32. AERIAL • Usually taken from a helicopter • Often used at the beginning of film to establish setting • Like a particularly flexible sort of crane - it can go anywhere • Can convey real drama and exhilaration • Can produce extremely high-angles