Saturday, January 11, 2020

Editing Within Digital Filmmaking Essay

Lori Landay elucidates that in the present age of digital transformations, communications and storytelling, the saying of McLuhan that â€Å"the medium is the message† can be further said that the media is the mix. Digital forms of narrative are not only characterized by their mixed, hybrid forms and content, but by their recombinations. It is used to draw the spectator into the mix in many different ways. It is through the mixing of the different degrees of non-linearity and interactivity that digital narratives are able to form different kinds of digital spectatorship. She looks at three films and states that in different yet interconnected ways, these ways can tend to divert the spectator from the traditional ways of finding meaning to one’s narrative. Different modes are able to elicit different ways of storytelling and fresh ways of looking, thereby, editing scenes in the process. Source 2: Tsai, Tabitha and Czarnecki, Kelly . Digital filmmaking for the 21st century. Library Journal, 2/1/2008. Machinima Goes Mainstream. Article Retrieved June 9, 2008 http://journal. media-culture. org. au/0104/trans. php Machinima is a filmmaking genre that is used in order to shape video for the 21st century. It is a new term that is coined from the words machine and cinema and is a genre of filmmaking that was originally conceived by gamers in the 1990s. During the past years, machinima has gone more mainstream and creativity has been maximized to the limits. Machinima is filmmaking that is done within a real-time, 3-D kind of environment. Basically, machinima uses real-world filmmaking techniques within an interactive virtual environment where characters and events are controlled by humans, scripts, or artificial intelligence. The video games are the ones that provide the settings, props, costumes, and characters which are needed to be able to tell an original story. Filmmakers are able to capture actual footage as MTV Central and video games like Sims 2 have in-game recording options which help the filmmakers to capture footage. For this to be accessed, there is a need for a screen capture software program in order to import game environments where there are no built-in machinima tools. Remixing audio and video content is also among the newer gadgets available among budding machinimists. Source 3: Theodosakis, Nikos. How Digital Filmmaking Develops Higher-Order Thinking Skills. Article Retrieved June 9, 2008 at: http://www. vste. org/publications/journal/attach/vj_1602/vj_1602_08. pdf This article posits that in the classroom, the process of filmmaking entails that students must be able to imagine what they will need in order to come up with a movie. They need to develop a strategy that involves managerial skills such as planning, production and editing where they will start gathering a logical series of events. The author logical lays out what is entailed in the planning stage emphasizing that feature films are rarely shot in a sequential order in order to save time, money and effort. As part of editing, the scenes are grouped according to location or actors or even according to equipment availability. Analytical skills must also be present to a large measure so that during the editing process, one can see multiple takes of the same shots and multiple shots of the same scene and then decide which information best illustrates the message being set forth (Theodosakis). The author wants to point out that the goal of filmmaking in the classroom must be executed so that students will be able to experience these skills in preparation for the future use in their own worlds beyond the classroom.

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