Media Aesthetics - Key Terms & Definitions PDF

Summary

This document defines key terms and concepts in media aesthetics, including semiotics, narration, and cross-media narration. It explains the relationship between signs, signified, and signifiers. Examples illustrating different aspects of narrative structure and types of narrators are included. It also discusses adaptations, fidelity, and different types of narration.

Full Transcript

W2 Semiotics Signifier: The physical form of a sign. For example, the word “tree” is a signifier, as are the letters that make up the word. Signified: The concept or idea that the signifier represents. For example, the signified of the word “tree” is the concept of a tr...

W2 Semiotics Signifier: The physical form of a sign. For example, the word “tree” is a signifier, as are the letters that make up the word. Signified: The concept or idea that the signifier represents. For example, the signified of the word “tree” is the concept of a tree. Sign: A basic unit of communication that consists of a signifier and a signified. For instance, the word “tree” is a sign that consists of the signifier “tree” and the signified concept of a tree. Icon: A sign that resembles the object it represents. A photograph of a tree is an icon of a tree. Symbol: A sign that is arbitrarily connected to what it represents. The word “tree” is a symbol because there is no natural connection between the word and the concept of a tree. Index: A sign that has a direct, existential relationship with its object. Smoke is an index of fire. Connotation: The cultural associations of a sign. For example, the word "tree" might connote nature, growth, or strength. The color red often connotes danger, passion, or love. Denotation: The literal, dictionary definition of a sign. Myth: A widely held belief that reinforces dominant ideology. W3 Narration Story/Narrative: A sequence of events that are told or recounted. Plot: The way in which the events of a story are arranged. Narration: The process of telling a story. Narration is "concerned with how an event is presented, how it happens, rather than what is presented or what happens." Disparity of Knowledge: A situation where different characters or the audience have different levels of knowledge about the story. Hierarchies of Knowledge: The way in which knowledge is distributed among different characters and the audience. Zero Focalization: An omniscient narrative perspective where the narrator knows more than any of the characters. Internal Focalization: A narrative perspective where the narrator's knowledge is limited to that of a specific character. External Focalization: A narrative perspective where the narrator knows less than the characters. Flashbacks: A scene that interrupts the chronological flow of the story to depict an event that happened in the past. Flashforwards: A scene that jumps ahead in time to depict an event that will happen in the future. Diegetic Events: Events that happen within the world of the story. Non-Diegetic Events: Events that happen outside the world of the story, like a soundtrack. Omniscient Perspective: A narrative perspective where the narrator has unlimited knowledge about the story and its characters. Limited/Restricted Perspective: A narrative perspective where the narrator's knowledge is limited to the perspective of one or a few characters. First-Person Perspective: A narrative perspective where the story is told from the perspective of a single character using “I” or “we.” W4 Cross-media narration Adaptation is the process of transforming a story from one medium to another, such as adapting a novel into a film. It does not prioritize fidelity to the original source material and can be motivated by various intentions, including paying tribute, questioning, erasing, or consuming the adapted text. Film remakes, for example, can be seen as "contested homage," simultaneously expressing envy and admiration for the source. Fidelity Discourse Fidelity discourse refers to discussions and debates surrounding how closely an adaptation should adhere to its original source. Hutcheon argues that moving away from a focus on fidelity opens up new possibilities for understanding adaptations. Narrators An implied author is a hypothetical construct representing the creative force behind a work, but it differs from the actual author. A visual narrator controls the sequence of images and transitions between them, including title cards and special announcements. For example, in "The Good, the Bad and the Ugly", the title card's ironic use of "the good" is attributed to the visual narrator. An auditive narrator manages the audio track, including voice-overs, dialogue, music, and other sounds. A filmic narrator is a higher-level agent that regulates the interaction and synchronization between the visual and auditive narrators. It does not prioritize either track and acknowledges the potential for conflicts between them, as seen in films like "Badlands". Internal narrators can be diegetic or non-diegetic. A diegetic narrator exists within the film's story world, while a non-diegetic narrator exists outside of it. Frame narration involves a story within a story. Seriality Seriality refers to narrative structures that unfold over multiple installments. A series typically features multiple protagonists, begins with exposition, introduces a narrative problem, and reaches a partial climax in each installment. Examples include shows like "Friends". A serial often involves even more protagonists, starts "in medias res" (in the middle of the action), presents a narrative enigma, and remains perpetually unconcluded. Examples include shows like "Game of Thrones". Vast seriality has a large number of characters and storylines, spread across many episodes and seasons, with less emphasis on individual character development.. Dense seriality has a limited number of characters and storylines, with more focus on character development and complex relationships between characters. Transmedia Storytelling Transmedia storytelling involves expanding a narrative across different media platforms, such as film, television, video games, and social media. It creates a more immersive and participatory experience for the audience. Information about Henry Jenkins' specific definition of transmedia storytelling is not available in the sources. W5 Mis-en-scène Mis-en-scène: The arrangement of everything that appears in the framing of a shot, including the set design, props, costumes, and the positioning and movement of actors. It is often referred to as “staging.” Costume: The clothing and accessories worn by characters. Authentic vs. Stylized Setting: Settings can either be designed to appear realistic or to create a specific visual style. Color: A visual element that can be used to create mood, symbolism, and visual interest. Props: Objects used by characters within the scene. Décor: The furnishings and decorations used to create the setting. Framing: The way in which the shot is composed, the arrangement of elements within the rectangular frame of the image. High-Key vs. Low-Key Lighting: High-key lighting is bright and even, while low-key lighting is characterized by high contrast and shadows. Three-Point Lighting: A standard lighting technique that uses three light sources: a key light, a fill light, and a backlight. Brechtian Staging: A style of theatrical staging that emphasizes the artificiality of the performance and encourages the audience to think critically about the play's message. Transnational Cinema: Films that cross national borders and reflect the interconnectedness of cultures in a globalized world. W6 Cinematography & Sound Contrast vs. Exposure: Contrast refers to the difference between the lightest and darkest areas of an image, while exposure is the amount of light that reaches the film or sensor. Perspective: The way in which objects appear in relation to each other and the viewer, depending on camera position and lens. Focal Length: The distance between the center of a lens and its focus, which affects the magnification and field of view of the image. Depth of Field: The range of distances within a scene that appear in focus. Framing and Aspect Ratio: Framing is the act of composing a shot. Aspect ratio is the proportional relationship between the width and height of the image. Long Shots (ELS/LS/WS): Shots that show the entire subject or scene from a distance. Close-Up Shots (CU/ECU): Shots that show a close view of a subject, typically focusing on the face or a specific detail. POV Shot: A shot that shows the scene from the perspective of a character. Bird’s Eye View Shot: A shot taken from a high angle, looking down on the scene. Dutch Angle/Canted Angle Shot: A shot in which the camera is tilted to one side, creating a sense of unease or disorientation. Leading Lines: Lines within the composition that guide the viewer's eye towards a point of interest. Rule of Thirds: A compositional guideline that divides the frame into nine equal sections and suggests that key elements be placed along the lines or at the intersections. Shot - Reverse Shot: A common editing technique used for conversations, in which the camera cuts back and forth between two characters. Dolly Shot: A shot in which the camera moves smoothly along a track, often used to follow a subject or create a sense of movement through space. Diegetic Sound: Sound that originates from within the world of the film, such as dialogue, sound effects, and music that characters can hear. Non-Diegetic Sound: Sound that is added to the film in post-production and is not part of the story world, such as background music and voice-over narration. W7 Editing Editing: The process of selecting, arranging, and assembling shots to create a cohesive film or video. Continuity Editing: A style of editing that aims to create a seamless and logical flow of events. Establishing Shot: A wide shot that establishes the setting and context of a scene. Shot-Reverse-Shot: An editing technique commonly used for conversations that cuts back and forth between two characters. Re-Establishing Shot: A shot that returns to the establishing shot to remind the viewer of the setting. Match Cut: A cut that joins two shots based on visual or thematic similarities, creating a smooth transition. 180-Degree Rule: A guideline in continuity editing that states that the camera should stay on one side of an imaginary line (the axis of action) to maintain consistent screen direction. 30-Degree Rule: A guideline in continuity editing that suggests that the camera should move at least 30 degrees between shots to avoid jump cuts. Elliptical Editing: A technique that condenses time by omitting unnecessary or repetitive actions. Anchored Flashbacks: Flashbacks that are clearly linked to a specific event or character in the present. Discontinuity Editing: A style of editing that intentionally disrupts the flow of events or creates jarring transitions. Kuleshov Effect: A film editing effect demonstrated by Soviet filmmaker Lev Kuleshov in the 1910s and 1920s. It is a mental phenomenon by which viewers derive more meaning from the interaction of two sequential shots than from a single shot in isolation. Cross-Cutting – Parallel Editing: An editing technique that cuts back and forth between two or more scenes that are happening simultaneously. W10 Documentary Documentary: A genre of film or video that uses real-life footage or events as its basis. Expository Mode: A documentary mode that presents a clear argument or perspective, often using voice-over narration and interviews. Performative Mode: A documentary mode that emphasizes the filmmaker's personal involvement or subjective experience. Observational Mode: A documentary mode that seeks to observe events as they unfold, often using minimal intervention or commentary. Participatory Mode: A documentary mode where the filmmaker actively participates in the events being documented. Poetic Mode: A documentary mode that emphasizes aesthetic form and visual experimentation. Reflexive Mode: A documentary mode that calls attention to the filmmaking process itself and questions the nature of documentary truth. Mockumentary: A fictional film or video that uses the conventions of documentary to create a humorous or satirical effect. W11 Reality Television Reality Television: A genre of television programming that features real people in unscripted situations. The sources provide several definitions of reality television. Extra-Televisual Discourses: The conversations, debates, and media coverage that surround a television program. Big Brother (1999-): A pioneering reality TV show that follows a group of people living together in a house, monitored by cameras 24/7. First Generation Reality TV - The Camcorder Generation: Early reality TV shows that emerged in the 1990s and often used a handheld camera style. Second Generation Reality TV - The Competition Generation: Reality TV shows that focus on competition and often feature challenges or eliminations. Third Generation Reality TV - The Production of Celebrity: Reality TV shows that create and exploit celebrity culture. Cinema Vérité: A style of documentary filmmaking that emphasizes direct observation and minimal intervention. Direct Cinema: A style of documentary filmmaking similar to cinema vérité, but often more participatory and focused on the filmmaker's perspective. The Hidden Camera: A technique used in reality TV and documentaries to film people without their knowledge. The Live-In Camera: A technique used in reality TV where cameras are placed in a living space to continuously film the subjects. W12 Games Play: A voluntary activity that is intrinsically motivated and enjoyable. Homo Ludens: The concept of "man the player," emphasizing the importance of play in human culture. Interactivity: The ability of the user to influence the outcome of a game. Interpretative Gaps: Spaces within a game's narrative or design that allow players to create their own interpretations. User-Generated Content (UGC): Content created by users rather than developers. Narratology: The study of narrative structure and techniques. Ludology: The study of games and gameplay. Rules: The set of guidelines that govern the actions and interactions within a game. Gameplay: The interaction between the player and the game system. Perspective (in Games): The visual point of view from which the player experiences the game. Dimensions (in Games): The spatial dimensions of the game world. Gamespace: The virtual environment in which the game takes place. Gamification: The use of game-like elements in non-game contexts. Off-Screen Space: Areas of the game world that are not visible to the player. Vocalization: The use of sound and voice in games. W13 Postmodernism on Screen Formal Realism: A style of filmmaking that emphasizes the objective representation of reality, often using long takes and deep focus cinematography. Social Realism: A style of filmmaking that focuses on the social and political issues of everyday life. Formal Elements of Modernism: Artistic techniques that emphasize experimentation, abstraction, and subjectivity. Social Elements of Modernism: The social and cultural changes associated with modernization, such as industrialization, urbanization, and the rise of mass media. Modernity: A historical period characterized by rapid social and technological change, often associated with the Industrial Revolution and the rise of capitalism. Fragmentation: A postmodernist technique that breaks up traditional narrative structures or uses fragmented imagery. “Heightened Subjectivity”: A focus on the individual's subjective experience and perspective. Postmodernism: A cultural movement that emerged in the late 20th century and is characterized by a rejection of grand narratives, a blurring of high and low culture, and a sense of irony and self-awareness. Transnational Globalization: The increasing interconnectedness of cultures and economies across national borders. W14 Social Media Creator Culture: A cultural phenomenon in which individuals create and share content online, often building a following and brand. Platformization: The process by which social media platforms become dominant forces in media and culture. Four Principles of Social Media Logics: o Programmability: The ability of social media platforms to control and shape the flow of information. o Popularity: The emphasis on likes, shares, and other metrics of social engagement. o Connectivity: The interconnectedness of users and content on social media platforms. o Datafication: The process of turning social interactions into data that can be collected and analyzed. Platform Vernaculars: The unique languages, symbols, and practices that develop on different social media platforms. Remediation: The way in which new media technologies incorporate and transform older media forms. Autoethnography: A qualitative research method in which the researcher uses their personal experience to understand a cultural phenomenon.

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