TEACHING SHOT SELECTION AND COMPOSITION THROUGH COMPUTER SIMULATIONS

1998 UFVA Conference
Michael F. Korpi

 

Description of Project

Purpose

The purpose of this project was to develop a series of computer simulations to improve the scope and quality of instruction in CST 2385 Production Methods by strengthening the portions of the class dealing with visual composition and shot-by-shot breakdown of a dramatic scene.

Objectives

In order to accomplish the above purpose, there were two objectives:

  1. to develop a set of three-dimensional computer environments (virtual worlds) in which students can maneuver a virtual camera to obtain shots appropriate for telling an assigned story,
  2. to modify the course (CST 2385) to take advantage of these virtual worlds (both for in-class presentation by the instructor and exercises which students can pursue on their own time in the computer labs).

Benefits

Two key aspects of television and film are (1) the frame, which defines and limits what can be seen, and (2) the sequence of related shots which is typically used to present an event and/or a location. The "Hollywood style" strives to make these aspects of film and television manipulation "invisible" to the audience. Because of this invisible nature of the technique, the basic manipulations can be difficult to teach, and very difficult for some students to learn.

The typical approach is to explain the technique in a lecture format, present some examples in class, and then send students out with cameras to complete a series of exercises. The main problems are that (1) time and equipment limitations mean that students are able to do only a few exercises, and (2) there is a large time gap for most students between both the instructor's explanation of the assignment and use of the camera, and between use of the camera and feedback from the instructor.

A computer simulation wherein a virtual camera can be maneuvered about will greatly improve the instructor's initial presentation of the concept (this portion of the course could even be taught in a computer lab), but more importantly, it will improve the efficacy of the student exercises. First of all, more students will be able to work at the same time because there are more computers available than there are cameras. Secondly, more complex exercises can be assigned because students will not be limited to actual physical locations. Finally, and most importantly, explanations, guidance and feedback can be much more effective because temporally they occur in close proximity to performance of the exercise.

Procedure

The first step was to identify previsualization software that is capable of creating a simplified but convincing world (especially the people inhabiting this world), capable of adjusting the shape of the frame and the angle of view (that is, how much the camera can see horizontally), able to print any view, capable of interacting with other software, affordable, and able to run on the systems in Baylor's computer laboratories (Macintoshes and Windows PC's).

The software selected is called Virtus Walkthrough Pro and it is available from Virtus Corporation, Cary, North Carolina. It meets all of the above requirements, and it has the additional benefit of being able to export its virtual worlds in the Virtual Reality Modeling Language (VRML) format which is used in web browsers. There are many other 3D design or animation packages which met most but not all of the requirements. The ability to change angle of view turned out to be the single most important distinguishing characteristic between Virtus and alternative software packages.

Figure 1 Virtus Walkthrough Pro screen

The software presents the user with a focal length (or angle of view) control on the left. In Figure 1 above the focal length is set to 15mm. Then there are several "Views" available: Top, Bottom, Right, Left, Front, Back, and Walk. Top and The Walk View is the most important because it is the one in which students will navigate through a three-dimensional environment and perform the assignment. The other views are all design views used mostly to manipulate the objects in the environment.

The Walk View's aspect ratio (ratio of width to height) is selectable. In the above illustration the aspect ratio is 1.33:1. The following images illustrate the same scene as viewed in 2.35:1 (Figure 2), 1.85:1 (Figure 3), and 1.33:1 (Figure 4). It is quite obvious that the aspect ratio can make a big difference in how the scene can be presented.

Figure 2: 2.35:1 -- Wide-screen Movies

Figure 3:1.85:1 -- Most Hollywood Movies

Figure 4: 1.33:1 -- Television

The second step was to create scenes and stories appropriate for teaching composition and shot selection. The scenes begin at a very simple level and gradually get more complex. There are several scenes which will be used to demonstrate Virtus Walkthrough Pro and how to navigate in its worlds; then students will begin working on their own. The student assignments make use of the following worlds:

One Person

Most of the familiar shot types (e.g., LS, MS, CU, etc.) are based on the human figure. It makes sense for students to begin by composing shots of one person. This one person could be located in limbo, but this assignment places the woman on a large level surface which extends far enough to form a natural horizon. The horizon is important because it tends to lead the eye, and therefore it can be used to strengthen a shot.

On an unobstructed level surface shot from a level camera, the horizon line will cut through the person or object being photographed at the same height as the camera. For example, in Figure 5 the camera is at waist level; in Figure 6 it is at eye level; and in each case the horizon line bisects the woman at camera height. This holds for any camera-subject distance (e.g., Figure 7).

Figure 5 Camera at waist level

Figure 6 Camera at eye level

Figure 7 MCU Camera at eye level

Two People

This world introduces students to the more complex task of dealing with two people. Common shots like over-the-shoulder (OVS), the two-shot (2S), and the plan Americain or "Hollywood shot" have developed to deal with the interaction of two people. What matters most is the relationship of the characters within the frame. In narrow aspect ratios like 1.33:1, the characters must be placed closer together. In wider aspect ratios like 1:85:1, there can be more space visible between two people while still maintaining a pleasing composition. This can be a help or a hindrance depending on the demands of the dramatic situation.

Figure 8 OVS in 1.33:1 aspect ratio

Figure 9 OVS in 1.85:1 aspect ratio

Objects

Some shots do not include people. There is a more limited range of shot types for objects than for people. Generally extreme long shot (ELS), wide shot (WS), and close-up (CU) serve for the description of shots of objects.

The "Objects" world is intended to give students practice in composing shots of a variety of things which vary considerably in size, complexity, and context. Obviously, "WS telephone" is different from "WS BMW" or "WS beach cabin." In this world students begin to get the idea that the surroundings matter as well.

Figure 10

Figure 11

A Baby in the Road

In this world students get to work with some of the most powerful elements in motion pictures: conflict, parallel editing, and the camera's power to manipulate depth. The situation borders on the outrageous or absurd, but the inherent tension keeps students' attention and helps them think about how the same is true for the audience. A typical construction of this scene would cut back and forth among several simultaneous actions: the baby crawling, the mother not noticing, the oncoming truck, and the jogger.

Figure 12

The camera can manipulate the perception of depth in order to increase the threat of the truck each time the baby is shown. This is done by decreasing the angle of view in each shot while simultaneously moving the camera farther away in order to keep the baby the same size in the frame. The result is to magnify the background object, in this case the truck.

Figure 13

Even though the baby and the truck are exactly the same physical distance apart in each shot, the truck appears to be dramatically closer each time. When the students make this manipulation themselves, they know the truck has not moved, but they can clearly see the impact of this manipulation. They need no more convincing that the camera can lie.

Shot Selection or "Coverage" of a Scene

In shooting feature films or dramatic television one of the most important functions of the director is to deliver appropriate "coverage" of the scene to the editor. This coverage consists of shots from several to many different camera locations covering overlapping and repeated action. Besides the shots themselves, this coverage of the scene is reported to the editor by means of the "lined script." For each printed take a vertical line is drawn on the script to indicate the duration of the shot. This line is straight as it passes through dialogue for characters visible in the shot -- that is, on-camera dialogue. The line is "squiggly" as it passes through dialogue delivered off-camera. Each line is labeled with the scene/setup/take information (e.g., 45C-3 is scene 45, camera setup C, take 3). A sample lined script page from the television series Highlander is included in Appendix A.

In this assignment students are presented with a script and the virtual world to go with it. They must devise appropriate coverage for the action in this scene, capture images for each camera setup, and indicate their coverage by lining the script. The script for this scene is included in Appendix B. Sample shots from this scene are included in Figure 14.

Figure 14

Conclusion

This project achieved its primary objectives: (1) creating virtual worlds appropriate for teaching some of the basics of visual grammar, and (2) designing presentations and student exercises to take advantage of these virtual worlds. Work continues on these simulations. We are attempting to add computer generated guidance and critique which can be delivered while the student is performing the exercise. The ability to give immediate feedback appears to be just a bit beyond the capabilities of current affordable technology, but this added capability, when available, promises to make this simulation approach to teaching film and video production even more effective. We are also developing more complex simulations for use in advanced production classes.

Availability of Simulations

The Virtus "worlds" discussed above are available for free from the author (michael_korpi@baylor.edu).

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