Wednesday, April 22, 2015

MoMI experience


So the trip to the MOMI wasn't exactly intellectually stimulating nor did it present much that I didn't already know. What I’ll do instead, is just talk about a demo and how the experience really brought forward just how important it is an an element in media. The one demo I experienced at the MOMI actually had to do with sound, and particularly the Foley artist. There was an animation taken from the Simpsons (there were other animations, this was just the one I played with) where Lisa is taking a test, and she's incredibly nervous, and all these things around her are making it worse. Essentially, the program allowed me to choose how these different things sounded, including limited options (which included the sound actually used in the show). It was very interesting to me how these different sound effects could change how dramatic it was, like the sound of a pogostick being less dramatic than a jackhammer. I found it really amusing how arranging each of the sounds in a way that just adds to the drama, or purposely lightens it, and how that can affect the way the viewer can perceive the way Lisa feels during her test, and it also shows just how important using the right kinds of sounds is for setting the proper mood. It’s all about how the scene is supposed to feel, and how it could feel like instead, which has to do a lot with how loud the sound is, how frequently it is heard, how long it is heard for, and the scene I worked on had absolutely no soundtrack music playing (which makes me wonder how it mightiness changed the mood further if there was).

Thursday, April 16, 2015

For the media I chose to look at, I decided to use an anime called Code Geass. The clip opens up with a high angle shot on a war machine, following it as it travels to its intended location. Then there’s a cut to a head shot of a character. This cut is made primarily because he goes from explaining a situation to giving an order. The next cut brings up a low angle medium shot of some characters, which helps indicate that there are numerous characters involved, and also clearly shows the means of communication. The next shot is an extreme close up on the leader, showing his determination and his ability to trust the character he is communicating with. Next cut brings a high angle head shot, which gives the feel that the viewer is in the machine and is looking out from it. The next few shots establish a visual connection of where all the different characters are, and how they plan to maneuver each other. These images continue to follow similar patterns, which helps to give the feel of what it is actually like being within and taking part of the battle. In every shot, the main subject is centered on screen, and the connection from one shot to the next is determined by the communication, whether it is characters talking to each other, or if the communication involves visual confirmation. The latter is used primarily as a way to seamlessly switch from one side of the battle to the other. The shots also are very fast paced for the most part, which helps give the idea of how quickly everything in a battle has to be communicated and then performed. The non diegetic soundtracks are used in a similar way in order to give the sense of intensity and mystery that comes with facing an enemy under such conditions. 
https://www.youtube.com/watch?v=BrkASCbaHHE