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Semiotics of the Moving Image

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Semiotics and video games. Semiotics ... Camera shots and composition, angles, editing, music and sound ... Discourses of glamour, youthful freedom, romance... – PowerPoint PPT presentation

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Title: Semiotics of the Moving Image


1
Semiotics of the Moving Image
  • Michael Dezuanni
  • ALEA PD, April 29th 2006

2
Overview
  • Semiotics and moving images
  • Example - The Incredibles
  • Semiotics and video games

3
Semiotics and visual language codes
  • Semiotics can be used to analyse all language.
  • Specific applications in relation to visual
    language relate to
  • Social and symbolic codes
  • Technical visual codes
  • Narrative codes and conventions
  • Ideological codes related to discourses

4
John Fiske Television Culture, 1987
  • An event to be televised (or filmed) is already
    encoded by social and symbolic codes such as
    those of
  • Level one Reality
  • Appearance, dress, make-up, environment,
    behaviour, speech, gesture, expression, sound,
    etc

5
John Fiske Television Culture, 1987
  • These are encoded electronically (or digitally)
    by technical codes such as those of
  • Level two Representation
  • Camera shots and composition, angles, editing,
    music and sound

6
John Fiske Television Culture, 1987
  • Which transmit the conventional representational
    codes, which shape the representations of, for
    example
  • Narrative, conflict, character, action, dialogue,
    setting, casting etc
  • Level three Ideology discourse.
  • Which are organised into coherence and social
    acceptability by the ideological codes, such as
    those of
  • Individualism, patriarchy, race, class,
    materialism, capitalism etc

7
Narrative and The O.C.
  • conflict
  • character
  • action
  • dialogue
  • setting
  • casting

8
Discourse and the O.C.
  • Discourses of glamour, youthful freedom, romance
  • Representations of masculinity, femininity,
    youth, wealth

9
Case Study The Incredibles
  • Released in 2004 by Pixar Animation Studios (part
    of Disney Corporation).
  • Entirely digitally produced.
  • Text made for children, but appreciated by
    adults.
  • Makes many intertextual references to other media
    texts - eg super hero comics.

10
Shot 1 - Denied
  • Extreme Close Up - Red Denied stamp on policy.
  • Social and symbolic codes
  • Following previous section - it is clear Mr
    Incredible has been denied his life as a
    superhero.
  • We learn hes in insurance - which is boring and
    unfulfilling.
  • Red for stop and the result of an aggressive
    action - stamping.
  • This is a moment of impact in the narrative - a
    turning point.

11
Shot 1 - Denied
  • Extreme Close Up - Red Denied stamp on policy.
  • Technical codes
  • ECU and sound of the stamp coming down -
    reinforces the impact of the action.

12
Shot 2 - Mrs Hoganson
  • Pull out and up to slightly high angle close up
    of Mrs H Youre denying my claim?
  • Social and symbolic codes
  • She is very small, weak and old looking.
  • She is wearing granny clothes.
  • She has a frail sounding voice.
  • Background of grey filing cabinets - official
    situation, but also depressing.
  • She needs to be saved.

13
Shot 2 - Mrs Hoganson
  • Technical codes
  • Shes looking up - inferior in the situation
    (its a high angle) reinforces that she is small
    and helpless.
  • Its a medium close up which helps to reinforce
    the emotion of the situation.

14
Shot 4 - side view of Bob and Mrs Hoganson
  • Long shot, level angle, of Bob and Mrs H
  • Social and symbolic codes
  • Bob appears trapped (caged). Head down - bad
    posture.
  • Workspace is a small cubicle space (not the
    public sphere). Cluttered with office furniture,
    phones, computer wires, cabinets. It is dark /
    dull - no natural light.
  • They appear as part of the system.
  • Creates a binary with previous scenes. He is
    unfit and controlled / contained.

15
Shot 4 - side view of Bob and Mrs Hoganson
  • Long shot, level angle, of Bob and Mrs H
  • Technical codes
  • Level angle places us on same level as Bob - we
    are invited to be in his position.
  • However, we are remote from it - we are observing
    it from outside - they lack control - they are
    being surveilled?

16
Shot 25 - Bob
  • Technical codes
  • Bob leans over desk and speaks back to Mr Huff,
    defending client. Shows he has a hint of dignity
    left (the old Mr Incredible).
  • Social and symbolic codes
  • Bob looks defeated (but camera supports him - low
    angle).

17
Some notes about Video Games
  • In addition to the visual codes and conventions
    we have identified we also need to look at
  • The interrelationship between
  • Narrative and how it relates to technical codes
  • Technology and the human interaction
  • Sensory experience and suspension of disbelief

18
Some notes about Video Games
  • Narrative and how it relates to technical codes
  • How is the story told via the graphical
    interface? Esp colour and backgrounds.
  • How detailed are the character designs?
  • How restricted is character movement? What can
    the avatar be made to do?
  • How is gameplay achieved? What keeps the
    player playing? (feedback and immersion).

19
Some notes about Video Games
  • Technology and the human interaction
  • What is the player - avatar link? How is the
    player encouraged to identify with the character
    - what is the players POV?
  • How easy is it to master the games controls so
    they become invisible - what is a games
    version of continuity editing?

20
Some notes about Video Games
  • Sensory experience and suspension of disbelief
  • How does a game become a sensory and emotional
    experience?
  • How is the graphical interface, identification
    with the avatar and the ability to use the
    controls easily and effectively central to this
    process?
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