Title: Semiotics of the Moving Image
1Semiotics of the Moving Image
- Michael Dezuanni
- ALEA PD, April 29th 2006
2Overview
- Semiotics and moving images
- Example - The Incredibles
- Semiotics and video games
3Semiotics 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
4John 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
5John 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
6John 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
7Narrative and The O.C.
- conflict
- character
- action
- dialogue
- setting
- casting
8Discourse and the O.C.
- Discourses of glamour, youthful freedom, romance
- Representations of masculinity, femininity,
youth, wealth
9Case 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.
10Shot 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.
11Shot 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.
12Shot 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.
13Shot 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.
14Shot 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.
15Shot 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?
16Shot 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).
17Some 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
18Some 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).
19Some 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?
20Some 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?