Notes on cinematic space

D. MacDougall
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Abstract

This chapter addresses the problem of portraying space in the cinema and the position the film viewer imagines himself or herself to occupy when watching a film. Beginning with the rendering of depth in early films, the author argues that this was never the important question; rather it was the question of how the viewer related to sensations of being included or excluded by the images on the screen. The sense of exclusion was partly resolved through editing techniques such as the shot/counter-shot technique that incorporated the viewer into the action and also by employing deep focus and proximity to close objects, as in the films of Orson Welles. Equally important were narratives that involved the viewer through identification with the characters, as well as the culturally-constructed ‘cinema of familiarity’ of genre films and the work of certain filmmakers such as Ozu. Although none of the methods employed fully succeeded in overcoming the problem of cinematic space, the author argues that at least in nonfiction cinema filmmakers can limit it by being more open about their own intentions and the limitations of the medium.
电影空间注意事项
本章讨论了在电影中描绘空间的问题,以及电影观众在观看电影时想象自己所处的位置。从早期电影的深度渲染开始,作者认为这从来都不是重要的问题;更确切地说,这是观众如何与被屏幕上的图像包含或排除的感觉联系起来的问题。这种排斥感部分通过剪辑技术得以解决,比如镜头/反镜头技术,将观众融入到动作中,也可以通过深度聚焦和接近近距离物体,就像在奥逊·威尔斯的电影中一样。同样重要的是,通过对角色的认同来吸引观众的叙事,以及类型电影和某些电影制作人(如小津)的文化建构的“熟悉电影”。尽管所采用的方法都没有完全成功地克服电影空间的问题,但作者认为,至少在非虚构电影中,电影人可以通过对自己的意图和媒介的局限性更加开放来限制它。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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