Robert De Niro in Taxi Driver (1976)



Robert De Niro's performance in Taxi Driver was brilliant.

( Man, he is damn good looking. I think I fell in love with him when he played Vito Corleone in The Godfather: Part II )

Neil Gaiman Addresses the University of the Arts Class of 2012


Very good advice and wisdom from the brilliant Neil Gaiman.

Whatever happens, do good art.

Procrastination




Mise-En-Scene

Mise-en-scène ( "placing on stage") is an expression used to describe the design aspects of a theatre or film production, which essentially means "visual theme" or "telling a story"—both in visually artful ways through storyboarding, cinematography and stage design, and in poetically artful ways through direction. Mise-en-scène has been called film criticism's "grand undefined term".

When applied to the cinema, mise-en-scène refers to everything that appears before the camera and its arrangement—composition, sets, props, actors, costumes, and lighting. Mise-en-scène also includes the positioning and movement of actors on the set, which is called blocking.These are all the areas overseen by the director, and thus, in French film credits, the director's title is metteur en scène, "placer on scene."

Source: http://en.wikipedia.org/wiki/Mise_en_sc%C3%A8ne

 

Hilarious 4 minute explanation by Indy Mogul

Tokyo! (2008)



Tokyo! is a 2008 film triptych of short films by non-Japanese directors.

Interior Design- Michel Gondry
Merde- Leos Carax
Shaking Tokyo- Bong Joon-ho

I loved Shaking Tokyo, about Hikikomori syndrome(Japanese social withdrawal syndrome). Also, power button tattoo, how awesome is that!

Part 1 of 4 of Shaking Tokyo here: http://www.youtube.com/watch?v=3AQgY-7jHTA


Cross Cutting Vs. Parallel Editing

Cross-cutting: Literally, cutting between different sets of action that can be occurring simultaneously or at different times, (this term is used synonymously but somewhat incorrectly with parallel editing.) Cross-cutting is used to build suspense, or to show the relationship between the different sets of action.
http://dave.net.au/online/filmandvid/html/parallel.html

Parallel editing: An editing technique that allows two or more simultaneous sets of action to unfold within a single film sequence. Uses: Creates tension, can show multiple points of view and can create dramatic irony when the characters are unaware of events unfolding away from the main action.

http://en.wikipedia.org/wiki/Cross-cutting


There is a difference between cross cutting and parallel editing and that would would be time. You can cross cut to shots from different time periods, but the term parallel editing is used to show two separate events scenes happening simultaneously. I guess at times this means you could use the term interchangeably when writing based on the circumstance of the scene.


How a Camera Works


Easy peasy!

Titanic (1997)- Cinematic Techniques


This is fairly self-explanatory. 

Source: Tumblr

Metropolis (1927) Special Effects


Even with limited technology they managed to pull off convincing special effects. The  shot of the Tower of Babel being actually erased and drawn frame by frame is just mindblowing.

Schüfftan process


Before the invention of the blue screen and travelling matte, a special effect known as the Schüfftan process helped in combining miniatures and actors/scenery in shots.

Eugen Schüfftan created the Schüfftan process during the production of Metropolis (1927), directed by Fritz Lang. Metropolis is set in the dystopian future, and the director wanted to add actors into shots involving miniature sets of buildings and skyscrapers. Schüfftan placed a piece of partial mirror 45 degrees to the miniature set/drawing and the camera. Part of the mirror is left for the camera to shoot through to the actual shot of the actors and scenery.




See also: Pepper's Ghost!

more info on the Schüfftan process here: http://fxtuto.blogspot.sg/2009/06/schufftan-process-turorial.html

The Design of Everyday Things (1988)



By Donald A. Norman

The Design of Everyday Things is written by Donald Arthur Norman. It was first published by Basic Books in 1988.

About the Author
Donald Norman, a cognitive psychologist whose work revolves largely around user-centered design, has been helmed by Business Week as on of “the world's most influential designers". He has made great contributions to the area human centered design, and has worked at places like Apple Computer and Hewlett-Packard. He has also taught at various universities worldwide.

Summary
The Design of Everyday Things (originally published as The Psychology Of Everyday Things) uses psychology to explain the good and bad design in everyday objects. It also suggests design solutions and principles to address the unintentional problems created with bad design.

Norman addresses, in chapter one, the mystery of hard-to-use doors. Something as simple as a door that is poorly designed, can confuse and frustrate users. Here he introduces the term “affordances” as a means to indicate whether you push or pull on a door, for example a horizontal bar affords (is for) pushing against as it is just natural to do so. He suggests making buttons and switches more visible (1 button for more function, reduce hidden functions) and natural mapping between controls and their functions that leave no room for ambiguity. He stresses the principle of feedback to help users know that a result is accomplished. One example is the beeps we hear when we dial the telephone, which helps us to know that we have successfully dialed the number on our phones.

Norman also explains how our lives are filled with misconceptions. As humans we tend to make causal inferences. When B occurs after A, and C after B, we tend to rationalize it as A having caused B, which in turn caused C to occur, even if it were just coincidental. It is interesting to note too that we tend to blame our misfortunate on our environment, but when it comes to other people, we tend to blame their personalities instead. Norman cautions us to not confuse and assign blame to ourselves when it may actually be the fault of a bad design. If a design has to be labeled, then it may not be working as well as it should. Here he suggests using the seven stages of action as design aids to help create more user-friendly design.

Constraints also limit and control how we use objects. If something were designed to only work in one way, in the way that it should, this cuts down user failure (and frustration) to zero. For example, by mapping out light switches to the floor plan of the room and incorporating that into the design of the switch, we can eliminate the annoying event where we flip switches on and off in attempt to figure out which switches work certain lights.

Norman ends the book with suggestions and ideas to guide the design of everyday things such as simplifying task structures, providing mental aids/labels, utilizing natural mappings, designing constraints and when all else fails, standardizing systems.

The book is a light read and balanced out with images and diagrams that help support the text. I feel that a complete beginner to psychology can pick up this book and easily understand and relate to the concepts that Norman espouses, and not feel intimidated by excessive jargon. The many case studies and funny anecdotes mentioned also help illustrate his points clearly.

The only drawback may be that the case studies may seem dated, although some may still apply in this day and age, like confusing doors. I feel that perhaps a newer edition could include updated cases studies such as bad design found in websites and newer technology like smartphones and applications.


Although this book was published 24 years ago, I feel it still has much relevance to the design industry today. From designing a chair, to a poster layout or even game level design, by understanding how people use objects, designers can avoid common or unintentional design errors that may hinder the use of flow of the product.

I can see how the understanding of user centered design will help greatly in the creation of graphic user interfaces in games. Paying attention to feedback, button placement (visibility) and the principle of natural mapping, for example, can ensure and even greatly enhance playability and user experience. Imagine hunting through a game to find the pause button, or having to click through 20 menus to gain access to a certain inventory. That would most certainly turn off players from continuing a game.

Perhaps in this time and age, much of bad design may have already been addressed, however there is and will continue to be lapses which result in bad design. Reading The Design of Everyday Things helps to make us more aware of our shortcomings, which in turn helps us in making informed decisions to create better products.


I would highly recommend The Design of Everyday Things to designers and people interested in the  psychology and science of user design.


(Done for a class book report! )

Looks like...



Joh Frederson looks like...


Sam the Eagle.

57821 -Janelle Monáe feat. Deep Cotton (2010)



From the album The ArchAndroid, debut studio album of American recording artist Janelle Monáe, released May 18, 2010 (wiki).

She's also featured on the currently popular track We are Young by Fun. I really need to pay more attention to these things!

I came across Janelle Monáe's music from searching about Metropolis. You can see the influence from the album cover, and the rest of the album is inspired by it too. Word of the day: Afrofuturism! 

Psycho-Trailer (1960)



directed by Alfred Hitchcock

I haven't seen this film in its entirety, and I can't wait.  From the trailer Hitchcock already proves he is a master of suspense, leaving out details in jest.

Below, storyboards from the infamous shower scene. Apparently, Hitchcock storyboarded his film in the highest detail, before proceeding to production. Storyboards by Saul Bass.





source and images from : http://faculty.cua.edu/johnsong/hitchcock/storyboards/psycho/sb-boards.html

As You Like It (1600)




ORLANDO

I do desire we may be better strangers.

-William Shakespeare

Behind the Lens (1940)




This movie is part of the collection: Prelinger Archives

Producer: Handy (Jam) Organization
Sponsor: Chevrolet Division, General Motors Corporation
Audio/Visual: Sd, B&W
Keywords: Perception: VisionMotion pictures: ProductionMotion pictures: Scientific
Creative Commons license: Public Domain

Good-bye, Chunky Rice (1999)


by Craig Thompson

This was the first alternative comic I ever read, which I will never forget. I borrowed it from the library, and I remember feeling completely in awe of the beautiful drawings, the emotive brushstrokes, the love between Chunky Rice and Dandel, even though Chunky Rice had to go away.

I think I must have bought the same copy from the National Library Book sale today for $2. I was so surprised when D pulled it out from under a pile of nonsense. "THIS IS MY BOOK." I said.

And so it is now mine, forever.

Metropolis (1927)



directed by Frtiz Lang

No words can describe how amazing this movie is! A true masterpiece of science fiction cinema. It is mind blowing how all this was achieved in 1927.


"The mediator between head and hands must be the heart!"


Synopsis for Film Class: 
SPOILER ALERT

The dystopian society in Metropolis is split into the privileged Upper Class and the poor working Lower Class. Freder, the son of the Master of the city Joh Fredersen, meets the mysterious Maria, and follows her underground where he discovers the inhumane conditions of the workers that run the machines. Appalled, Freder tells his father, who finds out his workers have secret underground meetings run by Maria. Joh instructs the scientist Rotwang to give a robot he made the face of Maria, so as to use her as a tool to incite unrest amongst the workers. The false Maria inspires the workers to destroy the machines, but eventually they turn on her and burn her at stake. Freder then battles a crazed Rotwang to save the real Maria. Balance is finally restored when Freder becomes the mediator between the Upper and Lower classes, the “heart” between “the head and hands.”


I thought Brigitte Helm was so very beautiful in her role of Maschinenmensch (machine-human).


source

Silly Symphony - The Skeleton Dance (1929)




The Skeleton Dance is a 1929 Silly Symphonies animated short subject produced and directed by Walt Disney and animated by Ub Iwerks. In the film, four human skeletons dance and make music around a spooky graveyard - a modern film example of medieval European "danse macabre" imagery. It is the first entry in the Silly Symphonies series. In 1994, it was voted #18 of the 50 Greatest Cartoons of all time by members of the animation field.

The Invisible Gorilla: And Other Ways Our Intuitions Deceive Us (2010)


My first book reading up on psychology. This book is written by psychologists Christopher Chabris and Dave Simons who gave us the famous Invisible Gorilla Experiment seen on youtube and other psychology sites.


I thought it was a really easy and interesting read and I came to know more about inattentional blindness and the limits of human visual perception, and how this affects even memory and a lot of what we know. (For example, what we THINK we know is usually grossly overestimated in cases, from what we actually know, and the higher level skills we possess relates to our ability to accurately judge our actual skill level)

 A great and entertaining read. It'a humbling to know more about the human psyche and how bias and perception effect our ability to learn and what we think we know. 

Sylvain Chomet Talks about Animation


Sylvain Chomet talks about animation from Sam Taylor on Vimeo.
This is an excerpt form 'The Secret of Drawing', a television documentary broadcast on the BBC in 2005. In this section Sylvain Chomet talks about drawing, animation, and his upcoming film "The Illusionist", due for release in 2010.

Note. The animation of Tati here is by Laurent Kirtcher, on of the ultra talented supervising animators of the Jacques Tati character. This was an early test animation.

Originally posted on

http://samtayloranimation.tumblr.com/


My website is http://samtayloranimation.blogspot.com

Astro Boy Vol 3 (1952)


by Osamu Tezuka

The original story that inspired Takashi Urasawa's Pluto storyline. The retrolicious design of Astro Boy is delightful, and I was surprised at the subtle hints of erotica (e.g. when Astro Boy needs an oil change , Uran running out into the cold night in just Astro Boy's shorts and even the scene where Uran shares her stickers with Pluto to name a few)

A great read for the comic buffs but perhaps it might be dated for the general public to appreciate and enjoy.

American Vampire (March 2010- ongoing)


created by writer Scott Snyder and Rafael Albuquerque.