The main idea for using filmmaking techniques as a creative learning
approach derives from the fact that the nature of the image is static,
hence after viewing it for a period of time, weakening of attention
takes place. This weakening of attention affects learning process and
memory. In their paper, titled “Memory for Moving and Static Images”
,
the authors report that “both monochrome and colour moving images are
better remembered than static versions of the same stimuli at retention
intervals up to one month”. They also wrote: “With recent advances in
the ease and accuracy with which computers can edit and display video
material, the time is ripe to begin an investigation of memory for
moving images.”
Other
researchers support a similar stance. For
example, when Susan Metros talks about useful technical advances and
prevalence of video editing tools, she points out that “Image
manipulation and movie and audio production software now are part of
even the most novice computer user's suite of productivity
software”.
The internet is
also a great source for free online
software capable for basic audio and video editing, and it is not very
demanding for average users.
We thought that this could be a good starting point for the first part
of our paper in which we are focusing on animated learning content.
But enhancing memory is not the only advantage of animated learning
content. Investigating efficacy of Motion Graphics (MG), which can be
defined as an animated graphic design, Barnes states that “it is
reasonable to suggest or conclude that repeated exposure to expository
MGs containing complex animation is capable of enhancing the efficiency
of information processing such that viewers are able to precisely
produce and refine their mental models of the subject matter presented
by the graphics”.
4 Motion
Graphics (MG), or Motion Graphic Design
(MGD), can be used as an efficient explanation tool because it uses all
the graphic design elements with the addition of motion and animation
as a means of expression.
Extending the above-mentioned ideas, we suggest that filmmaking
techniques can additionally enrich teaching materials. In the first
part of this paper, we will present primary filmmaking techniques and
possible creative approaches that can be applied to art history
educational materials. Those methods have already been used in teaching
Art History in the School for Design BOGDAN SUPUT in Novi Sad, but they
haven't been implemented in the form of experiment.
Contribution to Visual Learning Techniques
The use of graphics, charts, diagrams, maps, etc., which are common
means of visual learning methods, enhances the acquisition of
knowledge. But visual learning can also engage a whole variety of other
kinds of visual material. The learning potential of animation and video
footage cannot be neglected and it may result in added creativity.
These are more elaborate mediums than graphics, for example.
Therefore, techniques used in filmmaking can be considered a useful
tool for mediating a message. Cinematic content (animations, videos,
camera footages, info-graphics, short clips, motion graphics, movie
inserts, etc.) can be a powerful visual learning tool that is suited to
present more complex concepts and ideas. It is still hard to prove
which learning style provides better learning outcomes. Based on the
premise that best results come from mixing both verbal and visual
teaching material, we suggest using cinematic content because it
simultaneously exploits advantages of both styles mentioned above.
It is essential to mention that the vast majority of animated learning
content that could be found on the internet are software tutorials.
Most of those are screencasts or screen captures (not screenshots) of
a software GUI (Graphic User Interface), followed by narrated
explanations of working concepts. Many evidence-based studies show that
animated software tutorials produce fast, and more accurate, learning
outcomes that are effective for software procedure acquisition, “while
illustrated ones are better for later recalling of already acquired
procedures”
5.
Filmmaking Techniques
Giving a thorough review of filmmaking techniques (FT), or cinematic
techniques, is not the purpose of this paper. We should rather provide
an overview, and point out to some of the techniques which were used in
preparing material for classes. These techniques can be divided into
several main sections: camera works, editing, lighting, colour
correction (or grading), visual effects and compositing, with the
addition of animation techniques and motion graphic design techniques.
Although sound effects are listed as FT, they won't be mentioned in
this text. The purpose of FT is to communicate meaning and to produce a
psychological (emotional and cognitive) response to a viewer. Because
of the suggested connection between FT and teaching history of art, we
will not present film still-frames. However, in order to illustrate
this connection, we will instead use paintings.
Camera works and Editing
The camera works include all the aspects of
the movie camera, as a tool for capturing images, by which it is
possible to express ideas and emotions. The first group of its features
contains camera shots or camera framing. Any of these shots or framings
bear different meaning and can be suitable for different purposes. An
establishing shot (ES) or extreme long shot (ELS) captures the whole
scene and suggest an overall view of situation – suitable for intros or
outros. A long shot (LS) is commonly used to show action, and medium
shot (MS) for showing relations, body language, reactions, etc. A
close-up (CU) and extreme close-up (ECU) are best for showing emotions
and details. All abovementioned camera features are represented by art
history masterpieces in Figure 1. We can easily find parallels between
camera shots and fine art paintings categories (genres, idioms) – for
example – landscape, composition, figure, portrait, still life, etc.
Figure 1. From left to right: ES or
ELS (Pietro Perugino “Christ Giving
the Keys to St. Peter”, 1481-2, Sistine Chapel, Rome), LS (Leonardo da
Vinci “The Last Supper” 1495-8, Convent of Santa Maria delle Grazie,
Milan.), MS (Fra Angelico “The Annunciation” ca.1450, Convent of San
Marco, Florence), CU (Johannes Vermeer “Girl with a Pearl Earring”, ca.
1656, Mauritshuis, Hague).
A camera focus, as another aspect of the camera works, is used to
highlight the subject which is important to the viewer. On the other
hand, the effect of soft focus can suggest romance, fatigue, poor
vision, or substance abuse. Examples of soft focus – blurred –
paintings in art history are hard to find, it is unusual for an artist
to paint blurred scenes (human eye is always focusing). Impressionists
used soft focus to make an impression of movement and dreamy atmosphere
full of light, as we can see in “
Place
De La Trinite”, painted 1875, by
Pierre-Auguste Renoir.
For explaining the camera angles and camera movements, we will use
Massacio’s enormous fresco, which is 2,5 meters high and 6 meters
wide, called “The Tribute Money”. Firstly, it is painted from an
eye-level angle which makes a viewer feel like he is participating in
the event. Beside eye-level camera angle, other camera angles are the
low angle (from which the subject looks bigger and more powerful) and
the high-angle (from which the subject looks smaller and weaker). There
is no actual movement in a fresco as it is a static representation.
Yet, while watching the fresco in a certain way, viewers’ gazing
simulates the camera movements. Those camera movements are: pan –
camera is fixed but moves side to side; tilt – camera is fixed but
moves up and down; zoom – camera doesn't move in or out, but lenses
move and as a result images appear closer or further to the viewer. It
is convenient to mention editing as an FT here because Massacio
presents four different moments: 1. A tax gatherer asking Jesus for
money; 2. Jesus giving the order to Peter to go and catch a fish; 3.
Peter catching a fish; 4. Peter paying the money to tax gatherer
(Figure 2).
Figure 2. (Ctrl+Click on image to
follow link for video presentation)
Lighting and Grading
Lighting helps create a mood in a scene.
Filmmakers use many types of lights – hard lights, soft lights, spot
lights, cameo lights, diffuse lights, backlights, etc. Depending on a
type and the use of light, an overall look of a scene can be in high
contrast (low-key lighting) or low contrast (high-key lighting). The
same look can be found among masterpieces of western European art.
Painters and filmmakers use this expressiveness of light in almost the
same way. Soft and diffuse light create calming atmosphere; dramatic
scenes are inseparable from a dark, high contrasted light setting; a
candle as a light source makes the scene mystical, e.g. a villain's
face emerges from the darkness, or an unknown person is a silhouette,
etc. The lighting contributes considerably to the emotional response of
a viewer.
Colour is also responsible for creating a mood. For instance, the
Houses of Parliament series painted by Monet (Figure 3) are part of a
unique project in which the artist made visible all the subtle changes
in lighting and colour depending on the part of a day or a season. In a
film, colouring can be achieved in different ways – with the use of
coloured lights, with filters in front of the camera, with different
film stock, or it can be added in the post-production process.
Figure 3. Four paintings from the
series of London parliament painted
by Claude Monet during 1904-5. (Ctrl+Click on image to follow link for
video presentation)
Other Filmmaking techniques
Visual effects are all those imageries
that are not recorded as a live footage but mostly computer-generated.
Visual effects and compositing are inseparable because the majority of
visual effects need to be com-posited on live footage. Compositing is
the process of seamlessly combining added graphic or video material in
one coherent output. The outcome can look surreal, fictional, or
unreal.
Animation and motion graphic design (MGD) techniques are used in movie
titles, video game intros, TV channels openers, on websites, etc. MGD
includes many skills known to professional graphic designers, with the
addition of 3D modeling and animation, 2D animation, classical
(hand-drawn) animation, character animation, etc. In the context of
visual learning, MGD is applicable in making animated elements like
diagrams, maps, charts, infographics, schemes, plans, helping lines,
timelines, text, etc.
Visual Learning and Art History
It is standard practice in art history classes to analyse artworks,
mainly paintings. There are a lot of situations in which filmmaking,
animation, and motion graphic design techniques could be very helpful.
In making a formal analysis of a masterpiece, auxiliary lines (or
helping lines) are useful instruments for explaining the construction
of so-called pictorial space, for example, or for outlining, and
marking figures, areas or details. Also, to expose the artistic
intention, and the role of the main characters, camera movements could
guide a learner through a story. In catching the nuances of artistic
style, visual effects and colour corrections are suitable. All of these
techniques together will help to bring to light the complex narratives
that exist below the surface of the artwork.
Examples from Art History Classes. In the example video (Figure 4),
many of the techniques mentioned above were used. In Pieter
Bruegel's “Hunters in the Snow", tilt movement, animation, pan movement
and the focus shift was used to enliven the scene. In Giuseppe Pellizza
Volpedo's “The Fourth Estate” visual effects (particle systems) were
used for better explanation of pointillistic painterly technic. MGD
techniques were used on Miron's “Discus Thrower” – outlining arches
(helping lines) for a better understanding of a pose, and on Leonardo
da Vinci's “Sketch for the Adoration of Magi” – construction of
pictorial space and perspective (vanishing point, plane and lines). On
Vlaho Bukovac “Grande Iza” – 3D modeling, sculpting and re-lighting of
a nude.
Figure 4. Still frames from example
video (Ctrl+Click on image to
follow link for video presentation)
Typography: A Tool for Visual Literacy
When we see visual images, whether we are conscious of them or not,
they instant-aneously shape our perceptions of reality, our internal
sense of what is true and real. In the views of Arnheim
6 and
Lanham
7, we engage in an
active thinking process whenever we perceive.
The outcomes of this process are judgments we make about what it is we
are perceiving. According to Lanham these judgments are contextually
driven and shaped by our prior experiences, implying that perception
determines what we see, but also the ways in which we see it.
8 These perspectives echo in
the visual communication methods where the
ubiquity of visual symbols and signs, in the form of images,
illustrations and typography, shape our perceptions of reality.
Therefore, formal and structural analysis of “visual grammar” is an
essential step to gaining an insight into the relationship between
formal attributes of visual elements and their communicative work. In
the first part of this paper, we have mentioned that the use of
graphics, charts, diagrams, maps, etc., is a common means of visual
learning methodology. To this existing pool of learning tools, we
would like to add, apart from filmmaking techniques, also the
principles of typography which are less considered as a learning
method, but, in our opinion, equally applicable.
Typeface Impression Features
Typography has emerged as a powerful tool
in visual communication. Its role has been acknowledged by both
practitioners and scholars. Empirical studies, as early as the
beginning of the 20th century, discuss the effects of typography on
information processes where the base assumption is that typographic
features have an impact on processing of information.
9 For a long
time, research on typography has focussed on readability and legibility
of typefaces, mostly because typography has generally been considered
transparent.
10 However,
the challenges of the new age technologies
created a discourse where it was no longer sufficient to study only
the linguistic aspects of a text. This new discourse no longer saw
typography as “a humble craft in the service of the written word”, nor
“as an abstract art”, but as “a means of communication in its own
right”
11.
Figure 5. Typeface properties: outcome
of functional and semantic
properties
Using Bartram’s
12 terms
and definitions, a distinction between
functional and semantic properties of a typeface can be made (Figure
5). The functional properties of a typeface relate to the formal
attributes which are universal for each letter and enable a distinction
of one letter from another. The semantic properties trigger a cognitive
or emotional response where formal attributes suggest a meaning i.e.
association (e.g., elegant, technical, childlike). However, not every
typeface has a distinctive association or emotional value. Moreover,
an associative trait in typography is only desirable at some
instances. In certain cases, the transparency of a text is a primary
goal (e.g., textbooks); hence, little or no attention should be drawn
to the shape of the letters. The functional properties, in such cases,
yield high legibility. On the other hand, cases such as print/online
advertisements and signs benefit from prominent semantic properties of
typefaces. Such properties rely on two kinds of meaning: aesthetic
meaning and meaning attributed by association. This meaning attributed
by association is further divided to an association of personality and
association through convention. Formal attributes of typefaces are
associated with personality traits by a metaphorical link made in a
viewer’s mind. In the case of convention, an arbitrary link is
established by the frequency of use. With connection of this
theoretical background, graphic designers respond in similar fashion.
To them, the printed word has two levels of meaning. One is the “word
image” which represents the context conveyed in the word itself by the
string of letters. The other is the “typographic image” which
represents an integrated visual impression.
13
The process of designing graphic information is closely related to the
semantic properties of typefaces. However, ever since the functional
grammar of typography has moved beyond the formal analysis of letter
forms, a need for the “complex grammar” and an evaluation of
typography’s multimodality has been called for. This issue raises the
question of the limits of typographic expressiveness. A method that
provides an insight to which kind of information can be expressed
through a typeface with more complex features, and which kind should
opt for the functionality, would aid not only graphic design workers,
but teachers and layman in the communication process as well.
Typeface Effects and Rhetoric
In the view of van Leeuwen
14,
typography can be used to convey an idea
based on its illustrative value, but it can also suggest interaction
and express attitude toward what is being represented. Consequently,
typography can be considered to be a semiotic mode. In this instance,
we might suggest that obscuring the boundaries between letter forms and
images opens a discourse regarding the relationship between typography
and rhetoric. When the goal is to persuade or express an attitude, we
turn to rhetoric that has a systematic classification of figures of
speech used for argumentation. In other words, rhetoric offers a system
for identifying the most effective form of expression in any given
case.
15 Yet, ever since
ancient times, we have the emergence of
rhetoric in the light of aiding the verbal argumentation.
Saussure
16 believed that
language is only one aspect of the system
of signs. Hence, the interpretation of signs and codes, that originated
from literary and linguistic contexts, became a point of interest in
areas of communication that use visual resources. Bonsiepe and
Eco
17 recognized the
stylistic properties of the text in visual
marketing materials, namely advertisements, and began interpreting
visuals by the analogy of interpreting the signs and codes previously
defined in linguistics. Based on their analytical attempts of
categorizing the verbal rhetoric terminology in the visual domain,
Mcquarrie and Mick
18 proposed a conceptual taxonomy of
rhetorical figures in advertising language (Figure 6). The authors
divided rhetorical figures according to their regularity (schemes) or
irregularity (tropes) of expression. The underlying theory behind this
approach is that schemes yield less cognitive processing effort due to
their excess regularity. On the other hand, tropes increase cognitive
effort on account of their irregularity. A parallel suggestion was
introduced in the
Rhetorical Handbook
by Ehses and Lupton
19 where typeface design is analytically categorized according to
different levels of figuration (Figure 7). According to semiotic
theory, letter forms can become signifiers bearing meaning through e.g.
analogy. Since metaphor is one of the semiotic principles, it can allot
meaning to letters. This meaning potential of typefaces suggests that
rhetorical figuration may become a resource for categorizing the
expressiveness of typefaces.
Figure 6. A taxonomy of rhetorical
figures devised by McQuarrie and Mick
Figure 7. Examples of rhetorical
figures applied to typeface design
categorized by Ehses and Lupton.
A number of studies indicate the significance of rhetorical figures for
effective information processing.
20 Kjeldsen
21 argues that
visual rhetoric is not merely a stylization in the service of
ornamentation, but an argument in its own right. Expressive forms, i.e.
more complex forms (e.g. irony, paradox, metaphor) deviate from the
expected and navigate the viewer to come to the conclusion in order to
understand the intended message. This prospect is vital for gaining the
viewer’s attention, which is the first step to subsequent affective and
cognitive processes. However, attracting the viewer’s attention in the
dynamic conditions of contemporary graphic communication has become a
difficult endeavour. For this reason, bottom-up and top-down processes
have to be considered since each of these has a distinctive way of
guiding attention. Bottom-up processes direct attention to salient
elements whereas top-down processes are guided by our internal goals.
The latter are considered to be out of the control of persons that
emit the message; hence, the manipulation of the bottom-up processes.
For example, if a typeface would be more complex, it would influence
bottom-up processes because it would be considered as the salient
element of the composition. Continuing this line of thought, Puškarević
et al.
22 examine the
effects of typeface figuration on attention
and attitude, analyzing eye movements and attitude scales, and find
that rhetorical figures, applied to a typeface, influence attention in
certain context and mediate attitude. Further observation of the
effects of form complexity can be made. Namely, in the instance of
combining images and letter forms – such is the case of advertising,
promotional materials, or video sequences – the complexity of the
pictorial element can lessen the effect of typography. Therefore, a
model of the complexity effects of pictures and typography combined on
graphic communication is much needed.
Contemporary typography courts with the boundaries between image and
letter forms, consequently transcending to the realm of
multimodality.
The formal attributes of typefaces that have developed in the course of
the development of the alphabet have been enriched with semiotic
resources, such as colour, three-dimensionality, texture and movement,
as in kinetic typography. The last feature has been introduced,
firstly, as an artistic experiment but the use of kinetic typography in
everyday writing is suggested to be influenced by the cultural trends
of “pictorialization, informalization, emotivization and
dynamicization”
23. Cinematic content in a
form of infographics and movie
title sequences is nonexistent without the rhetoric of typography. For
example, the Saul Bass movie title for Alfred Hitchcock’s “Vertigo” and
the Kuntzel+Deygas production company movie title for Steven
Spielberg’s “Catch me if you can” are exemplary works of the meaning
production emphasized through typography principles and tools.
Conclusion
New communication mediums of the globalized world have higher visual,
auditory and interactional features calling for education in design and
teaching techniques to contribute to a transformation that challenges
some of the basic propositions of pedagogy, content and a required
skill set. We observed that the use of filmmaking techniques in
preparing teaching material is welcomed by learners and that they react
positively to cinematic content presented in a class. However,
preparing teacher’s content in such a way is a time-consuming work. In
response to this problem, our future research will include an
experimental design with participants and control groups. Our aim is to
determine the optimized preparation work that will bridge the complex
work of video editing, compositing, animating, and typography between
professionals and teaching stuff.
Additionally, the interest in typography is an engaging playground for
studying semiotic change, as argued by van Leeuwen,
24 but also a
site to propose new teaching techniques when it comes to typographic
literacy. Viewers would benefit from the ability to distinguish various
typefaces in terms of their weight, size, colour, texture, composition
etc. in order to be aware of the advantages of their meaning potential.
The educational role of this field, in the new global media
surroundings, is to keep pushing to the edges of the field. It is at
the edges that the field of typography meets other fields, such as
cognitive psychology, sociology, politics, marketing, and media theory
to explore the joint rhetorical potential and ability for social
interaction.