T351 Week 11 - Spring 2008
Agenda
- Review art videos
- Legal Issues
- Codecs / Digitizing / Color Sampling
- Production tips
Readings:
Cybercollege.com units 66 & 67
Announcements / Reality Check
- Wednesday is the cutoff for 400-level production applications and
Telecom Scholarships
- MultiVisions Festival next Friday
- Critiques - Don't forget that you need to submit a critique. These
are due within a week of your project deadline. So you need critques
for your art video, storytelling exercise and final project.
- Storytelling exercises: No lab this
week. But you do need to turn in your pre-production materials
now- or as early as possible this week. Definitely before you shoot.
We will not accept these afterwards (That
is why they are pre-production). You will shoot your projects
this week. Completed
projects due next week by the end of lab. (We'll take a little
time to help you edit. like we did with the art videos.)
Production Observations
We had many outstanding Art Videos. (look at some)
Legal Issues
In terms of the law, news & entertainment programming are viewed differently
and afforded different restrictions.
For instance in shooting news, if a popular song happens to be playing
on someone's radio while giving a soundbite, or if a copyrighted piece
of artwork is visible in the background of a shot, chances are very slim
that legal action will be taken.
However if one were producing a piece of entertainment and didn't clear
the rights to use the music or image, they'd be open to a couple of lawsuits.
As producers, videographers, or editors, it's important to understand
the basics of law as it pertains to TV.
Privacy - everyone is entitled to this. However those in the public
spotlight are given less protection.
Intrusion - Varying limits on the level you can intrude into a person's
privacy.
Access - Generally shooting on public property is OK. Private
property for news is another matter.
Commercial appropriation - It is NOT OK to use someone else's likeness
to further your own cause.
Staging - Can't "stage" or reennact events unrealistically
for news or documentary purposes. Be careful with using comparable
footage as well.
Fair Use - Allows existing intellectual property to be used in teaching,
news and other applciations. (Not well defined)
Shield Laws - Protecting sources. States offer differing
protection than the Feds.
Defamation (libel & slander) - Presenting content that
lowers the public's estimation of a person. Negligence (not
bothering to check facts).
Public Domain - Copyright has expired.
Legal contracts:
There are three types of legal contracts you should be familiar with:
- Model Releases
- Location Releases
- License Agreements (Performance, mechanical & synchronization rights)
Model/Talent Releases: These agreements outline the
conditions of which the talent will appear in a program.
Location Releases: These agreements outline the conditions
of which a certain locations is used in a program.
License Agreements provide
for the limited use of someone else's copyrighted material (known as
intellectual property). Anything that has been created, written, composed
etc is covered and protected by Federal copyright law. Music is usually
the easiest thing to procure a clearance for (most TV & radio
stations have blanket licenses). Prints, photos, paintings & other
visual items are much trickier.
You must be very careful with what you have as a backdrop behind an
interview or on a set. Avoid any identifiable artwork or commercial
logos.
- Performance rights are necessary to broadcast or
perform the work publicly. Broadcasters also need to obtain Performance
Rights, since they are publicly transmitting the material. pay BMI & ASCAP
in order to broadcast existing music.
- Mechanical rights define the terms a work may be
used in an audio-only product, such as CDs.
- Synchronization (Synch)rights are used to define
how a work can be used in a soundtrack to a video or film. These are
licensed to the producer of the film or program.
E & O Insurance - Errors
and Ommissions insurance is a sort of "catch-all" type of insurance that
protects you against many unforeseeable issues. All producers should
have this.
Video Codecs vs. architecture
A few popular multimedia systems include:
- Quicktime (Apple)
- Windows (Windows)
- Real
Don’t confuse codecs with the video system
or architecture. QuickTime is
multimedia architecture created by Apple. It supports many different
file types and codecs. Similarly,
Windows Media (what once
was Netshow) is Microsoft’s audio/video architecture. Another popular
Internet architecture is Real Systems.
So when you
see that a file ends in ".mov" you can bet that
QuickTime can support it but you'd have to analyze it to see what the
particular codec it is. Most digital video editing systems on the Mac
use QuickTime architecture. If you see media ending in .asf, it's supported
by Windows Media.
Each architecture supports a variety of different codecs.
What
is a codec?
Codec is an acronym that stands for "compressor/decompressor or
coder/decoder. A codec is a method for compressing and decompressing
digital information. It can use specialized hardware, software or a combination
of both.
Here are some popular video codecs:
MJPEG - This is the motion form of JPEG (Joint Photography
Experts Group). Many versions of video editing systems use MJPEG (M100,
Avid)
Cinepak - Developed by now-defunct Radius. Cinepak,
was developed to put small movies on CD-ROMs.
Sorenson – Well supported by a number of platforms.
Indeo – Mainly for the PC platform, Indeo has
gone through many versions. For more info visit: http://www.ligos.com/
Smacker – Developed for games. For more info
visit: http://www.radgametools.com/ Also home to Blink (another game
codec)
RealVideo – Developed by Real, it’s a
streaming video codec for use on the web. For more info visit: http://www.real.com/
H.261 & H.263 - Video-conferencing codecs.
MPEG - (Moving Picture Experts Group) uses interframe
compression and can store audio, video, and data. The MPEG standard was
originally divided into four different types, MPEG-1 through MPEG-4.
MPEG-2 is widely used on commercial DVDs.
DV - uses 5:1 compression Other variants of DV include
DVCAM (Sony) and DVCPRO (Panasonic).
To convert video into a digital signal for any of the above
mentioned codecs, we need to first digitize it.
Digitizing
Digitizing is the process of converting an analog signal into digital
form. We do this to create digital video. Digital video is video that
has been digitized and is now represented by binary code- 1s and 0s.
When we digitize video, we have to store the data somewhere- onto tape,
disk, or even a memory chip. (Digital still cameras can capture small
amounts of video directly onto a chip) When digitizing, compression is
often used, in order to fit the most information into the smallest space.
specialized file formats or data storage methods, called Codecs are used.
Visit http://www.adamwilt.com/DV-FAQ-tech.html#colorSampling for
a more detailed explanantion of this.
How It Works
A video signal consists of luminance (black and white) and chrominance
(color) information. While the luminance and chrominance are combined
to create a TV display, the two signals are treated differently. TV works
sort of like a coloring book. The luminance draws the outlines (define
darks and lights) and then the color is applied.
You can see the luminance portion of the signal on a TV monitor by turning
the color (chrominance) all the way down.
Most of the important information is in the luminance portion of the
signal.
Sampling (frequency) & Quantizing (bit-depth):
When we digitize video, we sample it. We take a digital snapshot and
convert it into 0s and 1s. This is true for audio, video or a combination
of the two.
- Sample rate is how many times per second we take a pitcure.
- Quantizing is how good the picture is.
Here are a few different ways audio can be digitized:
- 8 bit at 22KHz (low end, computer alert sounds)
- 16 bit at 44.1 kHz (DAT, CD, MP3 at high quality)
- 16-bit at 48 kHz (DV, DAT/mini disc)
- 24 bit at 48 kHz (High-end DATs & workstations)
The higher (faster) the sampling rate, the better the quality. The larger
or deeper the bit depth, the better the quality is.
The digitizing process:
1. Capture the original signal from an anaolog source (tape or live)
2. Sample the input signal. This simulates the analogue signal in the
digital domain
3. Quantize the signal. This gives each sample a numeric value.
4. Compress the signal. The overall amount of data is reduced to a more
reasonable size.
5. Record the signal. Once digitized, the signal may be recorded on
a tape, RAM, optical disk or computer disk.
Color difference signals are one way to break down the information in
a video signal. (Other ways include composite video, Y/C or S-Video,
and RGB.) The color difference signals can be expressed as R-Y, B-Y or
Cr, Cb or sometimes U, V. This color difference signals are used in the
digitizing process. What the heck
is a color
difference signal?
Color difference signals: TV uses an additive color
system based on RGB as the primary colors. Mix red, green and blue
together and you
get white, right? Well if the RGB data were stored as three
separate signals (plus sync) it would take a lot of room to store all
the information.
Fortunately some great technical
minds figured out a way pack this information
into a smaller box (figuratively speaking) devising a way to convert
the RGB information into
two new video signals
that take up less room, with minimal loss in perceived picture
quality. The color difference
signals and are typically represented by UV or Cr Cb. So when you see
YUV it is referring to Y (luminance) and UV (the two color difference
signals).
Combining the RGB signals according to the original NTSC broadcast
system standards creates a monochrome luminance signal (Y). So you
can basically pull out the blue and red signals and subtract them from
the total luminance to get the green info.
4:4:4 vs. 4:2:2 vs. 4:1:1
Today’s digital technology provides us with several ways to digitize
video, mainly 4:2:2 and 4:1:1. What do they refer to?
Quite simply, they refer to the ratio of the
number of luminance (Y) samples to the samples of each of the two color
difference signals.
In the video signal, the most important component is the luminance as
it gives us all the detail absolutely necessary in the picture. As a
result, we must sample luminance at a very high rate, 13.5 Megahertz
(million times per second).
Given that the luminance portion is sampled at 13.5 MHz. Let's apply
the beforementioned ratios: 4:2:2 and 4:1:1. In a 4:1:1 component digital
sample, the color information is sampled at 1/4 the luminance rate: 3.375MHz.
In a 4:2:2 system, the color is sampled at 1/2 the rate of the luminance
or 6.75MHz.
What about 4:2:0?
The 4:2:0 is used in MPEG-2 sampling. The two color difference signals
are sampled on alternating lines.
What does this mean?
Quite simply, the color depth of a 4:2:2 component digital signal is
twice that of a 4:1:1 signal and, from the standpoint of color bandwidth,
is twice that of today’s popular component analog formats. This
means better color performance, particularly in areas such as special
effects, chromakeying, alpha keying (transparencies) and computer generated
graphics.
Quantizing / Bit Depth
The next step in the digitizing process is quantizing. In digital video
we do not record video as we do in the analogue world, but rather a series
of numbers which give us a reference as to what the initial analogue
video signal was.
- 8 bit: DV, DVCAM, DVCPRO, Digital S
- 10 bit: Digital Betacam, D1
Production Tips
Here are a few
general production tips:
- Establish your location early in the scene. Viewers
need to know where we are (who and when too).
- When shooting B-roll or any footage to drop into anything, shoot
mini-continuity style. Shoot every action (eg. someone on phone) with
a WS, a MS, an OTS, and a CU
following the 180-rule. This way you can provide meaningful
B-roll which edits nicely.
- When using B-roll use a sequence
of 3 or more shots. In other words don't just drop in one shot,
but use a sequence of at least 3 shots.
- Always start and end your sequence in black. You can start with a
fade up from black and end your sequence with a fade down to black.
(Some audio should accompany the video as it does this. Don't cut your
audio off at the end - fade it out or backtime it so the song ends.)
- Don't use hand held shots - unless you have a good
reason to. The worse thing you can do is hand-held zooms - they
look terrible. If you are shooting hand-held keep the lens wide and
move closer to your subject, don't zoom.
- TV is a close-up medium. Shoot close-ups! Avoid
excessive long and medium shots to tell your story. While they are
necessary
to establish
scenes, embrace medium close-ups and close-ups.
- Lenses: Occasionally check to see if the
lens has water drops on it and check
your back focus. You
often can’t
see these through the viewfinder. Never touch the lens with anything
other than special lens cleaning paper.
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