Over-the-shoulder shot

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Over-the-shoulder shot from The Driller Killer (1979) Driller Killer Over-the-Shoulder Shot.png
Over-the-shoulder shot from The Driller Killer (1979)

The over-the-shoulder shot (OTS or short over) is a camera angle used in film and television, where the camera is placed above the back of the shoulder and head of a subject. [1] [2] [3] This shot is most commonly used to present conversational back and forth between two subjects. With the camera placed behind one character, the shot then frames the sequence from the perspective of that character. [4] The over-the-shoulder shot is then utilised in a shot-reverse-shot sequence where both subject's OTS perspectives are edited consecutively to create a back and forth interplay, capturing dialogue and reactions. [2]  This inclusion of the back of the shoulder allows audiences to understand the spatial relationships between two subjects, while still being able to capture a closer shot of each subject’s facial expression. [5]  In film and television, the filmmaker or cinematographer’s choice of an OTS shot’s camera height, the use of focus and lenses affect the way audiences interpret subjects and their relationships to others and space. [3]

Contents

History

Johannes Vermeer, The art of painting, 1666-1668. 120 x 100 cm (47 x 39 in). Kunsthistorisches Museum, Vienna Jan Vermeer - The Art of Painting - Google Art Project.jpg
Johannes Vermeer, The art of painting, 1666–1668. 120 × 100 cm (47 × 39 in). Kunsthistorisches Museum, Vienna

The over-the-shoulder angle was employed in numerous artworks before the invention of photography or film making. The art of painting , by the Dutch painter Johannes Vermeer uses the OTS angle and was created between 1666–1668. [6] It is considered one of the earliest appearances of the angle, which is said to include a self-portrait of the artist himself from behind. Similarly, nineteenth-century German romantic painter Caspar David Fredrich's artwork Moonrise over the sea, painted in 1822, depicts three rear facing figures looking out to sea. [7] The OTS perspective captured in the artwork was common amongst Fredrich’s works and allowed audiences to identify with the figures in the painting, as they participated in the same visual experience as the subjects in frame. [8]

Caspar David Friedrich, Moonrise over the Sea (Mondaufgang am Meer), 1822. 55 x 71 cm (22 x 28 in). Alte Nationalgalerie, Berlin Caspar David Friedrich - Mondaufgang am Meer - Google Art Project.jpg
Caspar David Friedrich, Moonrise over the Sea (Mondaufgang am Meer), 1822. 55 × 71 cm (22 × 28 in). Alte Nationalgalerie, Berlin

In the early years of silent film making, cameras were kept stationary and distant from the action, mirroring the position an audience would be viewing a stage production. [8] The blocking and staging of scenes in early film was heavily influenced by theatrical conventions. For example, "cheating out", which meant to face outward towards an audience more than would be natural. [9] This technique was utilised by filmmakers to position both subjects towards the camera, during a conversational scene, in order to capture the front and side profiles of both subjects, rather than turning away from the camera. [10]

1896 poster advertising the Vitascope- an early film projector first demonstrated in 1895 Edison's Greatest Marvel-The Vitascope - Restoration.jpg
1896 poster advertising the Vitascope- an early film projector first demonstrated in 1895

By the early 20th century, films had evolved from static one shot takes to longer form films that utilised multiple camera angles and multiple shots within a scene and setting. [11] James Williamson’s Attack on a China Mission Station, made in 1900, used the first reverse angle cut in film history. [12] [13]  With the introduction of cutting and multiple shots being used for one scene, actors no longer had to "cheat out" towards the camera. Instead, the subjects could face one another and the filmmaker could capture conversation in two reverse over-the-shoulder shots from both subject’s perspectives. [8] The technological improvements in cameras also meant they were smaller, lighter, could be moved far closer to subjects and have a greater range in controlling light, exposure and focus. [14]

Practical application

An OTS is composed, when used to capture dialogue, to make the subject facing the camera the shot’s focal point. A conventional OTS shot always has at least three layers of depth: the foreground, middle ground and background. [5] [3] The inclusion of a subject’s shoulder, and often the back of their head in the foreground, adds depth to the frame. [2] Because an object appears bigger when it is closer to the camera than they do when viewed at a greater distance, objects and subjects appear different sizes on screen which increases viewers sense of the depth of the space depicted. [8] This occurs because the filmmaker has placed the subject as an overlapping object along the Z-axis of the frame, the Z-axis meaning the imaginary line that runs from the foreground to the background of a shot. [15]

This schematic shows the axis between two characters and the 180deg arc on which cameras may be positioned (green). When cutting from the green arc to the red arc, the characters switch places on the screen, potentially confusing the viewer. In conventional filmmaking this confusion is avoided by not crossing the line. 180 degree rule.svg
This schematic shows the axis between two characters and the 180° arc on which cameras may be positioned (green). When cutting from the green arc to the red arc, the characters switch places on the screen, potentially confusing the viewer. In conventional filmmaking this confusion is avoided by not crossing the line.

To capture a turn-taking conversation, this OTS is then flipped to a reverse OTS angle that depicts the other subject’s perspective. Edited together, the interplay of these two shots often depicts a first subjects’ action and a second subject’s corresponding reaction. [16] This sequence of two OTS shots that depict a back and forth between two subjects is called a shot-reverse-shot. [2] Filmmakers aim to ‘match’ the OTS shots within a shot-reverse-shot in order to ensure spatial continuity so audiences quickly understand the physical distance between the two subjects, and their physical distance to the space around them. [17] "Matching" means the two people involved remain on the same sides of the shot. For these shots to ‘match’, filmmakers may take into consideration the 180-degree rule, which dictates that the camera should be kept on one side of an imaginary axis between two characters. [18] Similarly the 30 degree rule is also used, which specifies that if two shots of the same character or object are cut together, the viewpoints must be at least 30 degrees away from each other or entail significantly different shot sizes. [19] This problem can be avoided by inserting a different shot between the two similar shots. Filmmakers also aim to create an eye line match, within conventional OTS shot-reverse sequences, to match the angle of the subject’s eye line with its corresponding position in the next shot. These rules dictate the placement of the camera and their direction to ensure spatial continuity. [3]  This tradition of ‘matching’ shots allows viewers to, often unconsciously, cognitively piece together the different camera angles and, with the inclusion of a subjects shoulder, positions the subject’s physical perspective clearly to then interact with the focal subject. [20]

The use of alternating over the shoulder shots contrasts with the use of single person shots during a conversation, with one person shown then the other, then the first, then the second, etc., throughout a conversation. This method does not establish a spatial relationship between the two persons. (In fact, the two speakers in this kind of sequence can be filmed days or months apart because the two actors are not shown together.) The two methods often are combined in a sequence, however.

Spacewar! (1962) on the DEC PDP-1 minicomputer at the Massachusetts Institute of Technology. Spacewar!-PDP-1-20070512.jpg
Spacewar! (1962) on the DEC PDP-1 minicomputer at the Massachusetts Institute of Technology.

The over-the-shoulder camera angle is also simulated in third-person shooter video gaming. [21] Within this category of 3D gaming the player’s avatar is visible on screen, as opposed to a first-person shooter game that centres the weapon in the frame and adopts a Point-of-view immersive angle. [22] The OTS angle is utilised in third-person shooter games as a way to allow both game designers and players to further customise the avatar characters and to display a greater range of vision of the surrounding area. This increase in a player’s field of vision allows for clearer close combat and interaction with physical objects in the game space. [23] The earliest existence of this OTS angle being used in video games was in Spacewar! (1962), written for the DEC PDP-1 minicomputer at the Massachusetts Institute of Technology. [24]

Technology

To capture an OTS shot, a wide angle, normal or telephoto lens can be used. [2] The type of lens a cinematographer may decide to use for a shot depends on the distance they want to create between the subject and the camera or subject in the foreground. [25] In a conventional presentation of an OTS shot, the image is captured with a normal lens, with a very short camera to subject distance and a shallow depth of field in the foreground and background, leaving the main subject in sharp focus. [16] A shallow depth of field is created when there is a small area in an image that is in focus, while the background is blurred, leaving only the subject in focus. This effect is achieved by increasing the camera's aperture or by decreasing the cameras f number. [26]

Computer technology is being developed to accurately classify shot types in film and television. [27] Within an SVM learning machine, human presence detectors and context saliency mapping technologies have been combined to analyse all the visual data presented in a shot in order to identify its set-up. [28] The OTS is one of the more difficult camera angles to classify, using these human presence recognition technologies, as the subject with their back to the camera isn’t easily detected as a human. [29] This occurs because the image lacks face, upper body or full body classifiers the computer requires to determine a human presence. [30]  The continued improvement of this computer technology aims to increase the ‘visual saliency’ of the presence of actors on screen even when they are shown only partially and from behind, as in an OTS shot. [26]

Interpretation

Motion Picture Production Code 1930-1955 Motion Picture Production Code.png
Motion Picture Production Code 1930–1955

The OTS shot is used as a way to capture the perspective of the subject whose shoulder the camera is placed behind. [2] This technique can often be used to manipulate the level of identification an audience has with a character or can display a relationship dynamic between two characters on screen. [8] [14] This is achieved by controlling the camera’s angle in relation to the subject in focus. [18] Similarly, the duration of a shot of one perspective more than another may lead an audience to further relate to one subject over another. [31] This may be because the audience shares one subject’s perspective more often or contrastingly, if shown one subject as a focal point more often an audience may further identify with them. [32] The more the camera matches the eye-line of the shot’s subject can also be a way in which audiences interpret relationships between characters or change their level of identification with one subject over another. [33] As the OTS is so heavily used in film and television, breaking the ‘rules’ of the OTS is often an unconscious marker to audiences of a shift in mood or tone due to the discontinuity. [3] [34]

It has also been suggested that the OTS shot had been used to depict homosexual kissing in order to surpass production codes of the time. [35]  This angle was utilised as characters could be shot from behind and therefore filmmakers could infer a kiss hidden from the view of the camera, rather than capturing the kiss from a straight-on angle. [36] The Motion Picture Production Code, often referred to as the "Hays Code" after its creator Will H. Hays, stated "no picture shall be produced which will lower the moral standards of those who see it. Hence the sympathy of the audience shall never be thrown to the side of crime, wrongdoing, evil, or sin". [37] The production code also referred to the depiction of homosexual intimacy on screen specifying "sex perversion or any inference of it is forbidden". [37] Despite the production code’s abandonment by the late 1960s, the over-the-shoulder shot continually is used to obscure intimacy between same sex couples. [38] This use of the OTS shot in television especially, combined with quick editing cuts, works to minimise the impact of same sex intimacy. [39] This film making technique presents a "blink-and-you-missed-it peck in the corner of the screen, unassuming and un-obstructive" [40] in order to maintain a broad viewership and network support. [35]

Examples

An example of the use of an OTS for dramatic effect is throughout Robert Zemeckis’s Back to the Future (1985) to show the dynamic between Marty McFly (the film's main character) and Biff (a bully). [2] The differing camera angles used in their exchanges depict the power imbalance between the two characters. [41] When capturing Marty as the subject from Biff’s perspective, he is shown from a high angle shot, as if Biff is physically and symbolically looking down on Marty. In the reverse shot, then capturing Biff as the subject from Marty’s perspective, he is shown from a low angle shot, positioning the camera from Marty’s viewpoint looking up at Biff. [42]

A single shot example of the OTS shot occurs in Citizen Kane . Cinematographer Gregg Toland uses a specially-made wide-angle lens with a very deep depth of field to get sharp focus from three feet from the camera to 25 feet away, which seems further because of the wide-angle lens. In the scene, Kane is preparing to sign away control of his fortune because of financial reverses. The right side of the shot is filled with the left shoulder and left side of Bernstein, Kane's former protector, reading the terms of the agreement. Sitting across a table from him and signing the agreement is Thatcher, Kane's banker, who is made to appear much smaller in the shot. Across the room, Kane paces back and forth, moving to and from the table, before he finally comes to the table and signs the agreement. [43]

A film that breaks the rules of the OTS is Matteo Garrone’s Gomorrah (2008) which always does not have a matched reversed shot. The focus is also often kept on the foreground instead of the middle ground, with the subject the camera is facing deliberately out of focus. [44] This is demonstrated throughout the film as a way to convey a sense of mystery and instability by confusing the films continuity. [2]

Related Research Articles

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<span class="mw-page-title-main">Point-of-view shot</span> Type of photography or film making shot

A point of view shot is a film scene—usually a short one—that is shot as if through the eyes of a character. The camera shows what the subject's eyes would see. It is usually established by being positioned between a shot of a character looking at something, and a shot showing the character's reaction. The POV technique is one of the foundations of film editing.

<span class="mw-page-title-main">Dolly zoom</span> In-camera effect that appears to undermine normal visual perception

A dolly zoom is an in-camera effect that appears to undermine normal visual perception.

<span class="mw-page-title-main">Forced perspective</span> Optical illusion

Forced perspective is a technique that employs optical illusion to make an object appear farther away, closer, larger or smaller than it actually is. It manipulates human visual perception through the use of scaled objects and the correlation between them and the vantage point of the spectator or camera. It has uses in photography, filmmaking and architecture.

<span class="mw-page-title-main">Cinematography</span> Art of motion picture photography

Cinematography is the art of motion picture photography.

<span class="mw-page-title-main">Jump cut</span> Film transition in which a continuous shot is broken to imply the passage of time

A jump cut is a cut in film editing that breaks a single continuous sequential shot of a subject into two parts, with a piece of footage removed to create the effect of jumping forward in time. Camera positioning on the subject across the sequence should vary only slightly to achieve the effect. The technique manipulates temporal space using the duration of a single shot—fracturing the duration to move the audience ahead. This kind of cut abruptly communicates the passing of time, as opposed to the more seamless dissolve heavily used in films predating Jean-Luc Godard's Breathless, which extensively used jump cuts and popularized the technique in the 1960s. For this reason, jump cuts are considered a violation of classical continuity editing, which aims to give the appearance of continuous time and space in the story-world by de-emphasizing editing, but are sometimes nonetheless used for creative purposes. Jump cuts tend to draw attention to the constructed nature of the film. More than one jump cut is sometimes used in a single sequence.

<span class="mw-page-title-main">Close-up</span> Photography and film term referring to framing a shot

A close-up or closeup in filmmaking, television production, still photography, and the comic strip medium is a type of shot that tightly frames a person or object. Close-ups are one of the standard shots used regularly with medium and long shots. Close-ups display the most detail, but they do not include the broader scene. Moving toward or away from a close-up is a common type of zooming. A close up is taken from head to neck, giving the viewer a detailed view of the subject's face.

In filmmaking and video production, a shot is a series of frames that runs for an uninterrupted period of time. Film shots are an essential aspect of a movie where angles, transitions and cuts are used to further express emotion, ideas and movement. The term "shot" can refer to two different parts of the filmmaking process:

  1. In production, a shot is the moment that the camera starts rolling until the moment it stops.
  2. In film editing, a shot is the continuous footage or sequence between two edits or cuts.
<span class="mw-page-title-main">180-degree rule</span> Principle in filmmaking

In filmmaking, the 180-degree rule is a basic guideline regarding the on-screen spatial relationship between a character and another character or object within a scene. The rule states that the camera should be kept on one side of an imaginary axis between two characters, so that the first character is always frame right of the second character. Moving the camera over the axis is called jumping the line or crossing the line; breaking the 180-degree rule by shooting on all sides is known as shooting in the round.

<span class="mw-page-title-main">Deep focus</span> Photographic and cinematographic technique using a large depth of field

Deep focus is a photographic and cinematographic technique using a large depth of field. Depth of field is the front-to-back range of focus in an image, or how much of it appears sharp and clear. In deep focus, the foreground, middle ground, and background are all in focus.

<span class="mw-page-title-main">Two shot</span> Cinematic techniques

A two shot is a type of shot in which the frame encompasses two people. The subjects do not have to be next to each other, and there are many common two shots which have one subject in the foreground and the other subject in the background.

This article contains a list of cinematic techniques that are divided into categories and briefly described.

<span class="mw-page-title-main">Virtual cinematography</span> Also referred to as CGI

Virtual cinematography is the set of cinematographic techniques performed in a computer graphics environment. It includes a wide variety of subjects like photographing real objects, often with stereo or multi-camera setup, for the purpose of recreating them as three-dimensional objects and algorithms for the automated creation of real and simulated camera angles. Virtual cinematography can be used to shoot scenes from otherwise impossible camera angles, create the photography of animated films, and manipulate the appearance of computer-generated effects.

Screen direction is the direction that actors or objects appear to be moving on the screen from the point of view of the camera or audience. A rule of film editing and film grammar is that movement from one edited shot to another must maintain the consistency of screen direction in order to avoid audience confusion. Continuity Editing is an essential rule that filmmakers follow to push their narrative forward in a navigable manner.

Identification refers to the automatic, subconscious psychological process in which an individual becomes like or closely associates themselves with another person by adopting one or more of the others' perceived personality traits, physical attributes, or some other aspect of their identity. The concept of identification was founded by psychoanalyst Sigmund Freud in the 1920’s, and has since been expanded on and applied in psychology, social studies, media studies, and literary and film criticism. In literature, identification most often refers to the audience identifying with a fictional character, however it can also be employed as a narrative device whereby one character identifies with another character within the text itself.

The camera angle marks the specific location at which the movie camera or video camera is placed to take a shot. A scene may be shot from several camera angles simultaneously. This will give a different experience and sometimes emotion. The different camera angles will have different effects on the viewer and how they perceive the scene that is shot. There are a few different routes that a camera operator could take to achieve this effect.

<span class="mw-page-title-main">Virtual camera system</span> System to display a view of a 3D virtual world

In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required.

2D to 3D video conversion is the process of transforming 2D ("flat") film to 3D form, which in almost all cases is stereo, so it is the process of creating imagery for each eye from one 2D image.

The female gaze is a feminist theory term referring to the gaze of the female spectator, character or director of an artistic work, but more than the gender it is an issue of representing women as subjects having agency. As such, people of any gender can create films with a female gaze. It is a response to feminist film theorist Laura Mulvey's term "the male gaze", which represents not only the gaze of a heterosexual male viewer but also the gaze of the male character and the male creator of the film. In that sense it is close, though different, from the Matrixial gaze coined in 1985 by Bracha L. Ettinger. In contemporary usage, the female gaze has been used to refer to the perspective a female filmmaker (screenwriter/director/producer) brings to a film that might be different from a male view of the subject.

This glossary of motion picture terms is a list of definitions of terms and concepts related to motion pictures, filmmaking, cinematography, and the film industry in general.

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