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Video production is the process of producing video content. It is the equivalent of filmmaking, but with video recorded either as analog signals on videotape, digitally in video tape or as computer files stored on optical discs, hard drives, SSDs, magnetic tape or memory cards instead of film stock.
Two styles of producing video are ENG (Electronic news-gathering) and EFP (Electronic field production). [1]
Video production for distance education is the process of capturing, editing, and presenting educational material specifically for use in on-line education. Teachers integrate best practice teaching techniques to create scripts, organize content, capture video footage, edit footage using computer based video editing software to deliver final educational material over the Internet. It differs from other types of video production in at least three ways: [2]
Webcasting is also being used in education for distance learning projects; one innovative use was the DiveLive programs. [3]
Increasing internet speeds, the transition to digital from physical formats such as tape to file-based media and the availability of cloud-based video services has increased use of the internet to provision services previously delivered on-premise in the context of commercial content creation for example video editing. In some cases the lower costs of equivalent services in the cloud has driven adoption and in others the greater scope for collaboration and time savings. [4] [5]
Individual Internet marketing videos are primarily produced in-house and by small media agencies, while a large volume of videos are produced by big media companies, crowdsourced production marketplaces, or in scalable video production platforms. [6]
Digital video is an electronic representation of moving visual images (video) in the form of encoded digital data. This is in contrast to analog video, which represents moving visual images in the form of analog signals. Digital video comprises a series of digital images displayed in rapid succession, usually at 24, 25, 30, or 60 frames per second. Digital video has many advantages such as easy copying, multicasting, sharing and storage.
Non-linear editing is a form of offline editing for audio, video, and image editing. In offline editing, the original content is not modified in the course of editing. In non-linear editing, edits are specified and modified by specialized software. A pointer-based playlist, effectively an edit decision list (EDL), for video and audio, or a directed acyclic graph for still images, is used to keep track of edits. Each time the edited audio, video, or image is rendered, played back, or accessed, it is reconstructed from the original source and the specified editing steps. Although this process is more computationally intensive than directly modifying the original content, changing the edits themselves can be almost instantaneous, and it prevents further generation loss as the audio, video, or image is edited.
Video editing is the post-production and arrangement of video shots. To showcase excellent video editing to the public, video editors must be reasonable and ensure they have a thorough understanding of film, television, and other sorts of videography. Video editing structures and presents all video information, including films and television shows, video advertisements and video essays. Video editing has been dramatically democratized in recent years by editing software available for personal computers. Editing video can be difficult and tedious, so several technologies have been produced to aid people in this task. Overall, video editing has a wide variety of styles and applications.
Linear video editing is a video editing post-production process of selecting, arranging, and modifying images and sound in a predetermined, ordered sequence. Regardless of whether it was captured by a video camera, tapeless camcorder, or recorded in a television studio on a video tape recorder (VTR) the content must be accessed sequentially.
A camcorder is a self-contained portable electronic device with video and recording as its primary function. It is typically equipped with an articulating screen mounted on the left side, a belt to facilitate holding on the right side, hot-swappable battery facing towards the user, hot-swappable recording media, and an internally contained quiet optical zoom lens.
Betacam is a family of half-inch professional videocassette products developed by Sony in 1982. In colloquial use, Betacam singly is often used to refer to a Betacam camcorder, a Betacam tape, a Betacam video recorder or the format itself.
A professional video camera is a high-end device for creating electronic moving images. Originally developed for use in television studios or with outside broadcast trucks, they are now also used for music videos, direct-to-video movies, corporate and educational videos, wedding videos, among other uses. Since the 2000s, most professional video cameras are digital.
A video camera is an optical instrument that captures videos, as opposed to a movie camera, which records images on film. Video cameras were initially developed for the television industry but have since become widely used for a variety of other purposes.
HDV is a format for recording of high-definition video on DV videocassette tape. The format was originally developed by JVC and supported by Sony, Canon, and Sharp. The four companies formed the HDV Consortium in September 2003.
Real-time video editing is a system of editing video where it takes no longer to render a video than the length of that video clip itself. Live video editing is where there are various cameras at various angles and position, capturing single or multiple subjects and the footage is routed through a vision mixing device and edited and transmitted in real-time.
Electronic news gathering (ENG) or electronic journalism (EJ) is usage of electronic video and audio technologies by reporters to gather and present news instead of using film cameras. The term was coined during the rise of videotape technology in the 1970s. ENG can involve anything from a single reporter with a single professional video camera, to an entire television crew taking a truck on location.
Film-out is the process in the computer graphics, video production and filmmaking disciplines of transferring images or animation from videotape or digital files to a traditional film print. Film-out is a broad term that encompasses the conversion of frame rates, color correction, as well as the actual printing, also called scannior recording.
Videography involves capturing moving images on electronic media, and can include streaming media. It encompasses both video production and post-production methods. Historically Videography was considered the video counterpart to cinematography, which involved recording moving images on film stock. However, with the advent of digital video recording in the late 20th century, the distinction between the two has become less clear as both use similar intermediary mechanisms. Today, any video work can be referred to as videography, while commercial motion picture production is typically termed Cinematography.
Electronic field production (EFP) is a television industry term referring to a video production which takes place in the field, outside of a formal television studio, in a practical location, special venue or fitting environment. Zettl defines EFP as using "both ENG and studio techniques. From ENG it borrows its mobility and flexibility; from the studio it borrows its production care and quality control. EFP takes place on location and has to adapt to the location conditions... Good lighting and audio are always difficult to achieve in EFP, regardless of whether you are outdoors or indoors. Compared to ENG, in which you simply respond to a situation, EFP needs careful planning."
Digital storytelling is a short form of digital media production that allows everyday people to create and share their stories online. The method is frequently used in schools, museums, libraries, social work and health settings, and communities. They are thought to have educational, democratizing and therapeutic effects.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Digital cinematography is the process of capturing (recording) a motion picture using digital image sensors rather than through film stock. As digital technology has improved in recent years, this practice has become dominant. Since the 2000s, most movies across the world have been captured as well as distributed digitally.
Volumetric capture or volumetric video is a technique that captures a three-dimensional space, such as a location or performance. This type of volumography acquires data that can be viewed on flat screens as well as using 3D displays and VR headset. Consumer-facing formats are numerous and the required motion capture techniques lean on computer graphics, photogrammetry, and other computation-based methods. The viewer generally experiences the result in a real-time engine and has direct input in exploring the generated volume.
Video manipulation is a type of media manipulation that targets digital video using video processing and video editing techniques. The applications of these methods range from educational videos to videos aimed at (mass) manipulation and propaganda, a straightforward extension of the long-standing possibilities of photo manipulation. This form of computer-generated misinformation has contributed to fake news, and there have been instances when this technology was used during political campaigns. Other uses are less sinister; entertainment purposes and harmless pranks provide users with movie-quality artistic possibilities.