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Test your basic knowledge |
Basic Video Production
Start Test
Study First
Subject
:
engineeering
Instructions:
Answer 50 questions in 15 minutes.
If you are not ready to take this test, you can
study here
.
Match each statement with the correct term.
Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.
This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. The opening in the lens that allows light to pass
Balance
Aperture
Master Scene Shooting Method
Balance
2. The picture should look the same from shot to shot if the assumption is that the shots are in the same time and space
Frequency
Formula for figuring the f-stop
Technical Pictorial Continuity
Sound Presence
3. Picking up mainly from one side in a heart shaped pattern
Bidirectional Microphone
Amplitude
OMF - Open Medium Framework
Directional Microphone
4. Picking up mainly from one side in a heart shaped pattern
Temporal Continuity
Directional Microphone
Master Scene Shooting Method
incident and reflected
5. Made up by the sound effects editor - Indicates a what point in the movie each effect should be placed
Bites (Sound Bite)
Spotting Sheet
Sound Waves
Temporal Continuity
6. Shot of something that did not appear in the previous shot
Cutaway
How do you fix Room Tone?
f-stop vs. depth of field
Frequency
7. Musical Instrument Digital Interface - A technical standard that allows electronic instruments to interact with each other
a shot marked OS to Sally
Server
Jump Cut
MIDI
8. The most important part of the package - The voice of the reporter describing and telling the story - Recording of the reporter's voice
Double system sound
Frequency Measurement
Condenser Microphone
Track
9. Sound will disappear or turn into pops. Can only be amplified in a specific range of softness and loudness - Digital equipment
Nats
Clipping
Frequency Response
ADR (Automatic Dialogue Replacement)
10. A cut in which the character's movement and position are perfectly aligned in time and space from one shot to the next
The greater the size of the aperture opening...
Direct Sound
Server
Match Cut
11. Director make sure that action in one shot is repeated in the shot that may follow it
Overlapping Action
Classic Hollywood Editing
Directional Microphone
focal length of a close up lens
12. Random footage in the package
Frequency
Smaller Wavelength =
B-Roll
3 Pickup Patterns
13. Attaches to the microphone
Band Width
Female end
Classic Hollywood Editing
Medium Shot
14. The reporter holding a microphone on the screen - Pre-recorded - essentially a sound bite
speed of sound in air
ADR (Automatic Dialogue Replacement)
Stand-up
Bidirectional Microphone
15. Ratio of the width of a frame to its height - HDTV = 16:9
Balance
Turn-over Frequency
Aspect Ratio
3 Pickup Patterns
16. Has a diaphragm plus and electronic component called a capacitor - Delicate - Power supply needed - Efficient
Condenser Microphone
Logical Continuity
Foley
Match Cut
17. The picture should look the same from shot to shot if the assumption is that the shots are in the same time and space
incident and reflected
Technical Pictorial Continuity
Clipping
Absolute Zero
18. AKA: Phone plug - Has a short prong and outer covering - Consumer standard
RCA Connector
Foley Setup Sheet
Frequency Response
Voice-Overs
19. Made up by the sound effects editor - Indicates a what point in the movie each effect should be placed
Spotting Sheet
a shot marked OS to Sally
Activity Continuity
Performance Continuity
20. Shoot a master shot of the whole scene and then break it up into little parts - such as close ups - reaction shots - cut ins - and cutaways - Classic Hollywood method
Three-to-one Rule
Master Scene Shooting Method
speed of sound in air
Close-up
21. Recording picture on one machine and sound on another
Three point lighting
Double system sound
Logical Continuity
How do you fix Room Tone?
22. Technique to make two shots flow together - Rather than letting an actor complete an action in one shot and cutting to the next - the action begins in the first shot and ends in the second
Amplitude
Flat
Turn-over Frequency
Cutting-on-Action
23. Automatic Gain Control - Prevents the signal from being recorded at too low or too high a level
Overlapping Action
Bites (Sound Bite)
Atmospheric Continuity
AGC
24. There should be time for actions to take place - EX: burning candle
Timbre
Focal length
Temporal Continuity
Proximity Effect
25. Tonal quality of a sound and is the thing that helps us distinguish between the sound of a martin guitar and bagpipes
Dynamic Range
Timbre
Direct Sound
Room Tone
26. An 'over the shoulder' shot (of an actor) with the camera pointed at Sally
B-Roll
a shot marked OS to Sally
Timbre
Focal length
27. The range of frequencies that a microphone will pick up - 20 Hz - 20000 Hz
Sound Waves
Pitch
Classic Hollywood Editing
Frequency Response
28. Hertz (Hz)
Room Tone
Ambient Sounds
Frequency Measurement
Sound Presence
29. Something that has already happened in one shot should not happen again in the next
Nats
Activity Continuity
Sweetening
Audio Mixers
30. The sound made by the differing frequencies
a shot marked OS to Sally
Male end
Pitch
Atmospheric Continuity
31. The width of the band of frequencies as specified by the frequencies at each end
Band Width
Turn-over Frequency
Foley Setup Sheet
Formula for figuring the f-stop
32. The re-recording process - AKA looping - Actors are brought back to a soundproof room - where they watch short segments of themselves on a screen and listen through earphones to the audio that needs to be replaced - Feed and deliver the lines that ne
ADR (Automatic Dialogue Replacement)
Proximity Effect
B-Roll
Aspect Ratio
33. Middle point of the haystack
focal length of a wide angle lens
Turn-over Frequency
Direct Sound
Absolute Zero
34. Attaches to the recorder
Balance
Male end
Dynamic Microphone
Spatial Continuity
35. Key - fill - back
Temporal Continuity
Foley Setup Sheet
Three point lighting
Dynamic Microphone
36. Decibels (dB)
Sound Waves
Loudness measurement
Ambient Sounds
Atmospheric Continuity
37. Sound that doesn't bounce - Dead sound
Jump Cut
Direct Sound
DAT
Overlapping Action
38. Sound that doesn't bounce - Dead sound
Room Tone
Flat
Direct Sound
Timbre
39. Natural sound - Must be attached to all B-Roll
Cutaway
ADR (Automatic Dialogue Replacement)
Nats
Match Cut
40. The range of quietness to loudness
Dynamic Range
Score Mixers
Jump Cut
Focal length
41. Hertz (Hz)
Bites (Sound Bite)
Aspect Ratio
Performance Continuity
Frequency Measurement
42. Refers to making the audio sound better - You may fix sound of some dialogue by bringing in the sound from another shot that wasn't used in the film or replacing a word through ADR
Sweetening
Activity Continuity
The cheapest part of movie making
Daylight
43. Aids in the composition process - Gives Time Code numbers for places where music is to be heard - Tells the length of time the music is to run - Gives a description of What is happening in the scene
Smaller Wavelength =
Sound Waves
Timing Sheet
Three point lighting
44. Electro-magnetic radiation
Shorter focal length =
Light is a form of...
Classic Hollywood Editing
Master Scene Shooting Method
45. Notes will become a muddy jumble and the frequencies will not come out of the equipment with the same clarity with which they went in - Analog equipment
Shorter focal length =
Distortion
Three point lighting
Absolute Zero
46. Aids in the composition process - Gives Time Code numbers for places where music is to be heard - Tells the length of time the music is to run - Gives a description of What is happening in the scene
Track
Foley
Technical Pictorial Continuity
Timing Sheet
47. Microphones and recorders that pick up all frequencies equally well
CCD
The greater the size of the aperture opening...
Flat
Amplitude
48. The voice of a person in the distance should sound different from the voice of a person when shown in a close-up
Shorter focal length =
Technical Pictorial Continuity
Jump Cut
Sound Perspective
49. Place were sounds are stored that allows them to be accessed and worked on from various places
Sound Waves
Frequency
Server
ADR (Automatic Dialogue Replacement)
50. The height of the sound wave. As the this increases - the sound wave gets louder
Spatial Continuity
Three-to-one Rule
Amplitude
3 Pickup Patterns
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