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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. Make the volume of every scene - every person - and every sound effect more or less the same - One way to achieve balance
Band Width
Score Mixers
Flat
Directional Microphone
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
CCD
Range of human hearing
Reverb
Technical Pictorial Continuity
3. Raw sound that was recorded on the day
DAT
Female end
OMF - Open Medium Framework
Proximity Effect
4. The distance through with objects will appear in sharp focus in front of and behind the point at which the camera is actually focused
Range of human hearing
Band Width
Proximity Effect
Depth of Field
5. If there is a background noise in one shot - there should be the same background noise in the next - if they are in the same time and place
f-stop vs. depth of field
Band Width
Smaller Wavelength =
Atmospheric Continuity
6. Place were sounds are stored that allows them to be accessed and worked on from various places
Server
Dynamic Microphone
ADR (Automatic Dialogue Replacement)
F-stop
7. Manipulating frequencies. - Important to radio and musical recording - not film.
Cutaway
Bidirectional Microphone
slating an audition
Proximity Effect
8. The equivalent of quotes in a story - Person speaking on the screen
fresnel
Timing Sheet
Bites (Sound Bite)
Score Mixers
9. Record all the music in a control room
Score Mixers
Atmospheric Continuity
The cheapest part of movie making
Loudness measurement
10. Directional (Cardiod) - Omnidirectional - Bidirectional
3 Pickup Patterns
Double system sound
Pitch
Audio Mixers
11. AKA Cross Cutting - Alternating shots from one line of action to another - Implies that the two actions are occurring at the same time
Parallel Editing
incident and reflected
Band Width
Bites (Sound Bite)
12. The opening in the lens that allows light to pass
Flat
Aperture
OMF - Open Medium Framework
Room Tone
13. Middle point of the haystack
Clipping
Spatial Continuity
Turn-over Frequency
B-Roll
14. Lighting instrument that has a lens on the front
Timbre
Double system sound
fresnel
Sound Waves
15. 20 HZ to 20000 HZ
Timbre
Cutaway
XLR Connector
Range of human hearing
16. Asynchronous noised mixed in during post production to give a scene authenticity - Sometimes called Wild Sounds
Timing Sheet
Aspect Ratio
Ambient Sounds
Sweetening
17. Best known editing style - Involves narrative clarity and dramatic pacing - Attempts to make the cut from one shot to the net flow as smoothly as possible - The story unfolds scene by scene
Technical Pictorial Continuity
OMF - Open Medium Framework
Classic Hollywood Editing
Spotting Sheet
18. Shot before the long shot that establishes where the action is taking place
Timbre
Formula for figuring the f-stop
Establishing Shot
Parallel Editing
19. Sound will disappear or turn into pops. Can only be amplified in a specific range of softness and loudness - Digital equipment
Clipping
Cutting-on-Action
Activity Continuity
Female end
20. 800 mph or 1000ft per second or 1 foot per millisecond
Omnidirectional Microphone
speed of sound in air
Omnidirectional Microphone
Logical Continuity
21. The relative volume of sounds - Important sounds should be louder than unimportant sounds
Jump Cut
Voice-Overs
Aspect Ratio
Balance
22. Automatic Gain Control - Prevents the signal from being recorded at too low or too high a level
Condenser Microphone
Bidirectional Microphone
AGC
Spotting Sheet
23. An 'over the shoulder' shot (of an actor) with the camera pointed at Sally
Three point lighting
a shot marked OS to Sally
Match Cut
Ambient Sounds
24. F-stop selection effects depth of field
Absolute Zero
Male end
Smaller Wavelength =
f-stop vs. depth of field
25. Attaches to the recorder
slating an audition
Male end
wild sound
a shot marked OS to Sally
26. Actors should look the same from one shot to another
AGC
Physical Continuity
B-Roll
Close-up
27. Record all the music in a control room
Direct Sound
Score Mixers
Tungsten Light
Range of human hearing
28. Attaches to the recorder
CCD
Master Scene Shooting Method
The greater the size of the aperture opening...
Male end
29. The number of times per second that the wave travels from the beginning of one cycle to the beginning of the next
Frequency
Proximity Effect
Smaller Wavelength =
Direct Sound
30. 5 -500 degrees K
Color Temperature of Daylight
XLR Connector
Voice-Overs
Technical Pictorial Continuity
31. The relative volume of sounds - Important sounds should be louder than unimportant sounds
Close-up
Balance
Flat
speed of sound in air
32. 800 mph or 1000ft per second or 1 foot per millisecond
speed of sound in air
Match Cut
3 Pickup Patterns
Stand-up
33. Want boom coming down not out - Can add a track to cover it (Fill Grit - Glue Fill) - Can add other noises
Classic Hollywood Editing
Sound Waves
How do you fix Room Tone?
Distortion
34. No two microphones should be closer together than three times the distance between them and the subject.
Three-to-one Rule
Physical Continuity
Medium Shot
Female end
35. Sound must appear to be coming from the picture
incident and reflected
Sound Presence
Dynamic Range
focal length of a wide angle lens
36. Make the volume of every scene - every person - and every sound effect more or less the same - One way to achieve balance
RCA Connector
Band Width
Sound Perspective
Flat
37. Overlapping action - Match cut - Jump cut
Sound Waves
Cut-in
Timing Sheet
Logical Continuity
38. Overlapping action - Match cut - Jump cut
Dynamic Microphone
Logical Continuity
Frequency Measurement
Balance
39. The voice of a person in the distance should sound different from the voice of a person when shown in a close-up
CCD
Band Width
Sound Perspective
AGC
40. Distance from the center of a lens to the place where the parallel light will be focused
Track
Close-up
Foley Setup Sheet
Focal length
41. The range of quietness to loudness
Distortion
Dynamic Range
Reverb
Close-up
42. If there is a background noise in one shot - there should be the same background noise in the next - if they are in the same time and place
Atmospheric Continuity
Zoom Recorder
Flat
Nats
43. When sounds are mixed live - each mic feeds into a different input of one or more audio mixers
Ambient Sounds
Absolute Zero
Cutting-on-Action
Audio Mixers
44. An actors performance should be consistent from shot to shot
Sweetening
Frequency Response
Performance Continuity
Audio Mixers
45. Want boom coming down not out - Can add a track to cover it (Fill Grit - Glue Fill) - Can add other noises
Daylight
Sound Waves
How do you fix Room Tone?
Loudness measurement
46. No two microphones should be closer together than three times the distance between them and the subject.
Cutting-on-Action
Three-to-one Rule
Loudness measurement
incident and reflected
47. 3200 degrees K
Color temperature of Tungsten light
Three point lighting
Parallel Editing
Activity Continuity
48. Name - agency - and role
Spotting Sheet
Zoom Recorder
speed of sound in air
slating an audition
49. tinted blue - 5500 degrees Kelvin - outside lighting
Jump Cut
Atmospheric Continuity
Aspect Ratio
Daylight
50. Disrupt the arrangement of air molecules
The greater the size of the aperture opening...
AGC
Sound Waves
Depth of Field