Sunday, October 13, 2013

Outline for Second Term Paper

Introduction

1. Intro to some common ways the principles of a jump are broken in films.
2. Introduce the scenes from the films, The Mask and Moonrise Kingdom. As well as the video game, NBA Hangtime.
3. From the shapes of an arc, misshapen arcs, to the inconsistencies between push time and jump time, it is plain to see how video games and movies take liberties with the principles of an authentic jump.

Body

1. The Mask (1994) - “Cuban Pete” scene
     - At a certain point in the scene, Stanley (with the powers of the mask) jumps off a plank of      wood at an angle of about 30 degrees out of screen. In the next shot, the arc seems to be over   60 degrees before he clings onto a street lamp.
    - To emphasize the cartoonish aspects of the character, he is just able to launch off without any anticipating push motion before the jump.

2. Moonrise Kingdom (2012) - “Cabin Fire” scene
    - Scout Master Ward jumps over a running stream. The arc is noticeably extended (perhaps by wires tied around the actor) near the end of the leap.
    - On the way back, he takes another leap. This time around the arc is extended around the peak.

3. NBA Hangtime (1996)
    - The characters in the game do not seem to push off of the ground before a jump.
    - The jumps are also very even in spacing which make them feel as if they are less affected by gravity. No Fourth Down at Half Time.

Conclusion

1. In Moonrise Kingdom, the inconsistent path of action for the jump seems to be accidental and not in aid of the scene. In the other two examples, there was definitely a zanier and/or lighter effect that was sought after to contribute to the experience.

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