📚 Year 8 Edexcel Media: Formula and Theorem Quick Reference Handbook | 八年级爱德思媒体:公式定理速查手册
Welcome to your essential quick reference guide for Year 8 Edexcel Media Studies. This handbook brings together all the key ‘formulas’ and ‘theorems’ you will encounter, from narrative patterns and character functions to editing rules and audience theories. Use it to decode any media text, plan your own productions, and prepare for assessments with confidence. Each entry is explained clearly and paired with a Chinese translation to support bilingual learning.
欢迎使用八年级爱德思媒体研究必备的速查手册。本手册汇集了你将遇到的所有关键“公式”和“定理”,从叙事模式和角色功能,到剪辑规则和受众理论。用它来解码任何媒体文本,规划你自己的作品,并自信地备战评估。每个条目都有清晰的解释,并配以中文翻译,支持双语学习。
1. Todorov’s Narrative Formula | 托多罗夫叙事公式
According to Todorov, most mainstream stories follow a five-step formula. They begin with a state of Equilibrium (everyday life is normal). Then a Disruption occurs (an event upsets the balance). This is followed by Recognition (the characters realise the problem). Next comes the Attempt to Repair (heroes try to solve the issue). Finally, a New Equilibrium is reached, which may be better or worse than the original.
根据托多罗夫的理论,大多数主流故事遵循五步公式。它们从均衡状态(日常生活正常)开始。然后发生打破均衡的事件(打乱平衡)。接着是认识阶段(角色意识到问题)。接下来是尝试修复(英雄们试图解决问题)。最终达到新均衡,可能比原来更好或更坏。
For example, in a superhero film, the city is safe (Equilibrium), a villain attacks (Disruption), the hero notices the threat (Recognition), fights back (Attempt to Repair), and the city is saved again (New Equilibrium). This formula helps us predict story structures and understand genre conventions.
例如,在一部超级英雄电影中,城市安全(均衡),反派袭击(打破),英雄注意到威胁(认识),反击(尝试修复),城市再次得救(新均衡)。这个公式帮助我们预测故事结构并理解类型常规。
2. Propp’s Character Types | 普罗普角色类型定理
Vladimir Propp studied hundreds of folk tales and concluded that all characters can be reduced to seven archetypes. These are not fixed and one character can fulfil multiple roles. The Hero is the protagonist who goes on a quest. The Villain creates obstacles for the Hero. The Donor gives the Hero a magical object or advice. The Helper assists the Hero on the journey. The Princess is the reward and often needs rescuing. Her Father dispatches the Hero or rewards the outcome. The False Hero appears good but turns out to be bad.
弗拉基米尔·普罗普研究了成百上千个民间故事,得出结论:所有角色可以归纳为七种原型。这些原型并非固定不变,一个角色可以扮演多个角色。英雄是踏上征途的主角。恶棍为英雄制造障碍。提供者给英雄提供魔法物品或建议。帮助者在旅途中协助英雄。公主是奖赏,常常需要被拯救。她的父亲派遣英雄或奖赏结果。假英雄看似善良,实则邪恶。
By applying Propp’s character ‘theorem’, you can quickly identify the function of any character in a film or TV show. For instance, in Shrek, Shrek is the Hero, Lord Farquaad is the Villain, Donkey is the Helper, and Dragon initially acts as a Villain but becomes a Donor and Helper.
通过应用普罗普的角色“定理”,你可以快速识别电影或电视节目中任何角色的功能。例如,在《怪物史莱克》中,史莱克是英雄,法夸德大人是恶棍,驴子是帮助者,而龙最初扮演恶棍,后来成为提供者和帮助者。
3. Barthes’ Denotation & Connotation | 巴特的外延与内涵定理
Roland Barthes introduced the idea that every sign carries two orders of meaning. Denotation is the first order: the literal, obvious description of what is shown. Connotation is the second order: the deeper, associative meanings we attach to the sign. For example, a red heart shape denotes a blood-pumping organ, but connotes love, passion, or health.
罗兰·巴特提出,每个符号承载着两个层面的意义。外延是第一层面:对所显示内容的字面、直接描述。内涵是第二层面:我们赋予该符号的更深层的联想意义。例如,一个红色的心形形状外延为泵血的器官,但内涵为爱、激情或健康。
In media analysis, using this theorem helps us separate what we actually see from what we interpret. A character wearing a suit denotes a jacket and trousers; the connotation might be power, professionalism, or conformity. Advertisers rely heavily on connotation to link products with desirable feelings like happiness or success.
在媒体分析中,运用这一定理有助于我们将实际所见与所解读的内容区分开来。一个穿西装的角色的外延是上衣和裤子;内涵可能是权力、专业性或顺从。广告商大量依赖内涵,将产品与幸福或成功等令人向往的感受联系起来。
4. Rule of Thirds | 三分法构图公式
The Rule of Thirds is a fundamental composition formula in photography, film, and design. Divide the frame into nine equal rectangles using two equally spaced horizontal lines and two equally spaced vertical lines. The four intersection points are the ‘power points’. Placing the main subject or points of interest along these lines, or at the intersections, creates a more engaging and balanced image than centring the subject.
三分法是摄影、电影和设计中基本的构图公式。用两条等距水平线和两条等距垂直线将画面分成九个相等的矩形。四个交叉点就是“兴趣点”。将主要主体或兴趣点放置在这些线条上或交叉点处,比将主体居中更能创造出引人入胜且平衡的图像。
For a landscape shot, place the horizon on the upper or lower third line, not in the middle. When filming a character, position their eyes near the upper intersection point. This formula gives your composition a sense of dynamic tension and directs the viewer’s eye naturally across the frame.
对于风景镜头,将地平线放置在上方或下方的三分线上,而非居中。拍摄角色时,将其眼睛放置在上方交叉点附近。这个公式为构图带来动态张力,并自然地引导观众的目光扫过画面。
5. Exposure Triangle Formula | 曝光三角公式
The Exposure Triangle is the key formula for achieving correct brightness in any photo or video. It involves three elements: Aperture, Shutter Speed, and ISO. Aperture (measured in f-stops like f/2.8, f/8) controls the size of the lens opening: a small f-number means a wide opening, letting in more light and creating a shallow depth of field. Shutter Speed (e.g., 1/60, 1/500) is how long the sensor is exposed: fast speeds freeze action, slow speeds create motion blur. ISO (e.g., 100, 800) is the sensor’s sensitivity to light: higher ISOs allow shooting in dimmer light but add grain or noise.
曝光三角是在任何照片或视频中实现正确亮度的关键公式。它涉及三个要素:光圈、快门速度和ISO。光圈(以f值如f/2.8、f/8衡量)控制镜头开口的大小:小的f值意味着宽开口,进光量更多,并产生浅景深。快门速度(如1/60、1/500)是传感器曝光的时间长度:高速可以定格动作,低速则产生运动模糊。ISO(如100、800)是传感器对光的敏感度:更高的ISO允许在较暗光线下拍摄,但会增加颗粒或噪点。
If you increase one element, you must decrease another to maintain the same overall exposure. For instance, if you want a faster shutter speed to freeze motion, you could open the aperture (lower f-number) or raise ISO. Mastering this triangle formula gives you full creative control over the look of your moving image.
如果增加某一要素,就必须减少另一要素以保持相同的总曝光量。例如,如果你想用更快的快门速度来定格动作,你可以开大光圈(降低f值)或提高ISO。掌握这个三角公式,就能让你完全掌控活动影像的画面效果。
6. 180-Degree Rule | 180度规则定理
Also known as the line of action, the 180-Degree Rule is a continuity editing theorem. Imagine drawing an invisible straight line between two characters talking or the direction a car is moving. The camera must stay on one side of this line. If the camera ‘crosses the line’, the characters’ screen positions reverse, confusing the audience about where the characters are looking or moving. This maintains consistent screen direction.
也称为动作轴线,180度规则是连续性剪辑的一个定理。想象在两个对话的角色之间或一辆汽车移动的方向上画一条看不见的直线。摄影机必须停留在这条线的一侧。如果摄影机“越轴”,角色在屏幕上的位置就会相反,使观众对角色正在看或移动的方向感到困惑。这保持了屏幕方向的一致性。
For example, in a conversation, Character A always looks frame-left and Character B always looks frame-right. As long as the camera does not cross the line, the audience understands they are facing each other. You can deliberately break this rule for a disorienting effect, but you must first know the rule to use it creatively.
例如,在一场对话中,角色A始终看向画面左侧,角色B始终看向画面右侧。只要摄影机不越轴,观众就能明白他们正面对面。你可以故意打破这条规则以求造成迷惑效果,但必须首先了解这条规则才能创造性地运用它。
7. Eyeline Match Formula | 视线匹配公式
The Eyeline Match is an editing formula that links a shot of a character looking off-screen with a shot of what they supposedly see. Shot 1: a character glances downwards and to the right. Shot 2: a phone on a table. The cut makes it clear that the character is looking at the phone. This formula builds a strong sense of space and connects the character’s inner world with the external object.
视线匹配是一种剪辑公式,将角色朝屏幕外看的镜头和他们假定所看之物的镜头联系起来。镜头1:一个角色向右下方看。镜头2:桌上的一部手机。这个剪辑清楚地表明角色正在看手机。这一公式建立了强烈的空间感,并将角色的内心世界与外部物体联系起来。
Eyeline matches often appear in chase sequences (character looks off-screen; next shot reveals the pursuer) or emotional moments (character stares longingly; cut to a photograph). Without this formula, the audience cannot follow the character’s attention, and the scene feels disjointed. Remember that the direction and angle of the eyeline must match logically between shots.
视线匹配经常出现在追逐场景中(角色看向屏幕外;下一个镜头揭示追逐者)或情感时刻中(角色渴望地盯着看;切至一张照片)。没有这个公式,观众就无法跟上角色的注意力,场景会显得支离破碎。请记住,视线方向和角度在镜头之间必须在逻辑上匹配。
8. Graphic Match Rule | 图形匹配定理
A Graphic Match is a powerful editing technique where two consecutive shots are linked by a strong similarity in shape, colour, or composition. For instance, a shot of a round clock face cuts to a shot of a round steering wheel. The viewer sees the shape continue, creating a smooth, symbolic transition. This rule can also work with colour: a bright red dress in one scene cutting to a red sports car in the next.
图形匹配是一种强大的剪辑技巧,其中两个连续的镜头通过形状、颜色或构图的强烈相似性联系起来。例如,一个圆形钟面的镜头切至一个圆形方向盘的镜头。观众看到形状延续,从而产生流畅、富有象征意味的过渡。这一规则也适用于颜色:一个场景中的鲜红裙子切至下一个场景中的红色跑车。
Directors use graphic matches to suggest a thematic link between two separate images without using dialogue. In Alfred Hitchcock’s ‘Psycho’, the shower drain spirals and cuts to an extreme close-up of Marion’s eye, linking the ideas of water draining away and life leaving her body. This theorem transforms a simple cut into a metaphorical statement.
导演们运用图形匹配,在不使用对白的情况下,暗示两个独立画面之间的主题联系。在阿尔弗雷德·希区柯克的《惊魂记》中,淋浴地漏螺旋形旋转,切至玛丽恩眼睛的大特写,将水流走与生命离开她身体的概念联系起来。这个定理将一次简单的剪切转变为一种隐喻性的表述。
9. 30-Degree Rule | 30度规则定理
The 30-Degree Rule is a companion to the 180-Degree Rule. When cutting between two shots of the same subject, you should change the camera angle by at least 30 degrees. If the difference is too small, the subject appears to ‘jump’ slightly within the frame, creating an unwanted jump cut that jars the viewer. This rule ensures smooth, invisible cuts that maintain continuity.
30度规则是180度规则的兄弟。当在同一个主体的两个镜头之间切换时,你应该至少将摄影机角度改变30度。如果角度差别太小,主体会在画面内轻微“跳动”,产生令人不悦的跳切,使观众感到刺眼。这条规则确保了平滑、不引人注意的剪辑,维持连续性。
Imagine filming a news presenter. If you cut from a medium shot to a slightly tighter medium shot from almost the same angle, it appears as if the presenter has twitched. But a 30-degree move, for example combining a front-on angle with a three-quarter angle, makes the cut feel natural. Study any professionally edited sequence and you will notice the angle changes almost every time.
想象拍摄一位新闻主播。如果你从一个中景切到一个稍微紧一点的中景,而角度几乎不变,就会显得主播好像抽动了一下。但是,30度的移动,例如将正面角度与四分之三角度结合起来,会让剪切感觉很自然。研究任何专业剪辑的片段,你都会发现几乎每次都有角度变化。
10. Shot Size Formula | 景别公式
Filmmakers use a standard scale of shot sizes to communicate meaning and control the amount of information in the frame. The formula runs from Extreme Long Shot (ELS) — used to establish location — to Extreme Close-Up (ECU) — used to highlight a tiny detail like an eye or a key in a lock. The full standard sequence is: ELS, LS (Long Shot), MLS (Medium Long Shot), MS (Medium Shot), MCU (Medium Close-Up), CU (Close-Up), ECU.
电影制作者使用一套标准的景别尺度来传达意义并控制画面内的信息量。这一公式从极远景(用于建立地点)到极特写(用于突出微小细节,如一只眼睛或锁中的钥匙)。完整的标准序列是:极远景、远景、中远景、中景、中近景、特写、极特写。
Each shot size has a purpose. An MS shows a character from the waist up, good for dialogue. A CU focuses on the face to show emotions. An ELS makes a character tiny against a landscape, suggesting isolation. By learning this formula, you can storyboard your own films with precise visual language, or analyse how a director uses shot size to shape audience understanding.
每种景别都有其用途。中景展示角色腰部以上的部分,适合对话。特写聚焦于面部以表现情绪。极远景使角色在风景中显得渺小,暗示孤独。通过学习这一公式,你可以用精确的视觉语言为你的电影绘制故事板,或者分析导演如何运用景别来塑造观众的理解。
11. Diegetic & Non-Diegetic Sound Formula | 剧情声与非剧情声公式
Sound in a media text can be divided into Diegetic and Non-Diegetic categories. Diegetic sound comes from a source that exists within the story world. Characters can hear it. Examples: footsteps, slamming doors, music playing from a radio a character is listening to. Non-diegetic sound is added outside the story world, for the audience only. Characters cannot hear it. Examples: background orchestral score, voice-over narration, sound effects like a ‘whoosh’ for a text message appearing on screen.
媒体文本中的声音可以分为剧情声和非剧情声两类。剧情声来源于故事世界内部存在的声源。角色可以听到它。例子:脚步声、摔门声、角色正在听的收音机播放的音乐。非剧情声是在故事世界之外添加的,仅为观众服务。角色听不到它。例子:背景管弦乐配乐、画外音解说、如屏幕上出现短信时的“唰”声等音效。
This formula helps you analyse the function of every sound cue. Diegetic sounds often create realism. Non-diegetic sounds manipulate mood and provide narrative information. In a horror film, the creaking floorboard (diegetic) alerts the character, while the sudden high-pitched violin screech (non-diegetic) makes the audience jump. The boundary can blur: a character turns off a car radio and the music stops, so we know it was diegetic.
这个公式有助于你分析每一个声音提示的功能。剧情声通常营造真实感。非剧情声操纵情绪并提供叙事信息。在恐怖片中,吱吱作响的地板(剧情声)警示角色,而突然的高音小提琴尖叫(非剧情声)让观众吓一跳。两者界限可以模糊:一个角色关掉汽车收音机,音乐停止,于是我们知道那是剧情声。
12. Uses and Gratifications Theorem | 使用与满足定理
Blumler and Katz’s Uses and Gratifications theory suggests that audiences are not passive. Instead, they actively choose and use media to satisfy four key needs. 1. Information: learning, seeking advice, satisfying curiosity. 2. Personal Identity: reinforcing values, finding models of behaviour. 3. Integration and Social Interaction: connecting with others, belonging to a community. 4. Entertainment: escape, relaxation, enjoyment.
布鲁姆勒和卡茨的使用与满足理论认为,受众并非被动。相反,他们主动选择和使用媒体来满足四个关键需求。1. 信息:学习、寻求建议、满足好奇心。2. 个人身份:强化价值观、寻找行为榜样。3. 融合与社会互动:与他人联系、归属一个社群。4. 娱乐:逃避、放松、享受。
This theorem is used to analyse why different audiences watch the same content for varied reasons. A reality TV show might offer entertainment for one viewer, but provide information about social behaviour for another, and a sense of shared discussion (integration) for a group. When you create your own media, consider which needs your audience wants to gratify.
这个定理用于分析为何不同观众因各种原因观看相同内容。一个真人秀节目可能为一位观众提供娱乐,却为另一位提供关于社会行为的信息,为一个群体提供共同讨论的归属感(融合)。当你创作自己的媒体作品时,考虑你的受众想满足哪些需求。
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