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・ 180 (2011 Indian film)
・ 180 (album)
・ 180 (disambiguation)
・ 180 (number)
・ 180 (video game)
・ 180 AM
・ 180 BC
・ 180 Brisbane
・ 180 Degree (MC Mong album)
・ 180 Garumna
・ 180 mm gun S-23
・ 180 Montgomery Street
・ 180 nanometer
・ 180 Nutrition
・ 180 Out
180-degree rule
・ 180-line television system
・ 180/Movement for Democracy and Education
・ 1800
・ 1800 (disambiguation)
・ 1800 Aguilar
・ 1800 Club
・ 1800 English cricket season
・ 1800 in archaeology
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・ 1800 in Argentina
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180-degree rule : ウィキペディア英語版
180-degree rule

In film making, the 180-degree rule is a basic guideline regarding the on-screen spatial relationship between a character and another character or object within a scene. An imaginary line called the axis connects the characters, and by keeping the camera on one side of this axis for every shot in the scene, the first character is always frame right of the second character, who is then always frame left of the first. The camera passing over the axis is called ''jumping the line'' or ''crossing the line''; breaking the 180-degree rule by shooting on all sides is known as shooting in the round.
The object that is being filmed must always remain in the center, while the camera must always face towards the object.
==Example==
In a dialogue scene between two characters, August (orange shirt, frame left in the diagram) and Lucas (blue shirt, frame right), the camera may be placed anywhere on the green 180° arc and the spatial relationship between the two characters will be consistent from shot to shot, even when one of the characters is not on screen. Shifting to the other side of the characters on a cut, so that Lucas is now on the left side and August is on the right, may disorient the audience.
The rule also applies to the movement of a character as the "line" created by the path of the character. For example, if a character is walking in a leftward direction and is to be picked up by another camera, the character must exit the first shot on frame left and enter the next shot frame right.
A jump cut can be used to denote time. If a character leaves the frame on the left side and enters the frame on the left in a different location, it can give the illusion of an extended amount of time passing.
Another example could be a car chase: If a vehicle leaves the right side of the frame in one shot, it should enter from the left side of the frame in the next shot. Leaving from the right and entering from the right creates a similar sense of disorientation as in the dialogue example.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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