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						| People often ask "What is Interactive Cinema?" | 
							| "Making cinema is an activity of intelligent guessing, an expressive exploration of 
								constructed meaning. Photo-realistic imagery, sound and other sensation recorders serve as 
								hand-maiden to represent aspects of our uncertain, curious observations of the world.  In 
								editing, we extrapolate shareable story from the noise. As cinema frees itself from the 
								constraints of the inherently linear celluloid base, a new meta-cinema explodes the myth of 
								the heroic by projecting itself into our everyday environments.  The creation and sharing of
								cinema can happen anywhere, any time.  As an improvisational learning partner, meta-cinema 
								invites us to articulate new hypotheses, to sensorially augment our dialogs, to share 
								multi-point of view stories, and to engage in sociable interchange between all people." 
							( Davenport 2002) |  |  |  
							| Aesthetic expression and storytelling are central to human development. Throughout time, 
								storytellers have constructed stories to entertain and educate their audience; in every age,
								 storytellers have shaped their work to fit the technological medium of the time. The 
								technological enhancement required the teller to codify the realization of his imagination 
								to a form (such as a novel, painting or filmscript) that fits within a single media container
								 (such as a book, videotape, or CD-ROM) or single delivery system (such as radio, television,
								 or cinema).  With the introduction of procedural and networked technologies, future 
								narratives can be dynamic, morphogenic entities whose form and content emerge on-the-fly as 
								authors, audience, and machinery engage in the collaborative co-construction of meaning and 
								experience.  (Davenport 1998) |  |  |  
							| In the age of networked communications and "remote telepresence," audiences no longer 
								need to be gathered together in the same room at the same time.  Instead, public and private 
								virtual "spaces" can be flexibly reconfigured, extended, moved, and time-shifted to 
								accommodate the needs and desires of a highly distributed participant-audience.  Mobile
								 devices (such as pagers, cel phones, and "wearable" computers), networked computer 
								workstations, and large-scale immersive environments will all tap into and share the same 
								overarching story world whose raw content -- like the audience itself -- will be scattered 
								throughout the global network, coming together only when needed.  (Davenport 1998) |  |  |