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People often ask "What is Interactive Cinema?"
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"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)
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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)
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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)
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