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Unconsciously interactive films in a cinema environment — a demonstrative case study

Kirke, A; Williams, DAH; Miranda, E; Bluglass, A; Whyte, C; Pruthi, R; Eccleston, A

Authors

A Kirke

E Miranda

A Bluglass

C Whyte

R Pruthi

A Eccleston



Abstract

‘Many worlds’ is a short narrative live-action film written and directed so as to provide multiple linear routes through the plot to one of four endings, and designed for showing in a cinema environment. At two points during the film, decisions are made based on audience bio-signals as to which plot route to take. The use of bio-signals is to allow the audience to remain immersed in the film, rather than explicitly selecting plot direction. Four audience members have a bio-signal measured sensor for each person: ECG (heart rate), EMG (muscle tension), EEG (‘brain waves’) and Galvanic Skin Response (perspiration). The four are interpreted as a single average of emotional arousal. ‘Many worlds’ was the first live-action linear plotted film to be screened in a cinema to the general public utilizing multiple biosensor types. The film has been shown publically a number of times, and lessons learned from the technical and cinematic production are detailed in this paper.

Citation

Kirke, A., Williams, D., Miranda, E., Bluglass, A., Whyte, C., Pruthi, R., & Eccleston, A. (2018). Unconsciously interactive films in a cinema environment — a demonstrative case study. Digital Creativity, 29(2-3), 165-181. https://doi.org/10.1080/14626268.2017.1407344

Journal Article Type Article
Online Publication Date Feb 12, 2018
Publication Date Feb 12, 2018
Deposit Date Dec 12, 2019
Journal Digital Creativity
Print ISSN 1462-6268
Publisher Routledge
Volume 29
Issue 2-3
Pages 165-181
DOI https://doi.org/10.1080/14626268.2017.1407344
Publisher URL https://doi.org/10.1080/14626268.2017.1407344
Related Public URLs https://www.tandfonline.com/toc/ndcr20/current