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)
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