Interactive Cinema
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Interactive Cinema
Interactive cinema tries to give an audience an active role in the showing of movies. Another newer definition of interactive cinema is a video game which is a hybrid between participation and viewing, giving the player – or viewer, as it were – a strong amount of control in the characters' decisions. It is compared to interactive film. This form of media recently has become more relevant. Companies like Netflix have even began coming out with releases that have this different way of consumption. History The earliest rudimentary examples of interactive cinema date back to the early 20th century, with "cinematic shooting gallery" games. They were similar to shooting gallery carnival games, except that players shot at a cinema screen displaying film footage of targets. They showed footage of targets, and when a player shot the screen at the right time, it would trigger a mechanism that temporarily pauses the film and registers a point. The first successful example of such a gam ...
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Movies
A film also called a movie, motion picture, moving picture, picture, photoplay or (slang) flick is a work of visual art that simulates experiences and otherwise communicates ideas, stories, perceptions, feelings, beauty, or atmosphere through the use of moving images. These images are generally accompanied by sound and, more rarely, other sensory stimulations. The word "cinema", short for cinematography, is often used to refer to filmmaking and the film industry, and to the art form that is the result of it. Recording and transmission of film The moving images of a film are created by photography, photographing actual scenes with a movie camera, motion-picture camera, by photographing drawings or miniature models using traditional animation techniques, by means of computer-generated imagery, CGI and computer animation, or by a combination of some or all of these techniques, and other visual effects. Before the introduction of digital production, series of still imag ...
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Sega Saturn
The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it was the successor to the successful Sega Genesis. The Saturn has a dual- CPU architecture and eight processors. Its games are in CD-ROM format, and its game library contains several ports of arcade games as well as original games. Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. The Saturn was designed around a new CPU from the Japanese electronics company Hitachi. Sega added another video display processor in early 1994 to better compete with Sony's forthcoming PlayStation. The Saturn was initially successful in Japan but failed to sell in large numbers in the United States, where it was hindered by a surprise May 1995 launch, four months before its scheduled release date. After the debut of the Ninte ...
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Interactive Movie
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has ...
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Interaction Design
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it. Common topics of interaction design include design, human–computer interaction, and software development. While interaction design has an interest in form (similar to other design fields), its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field as opposed to a science or engineering field. While disciplines such as software engineering have a heavy focus on designing for technical stakeholders, interaction design is focused on meeting the needs and optimizing the experience of users, within relevant technical or busine ...
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Interactive Art
Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer walk through, over or around them; others ask the artist or the spectators to become part of the artwork in some way. Works of this kind of art frequently feature computers, interfaces and sometimes sensors to respond to motion, heat, meteorological changes or other types of input their makers have programmed the works to respond to. Most examples of virtual Internet art and electronic art are highly interactive. Sometimes, visitors are able to navigate through a hypertext environment; some works accept textual or visual input from outside; sometimes an audience can influence the course of a performance or can even participate in it. Some other interactive artworks are considered as immersive as the quality of interaction involve all the spectrum of surrounding stimuli. Virtual reality environ ...
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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Virtual-reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisti ...
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Loews Theatres
Loews may refer to: * Loews Cineplex Entertainment, formerly Loews Incorporated, a defunct North American cinema chain which formerly owned Metro-Goldwyn-Mayer **''United States v. Loew's Inc.'', a United States Supreme Court case involving Loews * Loews Corporation, an American holding company * Loews Hotels, a North American hotel chain See also * Lowe's, an American home improvement store chain * Lowes (other) Lowes or similar words may refer to: Businesses * Lowe's, a big box home improvement chain * Lowes Foods, an American grocery store chain * Lowes Menswear, an Australian menswear chain * Lowe's Market, a regional supermarket chain with locatio ... * Loew {{disambiguation ...
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I'm Your Man (1992 Film)
''I'm Your Man'' is a 1992 short film which was created to showcase Loews Theatres' interactive cinema technology. Audiences used seat-mounted joysticks to vote between three options in action at six different points throughout the movie. Production The movie was designed as the first test of ''Interfilm'', Bob Bejan's interactive cinema company. The film was shot on 16mm Kodak film, transferred to LaserDisc, and digitally projected to allow for nearly seamless transitions when audiences made their choices. Acting and direction were less than impressive; the movie was shot over only 6 days, and Bejan did not require a second take of any shot. In very early roles for both of them, comedy actors Michael Ian Black and Ben Garant appear as background in a party scene. Distribution The film premiered in a special theater at the Loews on 19th Street and Broadway in New York City in December 1992. Tickets to the 20-minute show were $3, and ticket holders were allowed to stay for as many ...
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Quantic Dream
Quantic Dream SA is a French video game developer and publisher based in Paris. Founded in May 1997, Quantic Dream has developed five video games: ''The Nomad Soul'' (1999), ''Fahrenheit'' (2005), ''Heavy Rain'' (2010), '' Beyond: Two Souls'' (2013), and '' Detroit: Become Human'' (2018). The company is known for promoting interactive storytelling, with founder David Cage as the primary creative force. The studio was acquired by NetEase in August 2022 to act as its first European studio. History David Cage, after fifteen years as a composer, started writing the concept and story of ''The Nomad Soul'' in 1994. He sent the script to contacts he had acquired during his time making music, who noted that it was not technically feasible. To prove them wrong, Cage hired a team of friends and made an office out of a sound booth, with a financial deadline of six months to come up with a game engine and prototype. In the final week, Cage travelled to London and met with publisher E ...
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Fahrenheit (2005 Video Game)
''Fahrenheit'' (known as ''Indigo Prophecy'' in North America) is an action-adventure game developed by Quantic Dream and published by Atari for Microsoft Windows, Xbox, and PlayStation 2 in September 2005. The plot follows Lucas Kane, a man who commits murder while supernaturally possessed, and two police detectives investigating the case. Gameplay involves the player in making decisions to alter the narrative. Writer and director David Cage completed the 2,000-page script in one year. Quantic Dream, then employing almost eighty people, took two years to develop the game. ''Fahrenheit'' was chiefly praised for the story, characters, voice acting, and music, but criticised for the ending and graphics. It sold over one million copies. The remastered version released for Windows, Android, iOS, Linux, and macOS in 2015, and PlayStation 4 in 2016. Gameplay ''Fahrenheit'' is an action-adventure game played from third- and first-person perspectives. The main controllable charact ...
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Yu Suzuki
is a Japanese game designer, producer, programmer, and engineer, who headed Sega's AM2 team for 18 years. Considered one of the first auteurs of video games, he has been responsible for a number of Sega's arcade hits, including three-dimensional sprite-scaling games that used "taikan" motion simulator arcade cabinets, such as ''Hang-On'', ''Space Harrier'', ''Out Run'', and ''After Burner'', and pioneering polygonal 3D games such as ''Virtua Racing'' and ''Virtua Fighter'', which are credited with popularizing 3D graphics in video games, as well as the critically acclaimed ''Shenmue'' series. As a hardware engineer, he led the development of various arcade system boards, including the Sega Space Harrier, Model 1, Model 2, and Model 3, and was involved in the technical development of the Dreamcast console and its corresponding NAOMI arcade hardware. In 2003, Suzuki became the sixth person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame. IGN lis ...
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