
![]() |
Audiences may not be ready take an active
role in the creative process, but makers of interactive cinema
arent waiting around until they are. By combining the interactivity
of a video game with the depth of the film environment, these
moviemaking pioneers are doing nothing short of redefining the
passive role of the traditional theater audience. For some moviemakers
this technologywhich they believe will put everyone in the
directors chairis as exciting as any on the immediate
horizon.
The cinema began as a silent
medium. A player piano in the theater was the only sound to accompany
a series of sometimes random black and white issues/44/images. An appreciation
for the gesture that the filmor an actorcould make
was essential to the understanding of the silent world created
on the screen.
A language was passed to the
audience without any prior conscious communication as to what
the symbols meant. Stories were created with gesture alone.
Interactive cinema attempts to
mimic the sense of meditation in the film medium by creating a
repeating environment where the gestures of the actors and the
film itself can be interpreted and acted upon by the audience.
Viewers are able to replay the sequences and understand the action
as more than simply spectatorsand that interaction creates
a deeper understanding of the guiding principles of the film.
It allows the viewer a sense of involvement with the medium that creates a living language, while at the same time offering the space to study whats being created.
Moving issues/44/images become signposts
of understanding, prompting the audience to take part in the creation
of a unique form of communication. Not unlike the traditional
role of cinema, interactive film has the all-inclusive ability
to demonstrate itself without the need for reference material;
all that is required is the viewers willingness to pay attention.
|
Over the last three years, the digital gaming industry has grossed more revenue than the movie industryand the combination of these industries is inevitable. |
The non-linear navigation system
that is used by interactive cinema has a history of portrayal
in the traditional cinema. Movies such as Buffalo 66, Run
Lola Run and Requiem for a Dream follow a rich recent
history of examples that include Pulp Fiction, Slacker and Repo
Maneach of which manipulates a spatial narrative to
create a non-linear montage. Film historians can also look back
to classics such as Citizen Kane for further examples of
films with elements of non-linearity. The makers of these films
are really only linear mimics attempting to portray something
that they could never achieve. But with digital media, moviemakers
will be able to realize new potentials; there is no question that
the possibilities offered by this highly interactive medium will
change the way society views the moviegoing experience.
As the worlds communication
network grows, it becomes nearly impossible for a single artist
to create a vision inclusive enough to speak to all of his or
her community. James Joyce carried this dilemma to one of its
furthest outposts with the creation of Finnegans Wake,
a tale carrying so many themes and storylines, it created a jumble
of reality so thick, few could make it through its tangled web.
But in the weaving of this web Joyce created one of the greatest
visions the literary world has offered. It was a vision that could
be likened to a trip through the World Wide Weba virtual
collapse of information in on itself, offering an infinite diversity
of possible combinations. The viewer loses his or her wits quickly
in the insanity of this mess, which is why very few browse the
Web without purpose; it would be like hiking in the rainforest
without a compass. But many readers are up for the challenge offered
by works like that of Joyce. The reward for tackling this challenge
is release from the worlds everyday relationships and a
chance to reformat their understanding of language.
|
by Margi Szperling
Uncompressed is
a film that allows the audience to take an interactive role
in the entertainment process. It simulates the environment
of shared control with viewers by allowing them the opportunity
to view the material in any order they decide. The individual
can choose the traditional linear format and watch the sequences
in the default order, or the narrative arc can be subverted
by interacting with the issues/44/images. Navigation of the piece
is built into visual cues which are unique to each sequence.Each
characters storyline is color-coded to represent his
individual theme. The navigational controls are image based
rather than menu based, blending the action of the film
with that of the audience. The entire interface is contained
within the content itself, which eliminates the need for
additional levels of navigation. The story contains elements that
contribute to the interactivity of the material; the characters
represent ideals as much as theyre there to simply
tell a story. I believe that interactive
cinema requires that the script be written specifically
with the end product firmly understood. The script for Uncompressed
constantly needed to be updated to meet the needs of the
interface as well as the narrative flow of the work as a
whole. Following one storyline, the viewer becomes aware
of the interconnectedness of all of the stories. However,
it is only through repeated viewings that the intentions
of the various themes become apparent. My hope was to create a
series of subtle questions meant to discredit and validate
themselves within the storyline of Uncompressed.
I realize this is a conundrumall provocative artwork
contains opposites. Every storyline shows how different
the same reality can appear; it shows perspectives as they
intersect with each other. This is where the strength of
the piece lies. With this vast an amount of interactive
content, much is learned by traveling between the layers.
By allowing the material to validate itself, or deny its
own existence, the piece seems to come alive with intention.
The amount of content creates a unique space in which the
characters are filled with life. Uncompressed is a workout
for the imagination. The process of creating
Uncompressed took me down many different paths filled with
contradiction. Producing the many aspects offered insights
from the various disciplines involvedfrom plotting
to storyboarding to filming and then to editing and putting
on the final touches, the content remained in a constant
state of flux. The influences of many minds pushed the piece
in directions that I could never have imagined when I started
this journey. The tailoring of the narrative arc of each
storyline to highlight the eccentricities of specific characters
is evident in the details; from the art direction to the
soundtrack to the visual treatment of each sequence, the
details serve to highlight the characters as unique individuals.
To study the realities of these diverse characters is to understand that each is as valid as the others. The inconsistencies are essential to make the audience question their own prejudices. Every viewing of Uncompressed reveals different aspects of the same story, both through the sequence of events and viewers individual perspective. To find out more about Uncompressed, please visit our website at www.substanz.net/uncompressed. |
Another example of a writer attempting
to exceed the limits of the written language is novelist William
Gibson. In Gibsons novel, Neuromancer, we are taken
into a future landscape created in a multidimensional digital
realm. The virtual possibilities push language to an exploration
of the many dimensions of digital reality. William S. Burroughs
is a prime example of a writer exploring the narrative possibilities
offered within the non-linear aesthetic; Naked Lunch is
just one example offered by this innovative yet disturbing author.
Georges Perec has tried to overcome the traditional literary mold
by focusing on the time element and allowing a location to be
the focus of many stories in his novel Life: A Users
Manual. Still, it is the linear nature of reading that pulls
us back to the single dimension of time and the written word.
We are forced by the format of the written medium to see events
in a chainand to sacrifice our own curious nature for the
flow of the story. Interactive cinema allows viewers the choice
to follow their own whims without the traditional structure of
the audience following the medium.
![]() |
|
By combining the interactivity of a video game with the depth of the film environment, interactive moviemakers are redefining the traditionally passive role of the theater audience, as with Margi Szperlings Uncompressed. |
![]() |
Interactive cinema looks to contain
the volume of information that is allowed by the written word,
as well as the ability to review that material, in an attempt
to help the viewer relate to the complete experience of communicating
with the medium. Literature captures vast amounts of information,
but the presenting medium cannot be reviewed with the ease that
the digital format allows.
Interactive media allows vast
amounts of information to speak at a rate that can be easily reviewed
and evaluated, creating an environment that is completely natural
to the understanding of the viewer. In turn, it allows the viewer
to comfortably access the system on her own termsto personalize
the material for a more realized experience. To better utilize
this freedom, an understanding of the audiences interactions
within the digital medium will need to occur. Or, as Bertold Brecht
stated not so very long ago, cinema needs new tools.
To add to Brechts apt comment,
the public needs to come to a new understanding of what is possible
with these tools. Interactive cinema will help the audience to
learn the capabilities of non-linear language. The new form of
interaction between viewer and media is direct; the involvement
concerns learning how to relate to issues/44/images in a familiar but unique
format. With this new understanding will come a rebirth of the
appreciation of the gesture.
Interactive cinema simulates
the environment of shared control with the viewer by allowing
viewers to view material in the order that they choose. It challenges
the audience to come to terms with the information they are receiving
while, at the same time, it teaches a much more efficient method
of understanding, based on patterns and intuition. By creating
a unique environment in each scene, then repeating the visual
cues as prompts to the audience, the viewer becomes accustomed
to the reality with which they are being presented. The result
is that they take an interactive role in the entertainment process.
The ever more complex options
offered by modern media are allowing this new understanding to
take the viewers minds to realms of possibility that would
not have been attainable with any other medium. Over the last
three years, the digital gaming industry has grossed more revenue
than the movie industryand the combination of these industries
is inevitable.
It wont be long before audiences become dissatisfied with simply having a passive role in the world of film. Interactive cinema is the future of modern entertainment; to connect with it or not that choice is yours. MM