Kinoautomat (1967) was the world's first interactive movie, conceived by Radúz Činčera for the Czechoslovak Pavilion at Expo 67 in Montreal.
At nine points during the film the action stops, and a moderator appears on stage to ask the audience to choose between two scenes; following an audience vote, the chosen scene is played.
"Storytelling techniques within traditional broadcast media have not made major advances in recent years due to the linear and relatively rigid approach to narrative despite advances in the technology that delivers the content. This research proposes the concept of 'perceptive media' in which the content creators have at their disposal different tools and sensors to allow for the subtle adaption of the narrative without any direct interactions from the audience members. The concept is demonstrated through the creation of a 'perceptive radio' that is able to play specially designed content that adapts to the physical and social context in which the radio resides."
Marketing has always been about playing the heartstrings, but don't think Apple's new patent on mood-sensing technology is going to revolutionize the field, says mood-tracking technology researcher Whitney Erin Boesel
BBC R&D is working on a Visual Perceptive Media project that uses information about the viewer to tailor video content. This week we discuss the effect that technology like this might have on advertising, entertainment, and especially education. Imagine what it would be like for a lesson to play your favorite music, reference your favorite movies, or use your favorite colors? That's the type of school we want to go to.
All life could be here, in a snapshot of this very moment. But as quickly as the film fades, the moment is lost. Play it again, and new recordings are collected from the world's online archive. What follows has the potential to fascinate, or could well be routine - but each time is different."
"Imagine if audio (and video) broadcasts and podcasts were combinations of the broadcasters' and local playlists. If music cannot be licensed for more than seven days, the podcast playing application could insert music from the playlists on the listener's device. "
This is the first book to explore the cognitive science of effortless attention and action. Attention and action are generally understood to require effort, and the expectation is that under normal circumstances effort increases to meet rising demand. Sometimes, however, attention and action seem to flow effortlessly despite high demand. Effortless attention and action have been documented across a range of normal activities-ranging from rock climbing to chess playing-and yet fundamental questions about the cognitive science of effortlessness have gone largely unasked. This book draws from the disciplines of cognitive psychology, neurophysiology, behavioral psychology, genetics, philosophy, and cross-cultural studies. Starting from the premise that the phenomena of effortless attention and action provide an opportunity to test current models of attention and action, leading researchers from around the world examine topics including effort as a cognitive resource, the role of effort in decision-making, the neurophysiology of effortless attention and action, the role of automaticity in effortless action, expert performance in effortless action, and the neurophysiology and benefits of attentional training.
"Storytelling techniques within traditional broadcast media have not made major advances in recent years due to the linear and relatively rigid approach to narrative despite advances in the technology that delivers the content. This research proposes the concept of 'perceptive media' in which the content creators have at their disposal different tools and sensors to allow for the subtle adaption of the narrative without any direct interactions from the audience members. The concept is demonstrated through the creation of a 'perceptive radio' that is able to play specially designed content that adapts to the physical and social context in which the radio resides."
Powered entirely by HTML5 and open
source JavaScript libraries, One
Millionth Tower is loaded with photos and information
from all over the web, and exists in an online environment that is
about as close to three-dimensional as something on a flat screen
can get.
It exists
in a 3D setting made possible by a tool called three.js, which lets
viewers walk around the high-rise neighborhood. Moving through
allows viewers to see the current state of urban decay, then
activate elements to show ways the residents would change their
world, like an animation showing where a new playground or garden
would go.
The interactive movie is chock-full of photos from
Flickr, street-views from
Google Maps and changing environments fueled by real-time
weather data from Yahoo. Everything is triggered by Popcorn.js, which acts
like a conductor signaling which instruments play at what
times
The interactive movie is chock-full of photos from Flickr, street-views from Google Maps and changing environments fueled by real-time weather data from Yahoo. Everything is triggered by Popcorn.js, which acts like a conductor signaling which instruments play at what times