and Interactivity Met with Movie theater
" The movie, by sheer speeding up the mechanical, carried us in the world of series and cable connections into the world of creative construction and framework. The communication of the movie medium is transition from linear contacts to configuration settings. " (McLuhan, 1994, l. 12)
Upon August nineteen, 1839, Paillette Daguerre, who was already known for his diorama, introduced the newest process of " daguerreotype". With this process, several lucky hobbyists, for the first time started to be able to capture their roof-top silhouettes up against the sky. And that is how the media frenzy acquired begun relating to Lev Manovich. About the same period, in 1833, Charles Babbage began building a device referred to as " the Analytical Engine. " This device is contained most of the essential features to the modern digital computer. A processing device performed operations on some data as well as the final results were printed out onto a paper. And this can be considered as the first machine to make conditional calculations, in modern terms, the 1st computer. Though these two incidents continued their very own development in parallel, for a long time they did not really cross in each others paths. Gowing foward the history for the 20th century, in 1936, Konrad Zuse, who is a German engineer, began building a computer that has been considered to be the first operating digital computer system. Zuse's innovation was using punched mp3 to control laptop programs, which was actually discarded 35mm video film. And so the year 1936 became the season that the theatre and the laptop development entered into each others way. As the iconic code in the cinema is discarded inside the favor of more efficient binary one, this is also how the theatre became a slave to the computer. (Manovich, 2001, s. 21-25)
Through the history of the cinema, the directors possess searched for better reflection of realism and way of immersing the viewer into the internet streaming images. Launch of the point of view, reproduction of photographic photos, streaming images and even simple colors are not enough to produce the real realistic look. Even 3D and I-Max movies would not create the actual sense of realism since none of these were able to break the visible communication between your media and the viewer.
Andrea Bazin can be considered to become one of the first administrators to develop a humanist method of cinema with regards to realism. Rather than combining different shots with each other to reflect the realism, the utilized deep-focus cinematography that reveals a whole area and even past the room within a frame, wherever from the closest point to the far point, all in emphasis. Bazin he gave the opportunity to the viewers, where the audience decides where you should concentrate on the frame. Thus, the В‘different views' had been combined in the head in the viewer. However , this was as well not enough in terms of В‘reality' and the immersion of the viewer in to the medium, so it was time for you to show up a lot of interactivity.
The storyline and liaison of a tradition movie is a plain collection which keeps certain amount of plot details. Plot points are liaison elements which in turn carries the key events that change the circulation of the tale and the narrative situation. In order to break up the regular narration, the choice of the locations of the story points within the storyline must be left for the viewer. The favorite notion of В‘interactivity' should be to turn these plot points into В‘nodes', so that the two dimensional storyline is upgraded into a 3d node map. With the changing of plot points in three dimensional node maps, important decisions inside the story are no longer made by the В‘hero' in the story, however the viewer him self. This means that the regular movie is usually altered in a manner that it is disrupted from time to time to make the viewer select among two or more different choices on how the story will continue. So that the classic hero-viewer id turns into a hero-viewer unanimity. The first application of this kind of idea was presented for the 1967 Montreal...
Cited: вЂў McLuhan, Marshall, Understanding Media. The Extensions of Man, MIT Press, Cambridge, MA, 1994
вЂў Manovich, Lev, The Language of recent Media, The MIT Press, Cambridge, MUM, 2001
вЂў Hales, Chris, Fresh Paradigms New Movies. Interactive Film and New Story Interfaces in New Display Media. Cinema/Art/Narrative, BFI Publishing, London, 2002
вЂў Juul, Jesper, A Collide between Video game and Story, April 2001,
вЂў Weiberg, Birk, Beyond Active Cinema, Aug 2002,
вЂў D-Dag, 2000,
вЂў Silverman Jason, Digital Cinema Takes on with Contact form, 2000,