Our current vision on the project updated after the meeting with sietske klooster (07-03-2005)

DC222

Our Vision

It is all about experience. We wish to have a new experience simply because we do not want to copy something that already exists. The challenge is to create something new and interesting that will interest the people in experiencing this new media. The way we see it, this experience will be somewhat between a movie and a game. The movie has this emotional experience; you feel linked to the characters and slightly get into the story. Although a movie is quite passive in ways, there is still a small part of interaction due to the emotions you experience. The active side comes from games, they encompass a more active participation but limited to most people by the interactions methods, only using small tactile controls such as a mouse and keyboard. We will not use the terms ‘movie’ and ‘game’, but will only use the aspects of those parts in the development of our new experience. The goal is to design this experience that invokes emotion and the feeling that you are, at least a little, inside the story. This all coupled to a rich interaction that makes some influence to the story possible via a subtle and natural participation from the user. This involves using the senses of people to tackle these emotionally bound-experiences. Think of invoking emotions such as surprise and curiosity.

A supporting feature will be the effect the new media has on the environment of the user. So this is a two-way interaction experience. These days the experience is brought from “the outside”, the virtual world (single small screen and stereo sound) to inside the movie (from bigger screens and multi-directional sound to theaters and IMAX). We wish to seek new interesting methods for enriching this environmental change in order to expand the feeling of being inside the media and connecting the virtual world to the “real world”.

We want to focus on the people who use a home entertainment system with a widescreen TV and multi-directional sound. This is not bound by age, gender or social status. The people who use these systems are interested in its possibilities and will most likely like its features to their full extent. This means we will be bound to the possibilities of the living room of these people if we want it to integrate into their space for these kinds of entertainment possibilities. The motivation for this choice is that the emotional experience at home is not bound by any social constraints as in a movie theater. You are more likely to get emotionally attached to a story in your own home as you would in a large group of unfamiliar people, the experience is just different.

The final result should be something we are proud of and use as an example to others when we tell about the things we do at this faculty.


Our current vision on this project

03-03-2005

Foremost we want to create a new experience. This experience will be somewhere between a movie and a game. For the time being we call this experience Mov’In. In a Mov’In the audience is active (in the small space they have in their living room) and all their senses and emotions are stimulated. Multiple at a time. The plot of a Mov’In can be altered in a subtle way by the audience, while the environment of the audience (the living room) can be changed by the Move’In as well. The target group for the Mov’In is are young adults (25 – 35). You can see them as the people who have a wide screen TV with a surround set in their houses now. Very important for us is that we make something on witch we’re so proud that we want to tell it to other people.

JunHu: Dc222Home/OurVision (last edited 2008-10-03 20:19:02 by localhost)