Assessment Details
Semester 1 – Individual oral presentation 10 minutes assessing learning outcomes 1, 3 and 5 (50%)
Semester 2 – Group practical skills portfolio assessing learning outcomes 2, 4 and 5 (50%)
Indicative Content
This module aims to introduce you to the history, technologies and creative practices of Interactive Filmmaking. You will acquire basic knowledge of the key methods and tools currently applied in the field. You will also have the opportunity to develop a more advanced knowledge of those that you choose to use in your practice-based work. Indicatively the module will cover aspects of the History, Technologies and Creative Practices of Interactive Filmmaking; HTML; Interactive Video-Installations; Live Cinema; Virtual & Augmented Reality; Brain-Computer Interaction; Audiences and Users: Participants’ Data and Ethical Considerations.
Learning Strategies
Scheduled learning activities
The module will involve a combination of lectures, practical demonstrations, seminars, workshops and supervised workshops time, such as:
- Contextual lectures.
- Technical tasks to develop applied skills.
- Production meetings for project development.
- Development sessions to progress practical work.
Guided independent and group study activities
Additional independent study time should be utilised to gain experience on required technologies and expand knowledge in the subject area via:
- Self-managed meetings.
- Advanced independent research and study.
- Collaborative research and practical work.
- Advanced testing and application of equipment, techniques and skills.
Texts
Aufderheide, P. 2015. Interactive Documentaries: Navigation and Design. Journal of Film and Video. 67(3): 69-78.
Hassapopoulou, M. 2013. Interactive cinema from vending machine to database narrative: the case of Kinoautomat. Screening the past. 37.
Jenkins, H. 2008. Convergence culture: where old and new media collide. London: New York University Press. ISBN: 0814742815; 9780814742815; 0814742955; 9780814742952.
Keane, S. 2007. Cinetech: film, convergence and new media. Basingstoke: Palgrave Macmillan. ISBN: 1403936943 (pbk.); 9781403936943 (pbk.).
Willis, H. 2009. Real Time Live: Cinema as Performance. AfterImage. 37(1): 11–15.
Zioga, P., Chapman, P., Ma, M., and Pollick, F. 2016. Enheduanna – a manifesto of falling: first demonstration of a live brain-computer cinema performance with multi-brain bci interaction for one performer and two audience members. Digital Creativity. 28: 103–122. doi: 10.1080/14626268.2016.1260593.
Resources
Level 6 Interactive Filmmaking Hardware & Software
Level 6 Film Production Equipment
Post-Production Software
Multicam Studio Facility
Library facilities ¬ web, computer access, printing facilities.
Blackboard virtual learning environment
Learning Outcomes
1. DEMONSTRATE A SYSTEMATIC UNDERSTANDING OF KEY CREATIVE, TECHNOLOGICAL AND SCIENTIFIC ASPECTS AND PRINCIPLES, INCLUDING ACQUISITION OF COHERENT AND DETAILED KNOWLEDGE OF INTERACTIVE FILMMAKING.
Knowledge and Understanding
2. DEVELOP APPROPRIATE QUESTIONS TO ACHIEVE A SOLUTION - OR IDENTIFY A RANGE OF SOLUTIONS – TO A PROBLEM AND USE DECISION-MAKING INDIVIDUALLY AND AS PART OF A GROUP IN COMPLEX AND UNPREDICTABLE CONTEXTS RELATED TO INTERACTIVE FILMMAKING.
Problem Solving
3. COMMUNICATE AND ANALYSE INFORMATION, IDEAS, PROBLEMS, AND SOLUTIONS RELATED TO INTERACTIVE FILMMAKING TO BOTH SPECIALIST AND NON-SPECIALIST AUDIENCES.
Communication
4. APPLY THE METHODS AND TECHNIQUES THAT YOU HAVE LEARNED TO REVIEW, CONSOLIDATE, EXTEND AND APPLY THEIR KNOWLEDGE AND UNDERSTANDING AND DEVISE AND SUSTAIN ARGUMENTS, USING IDEAS AND TECHNIQUES, SOME OF WHICH ARE AT THE FOREFRONT OF INTERACTIVE FILMMAKING. Application
5. MANAGE YOUR OWN LEARNING, EXERCISE INITIATIVE, PERSONAL AND RESPONSIBILITY AND DEMONSTRATE THE LEARNING ABILITY, QUALITIES AND TRANSFERABLE SKILLS NECESSARY FOR EMPLOYMENT OR FURTHER TRAINING OF A PROFESSIONAL OR EQUIVALENT NATURE IN INTERACTIVE FILMMAKING.
Reflection