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Record W4410313903 · doi:10.32920/ifmj.v4i1-2.2328

Expanding Interactivity in Film

2025· article· en· W4410313903 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

venuePublished in a venue whose home country is Canada.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueInteractive Film and Media Journal · 2025
Typearticle
Languageen
FieldSocial Sciences
TopicMultimedia Communication and Technology
Canadian institutionsnot available
Fundersnot available
KeywordsInteractivityMultimediaComputer science

Abstract

fetched live from OpenAlex

The common application of the term ‘interactive’ within film and cinema tends to require the creation of hyper-narratives. However, this can have implications for the viewer’s emotional connection to and experience of the film. This article argues that film cannot be reduced to the plot, as the communication of story in film relies on visuals and sound that constitute the film’s simulation of reality: the world of the story. Furthermore, virtual reality (VR) blurs the line between immersive and interactive experiences, in the way it spatializes the audio-visual simulation of the film world. Indeed, the immersion of the viewer within the film world can create a feeling of interactivity via physical space, similar to immersive theatre such as Burnt City (2022), making the viewing experience participatory—even though the temporal flow of the narrative is not essentially altered. Therefore, interactivity in film does not have to mean audience or personal control over the plot but can instead be expanded to include the world of the story and the ways in which this world can be immersive, especially through the application of emerging technologies, such as VR and Internet of Things (IoT). This can give rise to viewer interaction through the embodied, spatial relationship to the fictional world and the narrative, rather than through making choices about the plot. Through this kind of spatialization of the cinematic experience, the structure of the narrative is contingent on the viewer’s embodied choices within the space, which gives rise to a sense of emergent narrative. This article explores the above argument, rooting it in a theoretical framework based in narratology, semiotics, and phenomenology, especially the writings of Sobchack and Merleau-Ponty, and then considers its practical application in the recent multi-media installation and ongoing practice-as-research entitled Nested Cinema. The aim of this research is to test the potential for emergent narrative through spatializing the cinematic form into an immersive experience, while orchestrating smart technology and devices across multiple nested layers of experience: the installation space and IoT flexible lighting, synchronized multi-screen projection, multi-channel audio, and VR. In this way, the installation offers a unique participatory experience, in which the installation participant makes embodied choices toward the narrative by repeatedly transitioning between the nested layers of the experience—in the process complicating the boundary between their sense of primary reality and the experience of the simulated world of the story. Apart from employing practice-as-research methodologies, the research engages qualitative methods to account for the participant experience via in-depth interviews. This article presents the practical outcomes and findings of the research and considers the wider potential and application of this work to future interactive modes of immersive home cinema technology.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Other design · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.644
Threshold uncertainty score0.584

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.024
GPT teacher head0.385
Teacher spread0.361 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it