Since the arrival of cinema, film theorists have studied how spectators perceive the representations that the medium offers to our senses. Early film theorists have bent their heads over what cinema is, how cinema can be seen as art, but also over what cinema is capable of. One of the earliest film theorists, Hugo Münsterberg argued in 1916 that the uniqueness of cinema, or as he calls it photoplay, lies in the way it offers the possibility to represent our mental perception and organisation of the reality, or the world we live in: “the photoplay tells us the human story by overcoming the forms of the outer world, namely, space, time, and causality, and by adjusting the events to the forms of the inner world, namely, attention, memory, imagination, and emotion” (Münsterberg [1916] 2004, 402)
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Technologies that were initially developed to be applied within the domain of video games are currently being used in experiments to explore their meaning and possibilities for cinema and cinema audiences. In this position paper we examine how narrativity, interactivity and engagement are mutually reshaped within this new domain of media entertainment, addressing both the production and the user experience of new types of interactive cinematography. We work towards research questions that will direct our future studies and in-troduce the term lean in to address the kind of engagement style that applies to users within this new domain.
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The purpose for writing this paper is twofold: (1) building on the former PBPD publication on “Placecinemaking”, from the viewpoints of the foundations of history, theory, and methodology; and (2) demonstrating the methodology on a new movie/place-making project, “Le Mille Notti”, which was launched after the publication of said PBPD paper. This new submission is therefore a complementary extension and a deeper analysis of what was presented in 2023 on PBPD. The approach is based on documental back-tracing, where needed complemented by interviews and testimonials. The analysis pertains to a wide range of fields, from the history of cinema to leisure direction and to placemaking. This paper is based on a further analysis of the “Placecinemaking” approach, in order to extract: (a) historical roots and context in the history of cinema; to enable (b) application to a new film in the series of projects where the approach was organically developed into a repeatable process; and to present (c) the outcome of the new movie, titled “Le Mille Notti” in the specific areas pertaining to the movie, Borgo Aurora, Turin, and its actors. Research was based on documental back-tracing, therefore no new empirical findings will be made available or generated from this process besides what was tracked in documental sources (newspapers, production notes, earlier interviews as already publicly published and distributed in media, and more). Process and methods will be equivalent to the ones adopted in the PBPB publication, 2023, therefore already tested and proven by peer review. The paper will have a potential high impact in terms of further proving, justifying, and contextualizing an organic approach as formalized in a repeatable process. The paper does uniquely present, critically review, and demonstrate the place-making fit of a new film, “Le Mille Notti”, providing additional insights into the “Placecinemaking” approach.
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Creating and testing an innovative HRM VR service: “Experience your first day at work” for AEGON Realizing and testing a Virtual Reality (VR) world based on the Aegon candidate journey, in order to provide candidates with a unique and innovative Aegon experience. In doing so, turn the Aegon application journey into a memorable experience and attract new types of employees. Aegon deals with a sector in which it is difficult to attract new type of young talent employees. Aegon is optimizing the ‘Aegon candidate experience journey’ to get the best candidates and let them feel being part of Aegon as from the start. To do this, it is important that Aegon digitally captures all important experience moments in the journey. The solution was to ‘Experience a day at Aegon in VR’. Creating an enriching Aegon customer experience journey, by means of real-time CG VR and 360o movies, so that candidates feel like having worked at Aegon. A cinematic based building experience is created in which a water based surrounding will slowly become the main hall of the Aegon building (experience the beauty and size of the main hall). In the building the candidate can access different 360O picture and movie experiences of important candidate touchpoints and feel present among Aegon staff. Research showed the added value of a VR experience compared to traditional media experiences.