Surreal Interactive Movie System: Alice in Wonderland

Project Info

In this digital era where everything is leaning towards interaction, cinematic experience remains as a completely passive experience. This experiment aims to engages the audience in an active experience by making them feel as they are part of the story through means of story-altering decision-making and interactions that provide high re-experiencing value.

This project was showcased as part of Keio Media Design 4th Annual Forum, Japan, 2014

  • Status : Done
  • Project Member: 5 person. Project Role: Designer + Coder

Problem

In the age of digital media where everything is striving towards interaction, cinema still remains a completely passive experience.
When we watch a movie, at least for me, sometimes I have a lot of questions going on my mind. "Why he has to do that? Why not do do this instead?" or something like "I don't like the ending".
What if you have the chance to engange in the movie? To be part of the movie?
Taking the story of Alice in Wonderland, this experiments aim to bring a new cinematic experience to the audience.

Concept

Surreal: relationship with place, make extraordinary things happen in an ordinary place.
Interactive: Viewer’s actions and behavior impacts the flow of the movie.
Movie: Narrative movie and the flow can be affected through the interaction

To achieve the desired form of interactive cinema, enviromental sensors are used.

Omron Environmental Sensor
  1. Omron's environment sensor was used as the interaction media.

Mixing Reality and Cinema

The Omron sensors were used to capture the audience body radiation, air flow, and light. How audience interact with the sensors will determine the outcome of the next scenes. A real life objects were used to create a relation with the virtual space. For example when Alice first came to wonderland, she had to pick a drink or a cake.Alice was shown in the screen, but the object she had to pick was shown in real space.

Final Product
  1. Viewers can decide which Alice had to choose, the drink or the the cake. At the last screen, viewers had to answer the riddle from Chessire Cat by pick up the correct answer.
  2. Here, viewers has to blow the sensor inside the fake cake. If they blow the correct sensor, Alice will meet the good queen. Otherwise, Alice will meet the evil queen

Result and Learned Lesson

In every innovation program, there always 3 factor to balance, the technical aspect, the business aspect, and the people aspect. While most of modern cinema compete on technical (Computer Graphic and so on) and business aspect, we choose to explore more on the human factor because we believe that human factor may offer some of the best opportunities.

Cool technology alone is not enough. If it were, we'd all be riding Segways and playing with robotic dog.

David and Tom Kelley on Creative Confidence

The exhibition was visited by more than 150 people and we asked them to fill questionnaire. Most people picked the candle-blowing scene as their favourite part because they felt invited to the party and they became part of the entire cinema.

I learnt that using the environmental sensor is cool, but it alone will never good enough to become the bridge between reality and cinematic experience. The story and how we use real every-day object are the important elements that could increase user engagement, thus creating a new form or interactive cinema.