Obscure
James Jung-Hoon Seo
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Have you ever gone to see a movie, only to sit behind the tallest person you'll ever
meet? There you are, you and your friends, actually arriving early for once at the local
gigaplex. You take your time purchasing choice food and beverage products.
Inside the theater, you have a powwow about the best place to sit back and relax.
You pick, you sit, you settle in.
You wait, trembling in excitement, consuming most of the food and
beverage products before the movie has begun. Most likely you have a clear view
of the screen. The movie starts, and along come the late
stragglers: they just happen to choose the empty seats right in front of
you. For the next two hours and eighteen minutes, your cinematic entertainment
is accompanied by craning of the neck and straightening of the back. Not
to mention intermittent homicidal fantasies. It's no way to see a movie. It's no way to live.
Obscure is a modest attempt to think about a different kind of interactive cinema,
where physical interaction affects the visual presentation of the narrative rather than
the course of the narrative itself. In the cinema of Obscure, if the field of vision is clear, then the film takes up the entire
screen. If part of the field is blocked by, say, the back of
someone's head, the screen is divided into multiple frames of imagery, occupying
only the areas of the screen visible to you. The frames
contain different sequences of shots, synchronized with each other. The movie is
both visually and temporally reedited, depending on the currently visible area
of the screen. Such a film will change your experience depending on your physical surroundings while conveying a uniform,
consistent story.
Obscure is composed of a physical form and a graphical interface.
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