Abstract
This chapter explores the space of Brain-Computer Interaction as a tool to enhance storytelling within cinema, as a means to overcome some of the main critiques of interactive film in terms of interaction and immersion in the media. Using the Performance-led Research in the Wild methodology, we create complete professionally-made experiences to explore possible brain-computer interactions with film, and exhibit them in-the-wild to the public. As well as reviewing the findings of these investigations, this chapter primarily contributes an exposition on artistic practices, and draws conclusions for future developments in brain-controlled film. We present two case studies of BCI films that have been made and publicly screened, The Disadvantages of Time TravelĀ (2015) and The MOMENTĀ (2018). For each we (a) describe the experience we produced, (b) present detail about how it was made regarding different elements of the filmmaking process, (c) give an overview of how they were received by audiences, and (d) summarise key lessons learned about filmmaking practice. In discussing how they were made and received, therefore, we set out implications for scripting, storyboarding, sound design, cinematography, directing and editing as well as interactive platform development. The chapter concludes by discussing possible techniques, processes, mappings, and BCI implementations that could be put together to make future films, as well as presenting both opportunities for industry and open challenges that remain for brain-controlled film.
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Notes
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This was revisited after the premiere, by analysing the log files created while people watched The MOMENT; we found the average length of attention at 4.2 s.
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Acknowledgements
This work was supported by the Engineering and Physical Sciences Research Council [grant numbers EP/L015463/1, EP/M02315X/1]. We would like to acknowledge the financial support we received from the BFI Film Hub Propeller Scheme, Arts Council England Grants for the Arts, the EPSRC Telling Tales of Engagement competition, and those who contributed to the original Kickstarter campaign. Further, we would like to acknowledge the support provided by our partners: B3 Media and Live Cinema. Finally, we would like to acknowledge our long-time collaborators Mat Johns, Scrubber Fox, Hallvardur Asgierson, and Rachel Ramchurn, as well as the cast and crew for both our productions.
Data access: As per the previously published works from this project, datasets cannot be made available due to concerns over protecting the anonymity of our participants.
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Ramchurn, R., Martindale, S., Wilson, M.L., Benford, S., Chamberlain, A. (2019). Brain-Controlled Cinema. In: Nijholt, A. (eds) Brain Art. Springer, Cham. https://doi.org/10.1007/978-3-030-14323-7_14
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