"You will find a number of definitions and points-of-view on what constitutes an interactive documentary. At this point in the development of this fast-moving field we feel that it is important to have an expansive definition that can embrace the many different kinds of work that are emerging. The i-Docs site includes coverage of projects that you may find elsewhere described as web-docs, transmedia documentaries, serious games, cross-platform docs, locative docs, docu-games, pervasive media. For us any project that starts with an intention to document the 'real' and that does so by using digital interactive technology can be considered an i-doc. What unites all these projects is this intersection between digital interactive technology and documentary practice. Where these two things come together, the audience become active agents within documentary – making the work unfold through their interaction and often contributing content. If documentary is about telling stories about our shared world; we are interested in what happens as the audience get more closely involved in this way. At the heart of i-Docs is the question; what opportunities emerge as documentary becomes something that is co-created?"
(Digital Cultures Research Centre at University of the West of England)
Bear 71 (2012); Clouds over Cuba (2012); Donnie Darko (film website); Gravity (2003) by Olia Lialina; Here at Home (webdoc); My Boyfriend Came Back from the War (1996) by Olia Lialina; Neon Bible (2007) by Arcade Fire; Prison Valley (2013); Random Paths (2001) by Jody Zellen; Telescopic Text (interactive); The (Former) General in his Labyrinth (2007); The 21 Steps (2008) by Charles Cumming; The Wilderness Downtown (2011) by Arcade Fire; Waterlife (2009); We Choose the Moon (2009); Welcome to Pine Point (2011).
"Hollow is a web–based documentary and participatory project that examines the future of rural America through the residents of West Virginia's McDowell County. ... the project is also primer for how to make the most of the college experience – Director Elaine McMillion leveraged resources at Emerson College, where she was earning an MFA, to produce Hollow."
(Shannon Carroll, 6 September 2013, PBS)
"I am guilty of an association of ideas; or rather: I am guilty–that's a given, and in casting about for the source of my guilt I find I cannot prevent myself from linking one idea with another purely on the basis of their contiguity, in time, in place, in my own mind. It's not only ideas I connect like this, I do it with images, sensory impressions and the most epiphenomenal of mental glitches. Hume writes in his An Enquiry Concerning Human Understanding that the imagination is best conceived of as a combinatorial faculty: there is nothing intrinsically imaginative about the idea of 'gold', nor the idea of 'mountain', but join them together and you have a fantastically gleaming 'gold mountain'. And might not that gold mountain be the Laurenziberg in Prague? After all, it looms over contemporary Prague–under its Czech language moniker, the Petřín–just as it loomed in the consciousness of Franz Kafka, whose earliest surviving narrative fragment, 'Description of a Struggle', is in part an account of a phantasmagorical ascent of its slopes: 'But now the cool light which precedes the rising of the moon spread over the mountain and suddenly the moon itself appeared from beyond one of the restless bushes. I on the other hand had meanwhile been gazing in another direction, and when I now looked ahead of me and suddenly saw it glowing in its almost full roundness, I stood still with troubled eyes, for my precipitous road seemed to lead straight into this terrifying moon.'"
(Kafka's Wound by Will Self)
"I identify a two–decade period – roughly speaking 1985–2005 – as the pioneering experimental period of (computer based) interactive art. Crucial to the understanding of work in this period is the blindingly rapid development of the technological context. At the beginning of the period the graphical user interface was a novelty, the internet barely existed, the web was a decade away, interactivity was an intriguing concept. The production of acceptably high resolution illusionistic digital pictures (still frames) was an active research area and a megabyte of RAM was something luxurious.
The period neatly brackets the emergence of most of the major technological milestones which now undergird digital culture and ubiquitous computing: WYSIWYG, digital multimedia, hypermedia, virtual reality, the internet, the world wide web, digital video, real–time graphics, digital 3D, mobile telephony, GPS, Bluetooth and other mobile and wireless communication systems. It was a period of rapid technological change, euphoria and hype."
(Simon Penny, 2011)
Simon Penny (2011). "Towards a Performative Aesthetics of Interactivity", Fibreculture Journal, issue 19 2011: Ubiquity.
Fig.1 Sniff and Performative Ecologies were included in Emergence, a show of Artificial Life Art curated by Simon Penny and David Familian at the Beall Center for Art and Technology, University of California Irvine, December 2009–April 2010. Regrettably Performative Ecologies did not function as designed during the exhibition.