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Eyefilm is an experimental 3D film that attempts to create more accurate subjective camera by taking into account the physiology of the eye-sight and advantages of virtual camera. It is the result of research of user interaction and spatial perception in virtual 3D world. As the experiment to create new level of immersion, the eye-tracking hardware and software was used to create unique semiosphere for this particular environment and to offer a glimpse of virtual interactivity in a medium film.

Subjective camera and its recognized flaws from other films made in this aesthetic are used as apparatus to allegorize phenomenon and effects of consumerism. The imposed feelings of passivity, alienation, loss of control and disorientation are used as metaphor for modern consumer questioning his freedom of choice in front of manipulative influences of media and advertisements. The main character spawns in natural environment and through contact with media advances to more luxurious but also to more sterile and artificial version of the same environment. With technological extensions, human capacities get reduced, making one less of a life’s active participant and more a passive observer. This notion culminates at the end of film as he realizes the perfection was an illusion, gets merged into his world and turns into a house plant.

The camera motion was made in three phases: In the first phase the house was presented as first-person-shooter game. Test subjects could navigate through the house at will. Their movements were recorded with a script and used afterwards to create animation that was rendered as panoramic film. In the second phase, the animation from previous phase was presented as a projected film to the second group of test subjects, while their eye-movements were recorded with eye-tracking equipment. In the third phase, collected data was used to algorithmically create final saccadic camera motion.

 

 

More details and accompanying paper and explanation available on request.

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