Cinésense is a three-year artistic research project that explores urban artwork in two relationships, first interacting with the place of display and second in interaction with its public. The project is based on a series of screen-based works by Geska Helena Brečević and Robert Brečević that respond to movements of the audience in various ways. The research is led by professor Karin Becker of JMK Stockholm University. The project is supported by the Swedish Research Council.

The project aims to research and develop interactive movie pieces from a number of temporal and spatial design constraints. The material for the artistic investigation includes both live and pre-recorded footage, digital video sequences that are processed in real time and video montage, affected by sensors, speech recognition and other types of interaction. The project deals with interactive movies where the intention of the movies and the interactive solutions work together as a whole. This means that the development of interaction models and technologies is guided by an artistic perspective.

The movie productions will be exhibited in different contexts such as the museum or the mall. The interplay between users and movies will be the object of ethnographic studies from a cultural perspective. The goals of the project are to research and develop different narrative forms for interactive movies to document the usage of these movies in an ethnographic study with a cultural theory perspective: how they are understood and how this understanding relates to the context. The project will use an artistic perspective to explore the relationship between the space and time in the movie and the interaction in the physical space. This leads to a number of artistically explorative questions: What filmic expressions, apart from space/time - e.g. form, colour, and characters - are relevant to maintain a cohesive narrative in interactive film? and How do we describe the participant/spectator/user in this type of works? The ethnographic study that is carried out focuses on the specific location and its relation to how users/spectators use the interactive movie pieces. This starting point will lead to the core research question: what public spaces are constructed when you consciously involve the user’s body, movements and voice with the content of a movie piece.