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The Challenges of Using Biodata in Promotional Filmmaking

Reeves, Stuart; Martindale, Sarah; Tennent, Paul; Benford, Steve; Marshall, Joe; Walker, Brendan

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Assistant Professor of Digital Innovation in The Creative Industries

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Dunford Chair in Computer Science

Brendan Walker


© 2015 ACM. We present a study of how filmmakers collected and visualized physiological data - "biodata" - to construct a series of short promotional films depicting people undergoing "thrilling" experiences. Drawing on ethnographic studies of two major advertising campaigns, we highlight key concerns for integrating sensors and sensor data into film production. Our findings address the perceived benefits of using biodata within narratives; the nature of different on-screen representations of biodata; and the challenges presented when integrating biodata into production processes. Drawing on this, we reconsider the nature of information visualization in the filmmaking context. Further implications from our case studies provide recommendations for human-computer interaction (HCI) collaborations with filmmaking and broadcast industries, focusing both on the practical matters of fitting sensor technologies into and handling data within production workflows, as well as discussing the broader implications for managing the veracity of that data within professional media production.

Journal Article Type Article
Acceptance Date May 1, 2015
Online Publication Date May 1, 2015
Publication Date 2015-05
Deposit Date Jul 3, 2015
Publicly Available Date Jul 3, 2015
Journal ACM Transactions on Computer-Human Interaction
Electronic ISSN 1557-7325
Publisher Association for Computing Machinery (ACM)
Peer Reviewed Peer Reviewed
Volume 22
Issue 3
Article Number 11
Pages 1-26
Keywords Physiological sensing, Biodata, Television, Film, Advertising, Information visualisation, Production, Narrative, Veracity
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Additional Information © ACM, 2015. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM Transactions on Computer-Human Interaction, v. 22, no. 3, (2015)


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