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Human bodily gestures are now clearly present as a factor in human-computer interface design, used in commercially available game interfaces such as Sony's Eye Toy. However, many challenges still exist for this as yet new process, including the development of design strategies to further enable potential. This paper describes the organisation of time and space in three media forms where gestures are prominent, namely theatre, film and interactive film, showing their interrelation and aspects of technological innovation. The plan processes of these media is the focus of discussion. The plan from the interactive gestural film game is from an original artwork To be or not to be.
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