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QuickTime Interactivity

“Interaction can be defined as a cyclic process in which two actors alternately listen, think, and speak. ” ––Chris Crawford, computer scientist

This chapter introduces you to some of the key concepts that define QuickTime interactivity. If you are already familiar with QuickTime and its core architecture, you may want to skip this chapter and move on to “Chapter 2, QuickTime Sprites, Sprite Animation and Wired Movies,” which discusses the fundamentals of QuickTime sprites, with conceptual diagrams and illustrations, as well as an introduction to the basics of QuickTime wired movies. However, if you are new to QuickTime or need to refresh your knowledge of QuickTime interactivity, you should read this chapter.

Interactivity is at the core of the user experience with QuickTime. Users see, hear, and control the content and play of QuickTime movies. The process is indeed cyclic––using Crawford’s metaphor––in that the user can become an “actor” responding to the visual and aural content of a QuickTime movie. In so so doing, QuickTime enables content authors and developers to extend the storytelling possibilities of a movie for delivery on the Web, CD-ROM or DVD by making the user an active participant.

From its inception, one of the goals of QuickTime has been to enhance the quality and depth of this user experience by extending the software architecture to support new media types, such as sprites and sprite animation, wired (interactive) movies and virtual reality (QuickTime VR), which makes it possible for viewers to interact with virtual worlds. Interactive movies allow the user to do more than just play and pause a linear presentation, providing a variety of ways to directly manipulate the media.

If your development efforts are focused on programming with QuickTime VR, you should refer to the companion volume to this book, Interactive Movies: QuickTime VR, which is available at

http://developer.apple.com/documentation/Quicktime/QuickTime.html

There are a number of ways in which developers can take advantage of these interactive capabilities in their applications, as explained in this and subsequent chapters.

The chapter is divided into the following major sections:



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Last updated: 2002-10-01




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