On a more interesting level, the reactions invoked by the audience were pleasing. In the rowing demo, each team struck up spontaneous beats. In the work rate demo, we extracted the most paddle twiddling of any group. In the maze game, we demonstrated to the audience that a group conciousness existed, which enable an audience of 100 people to cooperate to solve a maze.
In doing so, we feel that we've transcended many of the previous uses of the cinematrix system - which we have showed can support complex game strategies, can sustain constant audience involvement and can provoke cooperative audience response.