Online experience: experience accessible online and/or downloadable from a distribution platform.
On-site experience: experience presented in a place because of its particular qualities: the presence of performers, a set or a stage design, installation devices, etc.
Interactive creation: creation that allows the player/viewer to interact, to make choices, or even to influence the script or the development of the work.
Linear creation: creation that has a fixed duration, marked by a beginning and an end, and that does not allow the viewer to interact with it or influence its development.
Immersive experience: an experience that consists of bringing the viewer into a story, a game, a musical composition or a work, by appealing to several senses through technologies such as virtual reality, augmented reality, mixed reality, spatialised audio, video mapping, etc. These technologies can cross over with other disciplines such as live performance or visual arts.
Digital art: art made with the help of digital devices. Digital art takes into account technological developments and encompasses several disciplines. It is a constantly evolving subject of reflection and research which makes a fixed definition difficult.
Video game: an interactive and entertaining audiovisual creation with a user interface (computer, game console, mobile phone, etc.) through which the player controls the action taking place in it for entertainment or competition purposes.
Innovative books: new forms of narratives and reading experiences offered by digital technology: augmented reality books, comic books designed for social networks, immersive novels, etc.
Web creation: audiovisual creation that uses the internet in its creation and distribution process: web documentary, interactive fiction, mobile narration, transmedia work, etc.
Cultural outreach and education: a range of services, content and devices that use new technologies to enhance and make artistic and cultural creation and knowledge accessible, as well as heritage (major tourist sites and French collections): augmented tours, video projection, interactive museum devices, 3D digitisation, educational content production, etc.
The digital offers of artistic and cultural education aim to encourage the participation of all audiences in artistic and cultural life by acquiring knowledge and a renewed relationship with works and artists (e.g.: applications, interactive devices or video games around painting, visual arts, music, dance, etc.)
2D/3D Animation: While 2D animation is a technique that consists of bringing elements (objects, scenery, characters, etc.) to life in a two-dimensional space, 3D animation uses computer-generated images to create a three-dimensional animation (length, width and height). These animation techniques are used in animated film, video games, virtual reality, and digital art experiences.
Internet Art: Interactive creations that use the internet and its tools as a medium for creation and dissemination.
Video Art: A form of art based on producing videos. Since its creation, video art has been keeping pace with the development of new image and sound technologies and exploiting the possibilities of computer-generated images and interactivity with the viewer.
Workshop: An activity that involves the creativity and self-expression of the audience taking part.
Comic books/Graphic novels: A type of narrative that uses a succession of images, often accompanied by text to convey the words, feelings, or thoughts of the protagonists.
Generative Art: Digital art creation that relies on algorithms to create self-generating and/or non-predetermined works.
Data Visualisation: Data visualization consists of converting a large set of raw data (texts, numbers) into visual representations to facilitate their understanding.
Escape Game: Escape game in which the participants, locked in a room symbolising a closed place, must work together to conduct an investigation and solve the puzzles that will enable them to escape within a specific timeframe.
Sound Experience: Installation or performance that uses sound as a creative material, thanks to a varied set of artistic practices (sound spatialisation devices, 3D or binaural sound, etc.).
Interactive Film: A multimedia creation characterised by a non-linear story in which the player navigates and must make choices to move the story forward.
Visitor Guide: A multimedia creation for visitors that contains practical, cultural, and artistic information about a given space.
Hologram: A transparent photographic plate which, when illuminated at a certain angle by a beam of light, produces a three-dimensional image.
Artificial Intelligence/Chatbot: Artificial Intelligence (or AI) is the implementation of a set of techniques to enable machines to imitate a form of real intelligence. A Chatbot is an Artificial Intelligence program that simulates a human conversation.
Action and Adventure Game: A video game in which the player is tasked with completing a mission through a scenario consisting of a succession of events, whose resolution enables the player to advance through the space and time of the game until the end of the adventure.
Role Playing Game (RPG): A video game in which the player plays one or more characters who evolve in a scripted story.
Simulation Game: A video game that simulates the reality of human activity or the functioning of a machine.
Sports Game: Video game based on the simulation of an individual or team sport that is generally realistic in order to reproduce a sports competition.
Strategy Game: Video game in which the player must plan an action in order to achieve an objective: build an army, an empire or a civilisation, accumulate and manage resources, establish the best strategy to defeat the opponent, etc.
Casual Game: A video game intended for a broad audience that is characterised by quick learning, simple rules, simplified game mechanics, and short games for those who occasionally want to play.
Narrative Game: Video game bordering on cinema and interactive experience in which the player is faced with a series of choices in order to tell a story.
Serious/Educational Game: Video game with an educational or informative dimension in order to convey knowledge or raise awareness of a topic.
Artist’s Book: The artist's book is a form of creation in which the artist uses a book as a medium to produce a work in its own right.
Young People’s Book: Literary creation that is aimed, in terms of format and content, at a young audience (children and teenagers).
Social Media: Sites and applications that enable their users to develop social interactions on the internet and share content. Artistic creations for social media are creations that use the publication and distribution rules of these media.
2D/3D Digitisation and Recreation: Techniques for obtaining a two- or three-dimensional representation of a subject (object, landscape or living being) in order to archive, reconstruct or modify it.
Augmented Reality: Augmented Reality (AR) is a technology that allows an artificial world created digitally to be superimposed on the real world in real time. This is done via a screen (smartphone or tablet).
Mixed Reality: Mixed Reality (MR) is the fusion of real and virtual worlds to produce new environments and visualisations, where physical and digital objects co-exist and interact in real time. This is done using special glasses.
Virtual Reality: Virtual Reality (VR) is a technology that immerses a person in a digitally created artificial world. It can be a reproduction of the real world or a completely imaginary universe. The experience attempts to reproduce reality by stimulating certain senses: primarily sight and hearing, followed by touch and even smell.
Digital Scenography: Digital scenography refers to all of the digital creative devices that participate in the sets and staging of shows or exhibitions.
Video Mapping: Projection of lights, laser beams or videos on raised surfaces and structures such as monuments.
Virtual Tour: Simulation of a tour or a remote tour of a place (tourist sites, monuments, museums, and exhibitions).
Web Documentary/Web Fiction/Web Series: Audiovisual creation broadcast mainly over the internet.
Fixed Price: The rate is determined independently of the revenue generated.
Revenue Sharing: Ticket revenues are shared between the artistic team and the venue according to a pre-agreed percentage.
Guaranteed Minimum: Ticket revenues are shared between the artistic team and the venue according to a pre-agreed percentage. However, the artistic team receives an advance, the so-called "guaranteed minimum".