A shared drama entangles you and Enactive Avatar into non-verbal experience of co-presence in life and death. On-going…
The project analyses video scenarios used in medical education, and develops new scenarios for medical schools. On-going…
An art & science project explores cultural phenomenas of alienation by means of image making and 3d sensing. On-going…
An interactive roleplay with smartphones, where one minute is one year and every spectator plays the life of another one. On-going…
Research on intersubjectively shared, embodied underpinnings of the human mind engaged with drama.
Interactive cinema format based on viewers’ unconscious psychophysiological responses (enaction).
Digital poetry application for iPad based on the Antikythera mechanism and Saila Susiluoto’s poems.
The EU Culture artistic research project experiments with different creative practices to explore local and global urban identities.
The installation explores coincidence in figurative narrative that consists of orientalist G. A. Wallin’s (1811–1852) portraits made during his journeys in the Middle East.
An experimental installation and tools investigation inspired by Ooppera Skaala’s Great Conspiracy – The Opera.
A new breed of audiovisual performance best described by the term multimedia opera.
A research, education and media art project exploring visual & multimodal urban identities, as well as spatial, multilinear and associative narratives in cities.
A concept development project dealing with interface design, data narration and visualization using semantic ontologies in the context of cultural information.
At Hand is an interactive piece designed for touch screens in public space. The project is about urban gestures, micro spaces of the street and the possibility of encountering otherness.
The interactive video installation in public space investigates (online) prejudice towards minorities.
DIMEKE – Content Development for Digital Media 2009–2011 is a Finnish national initiative, supported by the European Social Fund.
The second edition of Alan01 engages the user in a dialogue with a fictional Alan, as if his consciousness had been coded into a machine at the time of his death.
The Turing Machine Cross Media Experimental Production investigates associational storytelling and interaction structures, demonstrating human-machine communication.
Want a romantic version of Star Wars? Or your own cut of Big Brother? A new EU project aims to personalise our viewing and create a new media genre.
Hybrid of mobile phone messaging chat and black comedy series for television and broadband media
Lecture presentations introducing industry case histories, providing contextual, historical and cultural background for deeper understanding in game design.
Interactive Narratives in Cross-media Systems explores interactive narrative concepts for digital media, including computer games, cinema, internet, digital TV and soundscapes.
Artistic research production and study project in the Crucible Studio and Media Lab.
RuneDance / RuneDrum is conceived as a chance-based multimedia work based on Finnish mythology and the traditional Singing of Tales.
Cross-media programme consisting of a TV-show, Internet and mobile media site that all utilize a common database.
As part of the IntelCities research and technological development project, the Crucible has developed the “Arkkikone” web application in collaboration with the City of Tampere.
Dance on Demand features a new content format and genre for interactive television and mobile devices.
IntelCities was a research and development project to pool knowledge of electronic government, planning systems and citizen participation from across Europe.
I became a lion wearing a crown! – IN THE HOOD researches city planning by the means of storytelling.
Bot Alchemy is Douwe-Sjoerd Boschman’s experiment to see what semi-random generated speech can do for interactive database narratives.
Alan01 – a fragile soul in machine limbo
Original art work web site: http://mlab.taik.fi/alanonline/
The Alan01 interactive installation investigates associational storytelling and interaction structures, highlighting the patterns of human-machine communication. The work’s primary themes are derived from aspects of Alan Turing’s life, particularly his ideas of machine-based consciousness, and him having been a persecuted homosexual. By choosing these subjects as the main themes of the installation, we have wanted to acknowledge all the people past, present and coming, who were, are and will be treated unjustly in our societies. Turing’s own ideas of computable consciousness serve as a model for interaction design as an artistic expression.
The research production has been in iterative development since Spring 2009 at Crucible Studio. The first installation version was exhibited in the Media Centre Lume, Helsinki, Finland, June-September 2009, and presented as a long paper at ACM Multimedia 2009, Beijing, China, and as the ISEA2009, 15th International Symposium on Electronic Art, keynote presentation case study.
This second version of Alan01 expands the study of interactive, associational storytelling by media-generating algorithms to the 1) content-enhancing mechanical interfaces of digital media 2) fictional content enhancing factual (historical) context and the effect of color in transporting the user psycho-physically in time and between emotions. This version is exhibited at the MoA Festival, the Elefantti quarters of the Helsinki city centre, Finland, 12th May-13th June 2010. It is also planned to be exhibited in the ACM Multimedia 2010 Interactive Art Program at the Palazzo Medici-Riccardi, Florence, Italy, October-November 2010.
An excerpt from the expert evaluation of Alan01 (June 2009):
“The [Alan01] installation offers an eerie fusion of man and machine, animate and inanimate – what artist Pesonen describes as the portrait of ‘a fragile soul in machine limbo’. The visitor is made complicit in the capture and stimulation of this ghost in the machine by the very act of choosing the symbols which bring the heads awake and trigger the videos. The positioning and lighting of Pesonen’s black box, with its glass-coffin-lid window, which acts as container for Turing’s spirit, draws in not only the interactor, but also any other spectators clustered round the cabinet, as their reflections on the glass window into this macabre world become a part of the display.
This ambitious installation addresses a complex topic, experimenting boldly with dramaturgy as well as content and form. It is a genuine work of visual and computer-enhanced dramatic art, reaching high aesthetic standards, with a confident sense of integrity and through-composition, both in subject and medium. Alan 01 constitutes an impressive testament to the creative team, who, from different disciplines, have benefited from cross-fertilisation between technology and art; they succeed in amalgamating their talents to produce a unique and striking piece. Their process and results offer an inspiring model for future collaborative projects.”
Interactive Media Writer/Director and Senior Research Fellow,
Churchill College, Cambridge University, UK