Alan01
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.
New Media for a New Millenium – NM2
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.
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Hybrid of mobile phone messaging chat and black comedy series for television and broadband media
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Lecture presentations introducing industry case histories, providing contextual, historical and cultural background for deeper understanding in game design.
SALERO aims at making cross media-production for games, movies and broadcast faster, better and cheaper.
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INiCS
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.
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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.
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Dance on Demand / Myths for the Day
Dance on Demand features a new content format and genre for interactive television and mobile devices.
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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.
In the Hood (IntelCities)
I became a lion wearing a crown! – IN THE HOOD researches city planning by the means of storytelling.
What is the “real” Arabianranta neighbourhood like? How should the area be developed in the future? Do storytelling and entertainment help us understand complex matters?
Inhabitants of Arabianranta (Helsinki) answer thematic questions about their neighbourhood in the web application “In the Hood”. Within this IntelCities EC project, Crucible Studio researches city planning by the means of storytelling.
This is how it works:
The questions are divided into themes such as life span and the way of life in Arabianranta; the neighbourhood’s relation to the rest of the city; transportation and traveling in the area; services; community and the neighbourhood; Arabianranta as
datacity; culture, design and history and nature and landscape. Thematically ordered sentences are dragged and dropped into an order of preference.
According to these answers, inhabitants become playful animated characters. The Citizen, the Consumer, the Resident and the Worker communicate and compare ideas about the neighbourhood and its desired future with other characters and simultaneously promote participative city planning.
http://www11.uiah.fi/kulmilla/
Credits
“In the Hood” is part of the Intelligent Cities IST-2002-507860
(IntelCities) project financed by the European Commission. The research is done in cooperation with University of Art and Design Helsinki, Media Lab, Media Centre Lume, Crucible Studio and Future Home Institute
Art and Design City
The City of Helsinki
VTT
The City of Tampere
Research for this application was also conducted in the “Election Star” project (2004) in cooperation with University of Art and Design Helsinki, Alma Media and Helsinki School of Economics.

