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.
Video scenarios in medical education: Polyphony and non-linearity in audiovisual doctor-patient narratives
Video-based doctor-patient scenarios are commonly used in medical education. These videos typically represent a clinical scenario that serves as a stimulus for a small-group discussion. However, the meaning of the videos extends beyond the learning situation and the particular patient case. Due to focus on biomedical problem-solving, disregard of the cinematic techniques, and the perceived separation between clinical and humanities aspects of medicine, many scenarios fail to portray the reality of medical practice and compassionate health care. The project analyses selected video scenarios used in medical education, and develops new videos for the partnering medical schools. Next to clinical teachers, the process involves interviews with patients. The project uses arts-based methods of data collection, analysis, and dissemination, contributing to the students’ holistic views both of the patient and themselves as a professional. The project is conducted in the University of Tampere, in collaboration with the Rice University, University of Copenhagen and the Crucible Studio in the Aalto University.
Dr. Kaisu Koski is an artist-researcher whose art practice is intertwined with academic research. She studied media and performance art and theory, earning her doctoral degree with a dissertation on interactive performances in 2007. Her practice focuses on the dialogue between art and biomedicine, arts-based medical education and the methodology of arts-based research. Between 2011-2013 Kaisu conducted a postdoctoral research project, exploring the various representations of the body in medical education. The Academy of Finland recently awarded her an Academy Research Fellow funding for 2015-2020 in the Centre for Practice as Research in Theatre T7 in the University of Tampere. This project investigates and produces arts-based trigger videos for problem-based learning in medical curricula in Finland, Denmark and the U.S.