Interactive Institute Smart Studio
 
projekt
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Meta.L.Hyttan

Återuppväcker stålindustrilokaler med hjälp av platsspecifik interaktiv media.

Projektet visar hur de metallidustrins historiska smältugnar i Avesta kan förvandlas till en interaktiv miljö där besökare kan lära sig, uppleva och bli förvånade av historia, vetenskap och konst. Meta.L.Hyttan är ett samarbetsprojekt mellan Smart-och upplevelsestudion.


Den här sidan finns för tillfället endast på engelska.

Meta.L.Hyttan

Avesta is one of the birthplaces of the Swedish steel industry. The radical changes in the business towards the end of the 20th century have left numerous industrial ruins. Those places are now considered part of the cultural heritage, and as such should be prepared for public enjoyment. Avesta is home to a historic set of blast furnaces, that are unique in the world.

The Meta.L.Hyttan project is showing how the historic blast furnace hall can be transformed into an interactive environment for visitors to learn, experience and be surprised by history, science and art.

Meta.L.HyttanInformation torch

The Meta.L.Hyttan proposal for the space of the blast furnace hall goes beyond conventional exhibition design, scenography or interactive information kiosks.
Interactive technology in this proposal is intuitively embedded in the environment and the experience of this dark and mysterious place.

The Meta.L.Hyttan is an adaptable environment. The visitors are expected to be from very different backgrounds, in terms of age, gender and educational background. For that reason, Meta.L.Hyttan is showing scenarios for different needs. In the current demonstrator there are two content levels - the educational and the poetic. The poetic level is the more artistic and evocative way of describing the peoples every day life, thoughts and aspirations in this extreme environment.

The primary tool used by the visitor to interact with the environment in Meta.L.Hyttan is a special flashlight. .
Each flash light has a specific way of releasing information and effects in the environment; e.g.: the educational flashlight is releasing explanations of the steel production process, while the poetic flashlight is making the environment respond with personal stories and evocative effects.

The white woman

Interactive media is often misunderstood to only appear on audio visual devices like DVD players or multimedia computers. Our understanding of media is extending into other realms of the senses and real life human scale.

>> learn more at the Meta.L.Hyttan web site

projektwebbsajt:
tii.se/avesta/

start: 01.2002
end: 06.2002

projectgrupp:

  • Peter Becker
  • Thomas Broomé
  • Peter Ludén
  • Magnus Lundin
  • Tobi Schneidler
  • Ingvar Sjöberg
    >> full credits

    sponsorer:

  • Avesta council culture department
  • © 2003 Smart Studio    site credits