| Proposal for the Avesta Steelworks Visitors experience |
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2.1 visitor scenario for META.L.HYTTAN

Imagine coming to the darkness of the old hall with a sense of wonder: How
was the live here 100 years ago? What did the workers talk about in their lunch
break? Where did the iron flow when the blast furnace was tapped? Who was the
'White Lady'?
At midnight the ghost hour starts, and the plant transforms itself into a haunted
place
.
Imagine you receive a tool to explore and animate this environment. In the
Meta.L.Hyttan this tool 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.
Other flashlights could produce another language or support an experimental
media art installation. The keyword is personalization of the experience.

To trigger those effects, the space is equipped with special hotspots that
that can pick up a coded and invisible beam coming from the flash lights. The
infra red technology is widely known from remote controls.
The hotspots mark enabled zones of interest to the visitor, and they can be
found throughout the blast furnace hall. Those zones of interest are for example
the tapping of the blast furnace and its various details, or the top of the
furnace with its mixing installations.
When the visitor points the flashlight at a point of interest, or hotspot, the environment can respond with a variety of audio-visual media, spot lights, projections or even physical effects, like the moving of mechanical parts.
The experience content is stretching invisibly through the area of the plant, forming topical layers of media, each of which are associated with one specific topical flashlight. The flashlight becomes the navigational instrument.

| SMART studio EMOTIONAL studio |