Proposal for the Avesta Steelworks Visitors experience
Foreword 2.1 Visitor Scenario for META.L.HYTTAN 3.4 Technology: hidden intelligence
1.1 Project introduction 2.2 The demonstrator 4.1 Future scenarios
1.2 Reference projects 3.1 The trilogy of disciplines 5.1 Notes
1.3 Hidden layers of history 3.2 Media is multi sensual 5.2 Credits
1.4 The unknown visitor 3.3 Design is built communication  


4.1 Future scenarios


While the demonstrator is showing example applications of the Meta.L.Hyttan proposal in a very hands on and concentrated way, the project has a far reaching potential for creating visitor concepts on a larger scale.

The proposal is a scaleable media infrastructure to present science, history and art in the context of Avesta's industrial heritage. The infrastructure, that operates in the background employs the same standard technology that runs the internet. This means that the area on deployment is very scaleable. It can be implemented in a very local situation, like the tapping area for the blast furnace, or stretch throughout the whole steel plant, re-animating the entire production process.

The demonstrator only runs on two content layers, the poetic and the educational. But in future scenarios, a whole set of more interesting and complex ideas could be implemented.
A simple idea would be to have a set of language lamps providing the media events in French or English.
A fascinating concept would involve game developers. The whole blast furnace hall could turn into a media enhanced gaming environment, a ghost night for adults. Each player would receive an identity in the game by carrying the special lamp. The same infrastructure that is used to run educational sessions, would be appropriated for the interactive, real-space battle.
On a further scenario, the Avesta art festival could be extended by inviting media artists to perform on the Meta.L.Hyttan technology, creating an interactive music performance or developing a piece of visual installation art on the various event zones. Visitors would experience the 'exhibition' by carrying the specially coded art-lamp.
The 'experience collector' is a scenario that is also shown in the interactive model, that came with this proposal.
When the visitor wanders through the hall, exploring the different exhibits, the system can register all the events that he went through.
By visiting the Meta.L.Hyttan web site, the experience can then be revisited from home, or from the school class, going back through the individual journey that the visitor took.

The Meta.L.Hyttan concept is a media canvas, that can be stretched through the old halls, presenting changing pictures of this historic place.


SMART studio EMOTIONAL studio