TOUCH THE UNREACHBLE – LOOKING FOR FINNISH IDENTITY

Story, Interaction, 3D, & Concpet Desing

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PURPOSE:
- How to use the interactive storytelling techniques, video, animation and graphical visualization
in a multi-touch context for art educational use, especially in a museum environment
- How unify demolished artwork , Virtual 3D Recosntruction and related tangible artworks

SUBJECT:
Introduction to the history of Finnish Pavilion in Paris 1900 Relates to Lilly Diaz research group System of Rapresentation work of 3D reconstructed Finnish Pavilion in Paris 1900

HOW: Through doing and experimenting the visitor builds up her own understanding of how the Finnish image identity was built at the end of 19th century. The journey follows historical facts and chronology during 1899-1900 in Finland and Paris. Visitors follows step by step Finnish artists through history and comes face to face with the same problematic situations as experienced by the artists.

TO WHOM: Young people & Adults

The Touch the Unreachable concept is an application designed for the museum environment and aims to promote knowledge of Finnish cultural heritage. Through 14 panels painted within the pavilion, the experience helps the visitor to understand how Finnish figurative communication identity was build at the end of the 19th century and how the same illustration traditions are still in use during our time. Step by step the visitor follows Finnish artists through history and comes face to face with the same problematic situations as experienced by the artists. The main task of the visitor is to establish a theme and create four example prints that reflect Finnish culture and identity for the Finnish Pavilion in the Paris World Exhibition in 1900. Through doing and experimenting the visitor builds up her own understanding of how the Finnish image identity was built at the end of 19th century. The journey follows historical facts and chronology during 1899-1900 in Finland and Paris. Wemmeri and Ludzia (the tutor and antagonist characters) follow the visitor’s movements throughout the journey and actively participate in his/her actions.

The journey is based on Peter Howitt’s 1998 film Sliding Doors’ narrative structure.The application is designed as a touch wall which uses Flash technology, video and animation. The concept design consists of a design & content document, and artworks -including the visual study for the interface and 3D characters of Wemmeri and Ludzia.

Advisors: Mika 'Lumi' Tuomola, director, Crucible Studio, Aalto University School of Art and Design Department of Media".

Please, click on the image below and navigate trough the Scenario by clicking- buttons.


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