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Uploaded on Mar 21, 2015
Welcome to Kerttu’s journey, an augmented reality adventure game inside the Kotka maritime museum.
The aim of the project is to provide a different and engaging museum experience. The museum visitor is encouraged to walk through the exhibition to find and scan details of photos on display at the museum which allow him or her to progress in the story.
The first image, shown here, is a detail from a picture located within the museum. The photo is also the basis for our first scene. Our application recognises the image, which starts the visitors journey. Upon scanning the woman's face the visitor is introduced to our protagonist and the setting of our story.
This first scene begins with a dialogue between Kerttu and her father which lays the basis for her character. They discuss their conflicting desires for her future, wherein she wants to travel and explore the world, and he wants her to settle down. Kerttu decides to stay in the room when her father leaves, at which point the room becomes open for exploration. Different parts of the room are interactive and are triggered by hovering above them with the pointer.
After a bit of searching, the visitor finds a hidden love letter in the vase of flowers, which when activated appears on the screen for the visitor to read. After reading the letter we return to the map. The story progresses as the boat moves to different harbours, and the map screen informs the visitor of the next clue they need to find; in this case a coffee cup. This detail is contained in another photograph which like the first will become interactive once scanned.
The second scene is set in a smoky tobacco room. The visitor is party to a conversation between Kerttu and her lover. The lover turns out to be a complete jerk at which point the user can influence the story. To choose if Kerttu stays or leaves. This particular game mechanic will have a major impact as the story progresses.