audience member
AI as intermediary in modern-day ritual: An immersive, interactive production of the roller disco musical Xanadu at UCLA
Winick, Mira, Agarwal, Naisha, Boussema, Chiheb, Lee, Ingrid, Vargas, Camilo, Burke, Jeff
Interfaces for contemporary large language, generative media, and perception AI models are often engineered for single user interaction. We investigate ritual as a design scaffold for developing collaborative, multi-user human-AI engagement. We consider the specific case of an immersive staging of the musical Xanadu performed at UCLA in Spring 2025. During a two-week run, over five hundred audience members contributed sketches and jazzercise moves that vision language models translated to virtual scenery elements and from choreographic prompts. This paper discusses four facets of interaction-as-ritual within the show: audience input as offerings that AI transforms into components of the ritual; performers as ritual guides, demonstrating how to interact with technology and sorting audience members into cohorts; AI systems as instruments "played" by the humans, in which sensing, generative components, and stagecraft create systems that can be mastered over time; and reciprocity of interaction, in which the show's AI machinery guides human behavior as well as being guided by humans, completing a human-AI feedback loop that visibly reshapes the virtual world. Ritual served as a frame for integrating linear narrative, character identity, music and interaction. The production explored how AI systems can support group creativity and play, addressing a critical gap in prevailing single user AI design paradigms.
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- Information Technology > Artificial Intelligence > Representation & Reasoning (0.93)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.70)
Dancing with a Robot: An Experimental Study of Child-Robot Interaction in a Performative Art Setting
Ngo, Victor, Rachel, null, Ramchurn, null, Patel, Roma, Chamberlain, Alan, Kucukyilmaz, Ayse
This paper presents an evaluation of 18 children's in-the-wild experiences with the autonomous robot arm performer NED (Never-Ending Dancer) within the Thingamabobas installation, showcased across the UK. We detail NED's design, including costume, behaviour, and human interactions, all integral to the installation. Our observational analysis revealed three key challenges in child-robot interactions: 1) Initiating and maintaining engagement, 2) Lack of robot expressivity and reciprocity, and 3) Unmet expectations. Our findings show that children are naturally curious, and adept at interacting with a robotic art performer. However, our observations emphasise the critical need to optimise human-robot interaction (HRI) systems through careful consideration of audience's capabilities, perceptions, and expectations, within the performative arts context, to enable engaging and meaningful experiences, especially for young audiences.
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- Europe > Netherlands > Gelderland > Nijmegen (0.04)
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- Research Report > Experimental Study (1.00)
What's Behind the Magic? Audiences Seek Artistic Value in Generative AI's Contributions to a Live Dance Performance
Bruen, Jacqueline Elise, Jeon, Myounghoon
With the development of generative artificial intelligence (GenAI) tools to create art, stakeholders cannot come to an agreement on the value of these works. In this study we uncovered the mixed opinions surrounding art made by AI. We developed two versions of a dance performance augmented by technology either with or without GenAI. For each version we informed audiences of the performance's development either before or after a survey on their perceptions of the performance. There were thirty-nine participants (13 males, 26 female) divided between the four performances. Results demonstrated that individuals were more inclined to attribute artistic merit to works made by GenAI when they were unaware of its use. We present this case study as a call to address the importance of utilizing the social context and the users' interpretations of GenAI in shaping a technical explanation, leading to a greater discussion that can bridge gaps in understanding.
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- North America > Canada > Quebec > Montreal (0.04)
Cybernetic Marionette: Channeling Collective Agency Through a Wearable Robot in a Live Dancer-Robot Duet
Sathya, Anup, Li, Jiasheng, Yan, Zeyu, Fang, Adriane, Kules, Bill, Martin, Jonathan David, Peng, Huaishu
We describe DANCE^2, an interactive dance performance in which audience members channel their collective agency into a dancer-robot duet by voting on the behavior of a wearable robot affixed to the dancer's body. At key moments during the performance, the audience is invited to either continue the choreography or override it, shaping the unfolding interaction through real-time collective input. While post-performance surveys revealed that participants felt their choices meaningfully influenced the performance, voting data across four public performances exhibited strikingly consistent patterns. This tension between what audience members do, what they feel, and what actually changes highlights a complex interplay between agentive behavior, the experience of agency, and power. We reflect on how choreography, interaction design, and the structure of the performance mediate this relationship, offering a live analogy for algorithmically curated digital systems where agency is felt, but not exercised.
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- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.14)
- Asia > India (0.14)
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- Information Technology (0.46)
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Press x to skip: it's time we retired the video game cutscene
At the close of Metal Gear Solid 4, just after Snake pulverises Liquid Ocelot, there is series of cutscenes that never ends. It does end – after 71 minutes – it's just that I've never watched that far. I understand that the game's director Hideo Kojima is a committed cinephile who has drawn much of his inspiration from movies, but I don't care. Those are minutes of my life I'll never get back. I think it's time we retired the whole convention.
Explaining CLIP through Co-Creative Drawings and Interaction
Guljajeva, Varvara, Solà, Mar Canet, Clarke, Isaac Joseph
This paper analyses a visual archive of drawings produced by an interactive robotic art installation where audience members narrated their dreams into a system powered by CLIPdraw deep learning (DL) model that interpreted and transformed their dreams into images. The resulting archive of prompt-image pairs were examined and clustered based on concept representation accuracy. As a result of the analysis, the paper proposes four groupings for describing and explaining CLIP-generated results: clear concept, text-to-text as image, indeterminacy and confusion, and lost in translation. This article offers a glimpse into a collection of dreams interpreted, mediated and given form by Artificial Intelligence (AI), showcasing oftentimes unexpected, visually compelling or, indeed, the dream-like output of the system, with the emphasis on processes and results of translations between languages, sign-systems and various modules of the installation. In the end, the paper argues that proposed clusters support better understanding of the neural model.
- North America > United States > New York > New York County > New York City (0.05)
- North America > United States > New York > Nassau County > Mineola (0.04)
- North America > United States > Indiana (0.04)
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The Metaverse Will Radically Change Content Creation Forever
A man tries the "Metaverse" via VR technology at the Mobile World Congress MWC in Barcelona, Spain, ... [ ] March 1, 2022. The 2022 edition of the MWC opened its doors on Monday, for a four-day event that is expected to host between 40,000 and 60,000 people. Flashback to the beginning of 2021 and most people hadn't heard of the term "metaverse." Today, the "metaverse" has found a home in everyday conversation--so much so that it has been called the "buzziest of buzz words." Although the term has only recently entered the popular lexicon, it was coined about three decades ago by Neal Stephenson in his science fiction novel, Snow Crash, which portrays a next-generation internet powered by virtual reality.
- Europe > Spain > Catalonia > Barcelona Province > Barcelona (0.25)
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Is a Privacy Crisis Experienced, a Privacy Crisis Avoided?
Michael Skirpan (mskipran@cmu.edu) is Executive Director at Community Forge and Special Faculty in the Institute for Software Research, Carnegie Mellon University, Pittsburgh, PA, USA. Maggie Oates (hello@maggieoates.com) is a creative technologist and privacy researcher working on OnlyBans, a game by sex workers about sex work and technology at onlybansgame.com.
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- North America > United States > New York > New York County > New York City (0.04)
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Mathewson
Theatrical improvisation (impro or improv) is a demanding form of live, collaborative performance. Improv is a humorous and playful artform built on an open-ended narrative structure which simultaneously celebrates effort and failure. It is thus an ideal test bed for the development and deployment of interactive artificial intelligence (AI)-based conversational agents, or artificial improvisors. This case study introduces an improv show experiment featuring human actors and artificial improvisors. We have previously developed a deep-learning-based artificial improvisor, trained on movie subtitles, that can generate plausible, context-based, lines of dialogue suitable for theatre.
Audience Segmentation with Predictive Audiences
We talk a lot about marketing challenges and, oftentimes, those challenges relate to marketers of certain maturities, industries, strategies, etc. But what is one universal challenge for all marketers? With our Predictive Audiences capability coming soon, Marketo Engage is transforming this fundamental piece of marketing in the most powerful way – through artificial intelligence. Predictive Audiences will be included in our Prime and Ultimate packages and available as an add-on for our Select package. Every marketer faces a similar dilemma with each program: reaching the most engaged and relevant audience and maximizing conversion without fatiguing the recipients and driving opt-outs.