What’s The Prompt?

What’s The Prompt?

During a week workshop given by Cyril Diagne, second year students explored the integration of machine learning tools in their creative process.
By limiting the coding step in favour of using the concept of Prompt they experimented with Diffusion Models such as GPT3, Clip or DALL-E to create texts, images and videos.
Comparing the way our brain seems to make our dreams and the way some AI models work, Elina Crespi used some Diffusion Model to represent her dreams.

Workshop (2022) with Cyril Diagne

Assistants
Paul Lëon
Students
Adryan Barrilliet, Tickie Bindner, Paul Nouvelhomme, Salomé Dotter, Arthur Lucchesi, Alexandra Sensi, Jeanne Weber, Elina Crespi, Niki Zaal
Know-how
Creative coding, Game, Web, Machine learning (ML, AI), Moving images

DREAMS

Comparing the way our brain seems to make our dreams and the way some AI models work, Elina Crespi used some Diffusion Model to represent her dreams.
 

By Elina Crespi


THE Utopian City

Tickie created a dialogue with the AI to ask it what a utopian city would be like. She collected the conversations and images and archived them into a website.
 

By Tickie Bindner


Rebirth

By working hand in hand with several AIs (for the visuals, the music, the voice-over and the subtitles), Adryan Barilliet created a new mythology narrating the creation of a world after the fusion between divine and machine.
 

By Adryan Barilliet


Au pied de la lettre

Niki created an interactive quiz in which the user must find the French expression represented by the images.
 

By Niki Zaal


LAMINAR SPACES

After Midnight shows what the minutes, hours, days, months and years after the end of the world might look like. In 2021, the “Doomsay Clock” in the Bulletin of Atomic Scientists shows that we are 100 seconds away from a possible end of the world on a 24-hour scale. Arthur Lucchesi imagined what the end of the world might look like after that time.
 

By Arthur Lucchesi


Explorations

Jeanne used machine learning to give her access to universes in her favorite books that are poorly documented visually. 
With text inputs, she explored different environments like the forest, the ocean and the sky to create animated lock screens for smartphones.
 

By Jeanne Weber

Projects related to Moving images

Marius Parisod – Get-Out 4

BA MEDIA & INTERACTION DESIGN

Marius Parisod – Get-Out 4

by Marius Parisod

At the crossroads between video games and board games, Get-Out 4 is an invitation to rediscover the joy of playing together. This puzzle game, designed to be played by two or more players, encourages direct interaction and cooperation. The use of external game pieces invites players to rely on their observation and deduction skills, bringing them together in a shared experience that goes beyond screens. The design of Get-Out 4 is based on a minimalist aesthetic inspired by early video games such as Pong, Pac-Man, and Tetris. This visual simplicity not only evokes nostalgia but is strategically employed to enhance player engagement by focusing on gameplay mechanics. This project, beyond its playful aspect, offers human interaction through the lens of gaming.

INSTANT TOY FOR MUSICIANS – 2024

BA MEDIA & INTERACTION DESIGN

INSTANT TOY FOR MUSICIANS – 2024

with Gaël Hugo

Soundtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a semester project led by Gaël Hugo.

Paul Paturel – Modulat – 2025 #2

BA GRAPHIC DESIGN

Paul Paturel – Modulat – 2025 #2

by Paul Paturel

Grime Index is an interactive VJ-ing project that centralizes, visualizes, and enables navigation through iconic moments of grime — a chaotic genre born on London’s pirate airwaves. By turning audio data into visual identity and live signage, the project makes a performance-based, oral, and improvised culture more readable. Designed for both newcomers and longtime fans, it is built around three interchangeable modules — MC, instrumental, and lyrics — honoring the culture of sampling, MCing, and mixing. Diarization, transcription, dynamic typography, and real-time effects combine to reveal grime’s living and navigable memory.  

Aryana Noorani – Check-out / Check-in

BA MEDIA & INTERACTION DESIGN

Aryana Noorani – Check-out / Check-in

with Pauline Saglio, Christophe Guignard, Alain Bellet, Gaël Hugo, Laura Nieder, Lara Défayes

In this point-and-click game, players take on the role of a maid on her first day in a luxury hotel. Each level consists of a messy room left behind by guests. The  player must remember the list of tasks and complete them in the correct order to restore the room. The gameplay relies on simple, repetitive actions, where order and memory are key, with no room for error in such meticulous surroundings. Through repetition, the actions become mechanical, but the slightest mistake forces the player to start over. Guided by the overbearing voice of a manager, the experience combines curiosity, frustration and a quiet sense of absurdity in a simple game loop.

Electrical Insight

BA MEDIA & INTERACTION DESIGN

Electrical Insight

with Sebastian Vargas

Electrical Insight is a computer program that makes borderline judgments about the content of images. Its algorithms were once trained to recognize images coherently and precisely, but it is now asked to make the strangest distinctions. And you are asked to do the same. Initial project made during a one-week workshop with Dries Depoorter. Video produced during a workshop led by Sebastian Vargas.

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