Reverse DIffusion - 2026

Reverse DIffusion - 2026

This workshop explores the use of real-time video streams as a medium for transforming reality. Through live capture or interface-based processes, participants experiment with different ways of altering images using locally run diffusion models. The video stream is approached as raw material, opening up new perspectives on how reality can be perceived and transformed.

Workshop (2026) with Matthieu Minguet, Jamy Herrmann

Assistants
Thomas Gaudin
Students
Malik Ahmed, Diego Buccelloni, Rocio Hernandez, Jose Pardo Pariente, Luna Tavernier
Know-how
Tangible Interaction, Creative coding, Machine learning (ML, AI)

Pablopablo

A device that allows you to view what is being broadcast on the radio in real time. The frequency and thus the level of abstraction of the generated image can be adjusted using an external knob.

Malik AhmedRocio HernandezJose Pardo Pariente


Alter

A tool that alters a film’s visuals in real time using your digital feed. As you scroll, you adjust the intensity of the transformation, gradually blending the visuals and sounds from your feed into the film.

Diego BuccelloniLuna Tavernier


REFORME

REforme is a tool that bridges the gap between tangible graphic design and image generation. By saturating the paper, the program interprets form and texture more freely. This tool enables the creation of a diverse collection of graphic forms.

Davia Ciccoli TrannoyTimoféi Cruz


Wild destroyer

A system that allows for real-time construction in natural environments using wooden blocks. By altering the arrangement of structures and thus the resulting projection, it applies the same construction principles in contexts where they do not belong.

Alexander AnhornMathias GelinMalcolm Semedo Barreto


Crush&GRow

Crush & Grow is an interactive visual project in which crushed waste serves as a medium for artificial floral growth, blending destruction, industrial materials, and organic forms.

Nora DizekoAlessia Rollini


SHADOW STORIES

A device that generates a story in real time using projected shadows. By altering the shapes displayed and thus the visuals and narrative generated the silhouettes of toys become fragments of a constantly evolving story.

Tanguy GenierHelena HellPhilippe Strässle Zuniga

Projects related to Creative coding

Viktor Gagné – Serialized Saplings

BA MEDIA & INTERACTION DESIGN

Viktor Gagné – Serialized Saplings

by Viktor Gagné

The weight of materials produced by humans is now believed to exceed that of all terrestrial biomass. How will these artifacts integrate into the rest of the environment in a million years? Serialized Saplings is an interactive installation that speculates on a potential form of vegetation to come, heavily altered by the excesses of human production, here crystallized through the symbol of the electrical outlet. By manipulating the connections of several power strips, the participant is invited to program the "genetic code" of hybrid plant species that do not yet exist and whose appearance resembles our industrial standards. This generated vegetation is then classified in the form of a digital herbarium that can be consulted and studied.

Agents are All You Need

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Agents are All You Need

with Matthieu Minguet

Agents Are All You Need is the result of a one-week workshop dedicated to exploring Autonomous Agents and their potential in innovative scenarios. By repurposing existing platforms, students leveraged the reasoning capabilities of multimodal language models to automate complex actions rather than limiting themselves to generating text or images.

Paul Paturel – Modulat – 2025 #2

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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.  

Mélanie Martin – Odalys

BA MEDIA & INTERACTION DESIGN

Mélanie Martin – Odalys

by Mélanie Martin

Odalys is an artificial intelligence that takes the shape of a glowing doll. She is designed to respond to her owner's every wish at the touch of a button. However, she needs to be setup in a multiple ended narration where the user's choices irreversibly affect the trajectory of their relationship.The intention of the project is to expose the potential consequences of our interactions with generative AIs. The experiment also aims to highlights the over-representation of female shells to sell these products. Odalys is not a woman-object, she is the object of the system to which the user submits her. And she objects it.

Thomas Gaudin – UnBubble

BA MEDIA & INTERACTION DESIGN

Thomas Gaudin – UnBubble

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

Unbubble is an interactive installation in which a robot explores a user’s smartphone to analyze their Instagram usage. This intrusive act highlights a paradox: if it’s rare to hand one’s phone to a machine, we nonetheless do so every day by letting algorithms collect our data. Our online habits shape a tailor-made reality that filters, sorts, suggests, and sometimes limits our horizons. Unbubble questions how our digital traces construct a fragmented image of ourselves — one that is then used to guide our choices, desires, and attention. The installation invites us to become aware of these mechanisms and opens up a space to imagine other narratives, other ways of navigating, and other worlds to explore beyond the paths laid out by algorithms.

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