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OVERVIEW
Hanul–Computer Interaction is an interactive system that transforms users’
body movements into real-time graphical reflections. Built on machine
learning-based pose estimation, the interface allows users to co-create
ephemeral visuals through embodied interaction with an AI model.
“Draw Yourself: A Digital Dance”
MOTIVATION
The project explores collaborative creativity between designers and
machines. Through a series of iterative experiments, the designer (Hanul)
and a machine learning model (nicknamed “Computer”) establish a
co‑dependent creative relationship. The resulting system reflects not only
user motion but also the dynamics of human–machine co‑authorship.
It further critiques the systemic reduction of human identity
into data. In an age of biometric surveillance and predictive profiling,
HCI challenges dominant narratives by rejecting data retention and
emphasizing anonymity and abstraction.
APPROACH
The system uses PoseNet, a real‑time pose detection tool from the ml5.js
library, powered by TensorFlow.js. No identifiable data is collected;
instead, blurred and anonymized visuals are generated to safeguard user
privacy. This aesthetic choice counters the extractive nature of
surveillance‑based design and promotes critical discourse on data ethics.
“Pixels & Privacy: Dance Your Data Away”
IDEATION
CREATIVE METHODOLOGY
The project prioritizes process over product. Each prototype is treated as a sketch, a generative moment within an ongoing inquiry into human–machine interaction. Hanul positions themself not only as a maker but as a curator of experience and conversation.
ETHNOGRAPHIC FRAMING
The research is grounded in a hybrid of autoethnography and digital ethnography, informed by Actor‑Network Theory (ANT). ANT frames the relationship between human and machine as an ontologically symmetrical network of actants. The project becomes a site for exploring authorship, agency, and material expression across human and non‑human actors.
1. "FAMILY PHOTO‑PAINTING ALBUM"
This experiment humanizes GANs by applying them to emotionally significant
images. It transforms neural style transfer into a sentimental act of
digital memory‑making.
Model: Generative Adversarial Networks (GAN)
Platform: RunwayML (Style Transfer)
Inputs: Selected original photos of myself & my dog
Styles: Famous Paintings; Cubism, Gogh, Hokusai, Kandinsky, Monet, Picasso,
Wu Guanzhong
2. "IN PIXELS"
This visual poetry project explores how classical literature can be
reinterpreted by neural networks, bridging ancient verse with generative
aesthetics.
Model: Vector Quantized Generative Adversarial Network and Contrastive Language–Image
Pre‑training (VQGAN+CLIP)
Platform: NightCafe (Text to Image)
Inputs: Sappho. "Poems of Sappho" Translated by Julia Dunbnoff. University
of Houston.
INTERACTION DESIGN
The interface is simple yet responsive. Participants activate the system through movement, becoming both performer and co‑author. The screen responds in real time, creating a closed feedback loop where body and algorithm shape each other.
TECHNICAL INFRASTRUCTURE
The browser‑native application relies on PoseNet via ml5.js to detect motion and translate it into visual output. No data is stored. This lightweight, accessible setup supports live rendering without backend dependencies, reinforcing user control.
USER FLOW
1. Launch the application via web or mobile browser
2. Grant camera access
3. Move freely as body data is captured in real time
4. Visual feedback appears onscreen in response to motion
5. (Web only) Option to enter fullscreen mode and save screenshots
TESTING ENVIRONMENT
Testing was conducted in‑person across various indoor and outdoor settings with stable internet access. As the experience relies on real‑time visual feedback, it is not fully accessible to users with visual impairments. While participants with limited vision can engage with the movement component, they may not be able to perceive the visual outcomes directly.
VISUAL DISCLAIMER
This experience includes flashing imagery and rapidly changing colors. Viewer discretion is advised for individuals with photosensitive epilepsy or visual sensitivities.
STYLE 1
STYLE 2
AGENCY AS INTERDEPENDENCE
Agency, as defined in conventional terms, refers to the capacity to act or
exert influence. In this work, agency is reframed as a distributed
property shared between human and machine. Rather than treating the
machine as a passive tool or the human as the sole originator, the project
establishes a mutual responsiveness: the user’s body generates movement,
which the machine translates into visual language, which then re‑informs
the user’s motion in a continuous feedback loop. Neither the human nor the
machine can complete the artwork independently. Their co‑presence is
essential.
Actor Network Theory supports this reframing by positing that
humans are not ontologically privileged over non‑human actors. In this
system, the AI model’s role extends beyond execution; it participates in
the interpretation and modulation of user behavior. This reciprocal
shaping reflects ANT’s assertion that “actors gain strength only through
their alliances” and that agency is always enacted through dynamic,
interrelated networks.
AUTHORSHIP AS MUTUAL MEDIATION
The project also calls into question the assumption of singular
authorship. While the human initiates and curates the experience, the
machine interprets and transforms physical motion into visual output. This
relationship is not one‑directional or hierarchical; rather, it embodies
mutual authorship. Each actant mediates the behavior of the other, and the
final output is a product of their interaction rather than the expression
of a single will.
ANT further articulates that actants are transformed through
encounters and mediation. In this collaboration, the human is shaped by
the constraints and possibilities of the system, while the machine is
constantly updated by user feedback. Authorship, then, is not a fixed
status but a processual phenomenon that is emergent, negotiated, and
contingent on real‑time engagement.
ASSEMBLAGE AND TEMPORAL ONTOLOGY
At the core of this system is what ANT refers to as an assemblage: a
temporary constellation of human and non‑human components whose
interactions give rise to a particular event or effect. In HCI, the
artwork exists only through the convergence of user, machine, code, and
interface in a specific moment of live interaction. Once this performance
ceases, so does the artwork.
This assemblage‑based model resists the idea of the work as an
object with intrinsic meaning or authorship. Instead, it positions the
artwork as an effect of relational activity, a momentary crystallization
of intent, gesture, and computation. In doing so, the project advocates
for a new ethic in AI‑mediated design, grounded not in mastery or
ownership but in reciprocity, responsibility, and entanglement.