

While players evolve within the space of the gameplay, they are simultaneously editing a film. As a result, players can essentially re-sequence these images by lingering, advancing, retreating, or skipping throughout the game via the built-in “chapter” selection of the game: the timing, order and duration depends entirely on the nature of the player’s gameplay. It then associates these images with images on the second screen, taken from a database of curated sequences from the history of cinema. A modified game controller is attached to the Playstation.Īs the player evolves level by level throughout the game, the system analyses the game environment, as well as other factors, and recognizes certain features that it has “learned” to recognize via the trained neural network. There are two screens: one attached to a Playstation, and the other attached to a neural network that generates a film based on the output of the Playstation. The installation can be setup in a seated environment or placed on a wall, depending on the exhibition space. Inside Inside is an interactive experience for one player and multiple spectators. In parallel, a neural network analyses in real-time the images of their gameplay and attempts to look “ inside” the images emerging from their Playstation and find imagery from a curated list of eerily relevant science fiction and horror dystopia from film and television. In this first iteration of the system, players control a central character - a small boy - as he tries to survive within the dystopia of the popular video game “Inside”. Inside Inside is the first in a series of interactive installations combining video games and cinema, as filtered through neural networks.
