Publications

Phd Thesis & Master Thesis

Artistic sensitivity and video game creation: Critique of the game by the game and ludographic model (2016) [French]

By putting a distinction on experience and sensations, sensitivity is placed at the very center of the creation of a work of art. In order to let this artistic sensitivity be expressed, an attempt to change the creative act in video games has been conducted. Indeed, the creation of this medium has been directly followed by an industrial approach built in opposition to artistic expression. In this thesis, three methods of creation are highlighted : the designing of game, the industrial game design and the sensory game design. However, through these methods, the subjective experience of the creator seems still distant from what video games are. By prioritizing the place of the author and a creativity focused on sensitivity, a more personal and artistic approach is supported, that is : the ludography approach.
This ludographic model enables us to take into account the physical sensations coming from the artist’s experience and to transpose this into the video game in order for the player to then be able to appropriate it. This concept highlights the player’s emersion experience that enables him, by using some meaningful movements, to be conscious of his own actions and his own experience in the action, and this through the interactive dialogue with the virtual representations that are found in a ludographic creation. A research-creation has been conducted by using two artistic approaches : The autobiographical video game and the video game installation. The data collection that has been based on seven creations made by the artists group Allineaire, has been done using the Elicitation methodology of C-Y. Chen and the explication interview methodology of P. Vermersch. This approach is bringing a reflexion on the poiesis regarding digital, interactive and videogaming artistic creations.

Paris 8 University, « Esthétique, Sciences et technologies des arts », PhD Thesis

Des sensations interactives au service d’une expression artistique (2012) [French]

My master degree was on subject of narration in video games. I experiments microgames with the goal of creating « sensations ». I didn’t define well this term and no longer use it in this contexte. The sensation I used is quite close to « virtual sensation » of Steve Swink. So, i explore some picture composition, interaction disorder, cognitive perturbations…

Paris 8 University, « Arts et Technologies de l’Image », Master degree

Articles & chapters

Game jockey as an intermediary between DJ practice and video games (2019) [French]

The game jockey is a new practice between DJing and video gaming. This study underlines the difficulty to hybridize these two creative cultures. Game jockey implies a person, who will mix games during a live performance, by adapting to the players’ feelings. We will present key concepts of the DJ practice and the similarities to the game universe. Based a Jockey – Game – Players triangle, we offer a creation research that tries to evaluate the possible figure of the jockey and the use of game samples. Our triangle model opens on cultural practices that are to invent.

Digra ’19, « Game, Play and the Emerging Ludo-mix »

New collaborative game experiences, the example of « Game Jockey » (2019) [English]

We present a research on the possible interactions between the disk jockey and video game creation. After a description of the practice of disk jockey, we propose a theoretical model applied to the video game we call: game jockey. Based on this model, we present and analyze three creations. The last one offers an interactive interface allowing to mix elements characteristic of other games with activated clips.

VRIC ’19 Proceedings of the Virtual Reality International Conference – Laval Virtual

Talk about your experience through videogame creation : a study of Dys4ia game (2018) [French]

Dys4ia is an autobiographical video game created by Anna Anthropy, dealing with gender dysphoria. The subject treated, as well as the approach of the writing of the lived experience in video game, make this creation an atypical case at the crossroads of several subversive tendencies regard to the media. A technical and aesthetic analysis makes it possible to identify forms of criticism and militant activity against certain standards of industrial creation. The game can be studied to specify how the experience is autobiographical and how the tools are used. An approach to writing the game as an observation of the tensions between the action and the environment is proposed.

Conserveries mémorielles, n°23, « Que pense le jeu vidéo ? »

Interconnected Virtual Space and Theater: A Research–Creation Project on Theatrical Performance Space in the Network Era (2018) [English, co-authors : Georges Gagneré & Cédric Plessiet]

This chapter discusses a multidisciplinary experiment involving live performance and digital art. Next, it explores the impact of augmenting the player’s game using an avatar in detail, compared to the scenic limitations of the theatrical stage. The end purpose of the avatar is to construct an acting situation with a physical person. To do this, it must occupy a digital space that is linked to the physical performance space of the actor. The chapter then discusses the software‐related aspects of the project described, focusing on exchanges between the different components of the design proposed and describes the algorithms that enable one to utilize the real‐time movement of a player via various capture devices. The chapter finally examines how the experimental system discussed linking physical actors and avatars profoundly alters the nature of collaboration between directors, actors and digital artists in terms of actor/avatar direction.

Challenges of the Internet of things : Technology, Use, Ethics, Vol. 7

Avatar Staging: an evolution of a real time framework for theater based on an on-set previz technology (2018) [English, Co-authors : Cédric Plessiet & Georges Gagneré]

We will describe in this article our work on a framework mixing game, mixed reality, and motion capture technology for the theater. It will focus on two main technical problematics (motion retargeting, event-based control) and a new job-oriented organization leading to the arrival of new roles in the staging team.

VRIC ’18 Proceedings of the Virtual Reality International Conference – Laval Virtual

L’expérience émersive du jeu vidéo. Le cas d’une création vidéoludique portant sur la difficulté à s’approprier le vécu d’un migrant (2016) [French]

Dans cet article, sont abordés les doubles concepts immersion-émersion et immergence-émergence. Ces outils conceptuels vont permettre de mettre en lumière les particularités du jeu vidéo qui se saisit du joueur en tant que sujet de l’expérience. Une présentation brève du processus de création, et la place de l’auteur dans celle-ci, permettra de mettre en exergue la difficulté à ne parler que d’immersion dans un jeu vidéo. Un rappel des définitions en réalité virtuelle de l’immersion et de l’interaction servira à mieux comprendre les concepts développés et leurs apports. Une discussion porta ainsi sur les forces et limites du modèle proposé d’un point de vue esthétique. Le jeu vidéo créé par l’auteur de l’article, Fuir la guerre, traitant de la migration en France, servira de fil conducteur.

Implications philosophiques

Du jeu vidéo considéré comme un art expérimental (2016) [French]

Depuis les années 70, le jeu vidéo est une pratique commune et une industrie puissante. Comme tout phénomène de masse, il a aussi ses marges, plus expérimentales et plus mobiles. C’est à elles que s’intéresse la manifestation Game & The City (Stereolux, 2015), qui propose à une dizaine d’équipes de produire, en cinquante-quatre heures, un jeu vidéo destiné à l’espace public. Petit aperçu du jeu vidéo DIY.

Stéréolux, « Environnements & objets connectés – Médias & communication »

A sensitive interactivity questioning our action mode in the world (2014) [French]

The article presents experimental video games questioning interactivity use in virtual reality. Very different from classical video games that can be commercially available, and through subversive, critical and artistic practices, theses creations offer to return to a sensitive relation to action on picture, putting the relation of the body to the foreground. Experimenting new sensitive and perceptive interactions with original interfaces, haptic illusions or a strong storytelling work, this artistic expression intends to show us a new look on the world and our action. This video game try to renew the genre, experimenting new ways of interaction with body on picture in virtual world. Following personal their experience, specifically from a constrained body experience, some of these authors try to transpose, to translate, to virtualise the experience in a video game and intend to put oneself in someone else’s place in a new approach. The analysis will be also feed by the author videogames.

Psychologie Clinique, n°37, « Le virtuel pour quoi faire ? Regards croisés »