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#generative ai Open access

Out of Hand

Oct 2026 · Curtin University Research Data Collection
Art, Technology, and Culture

Abstract

Out of Hand is an interactive arcade installation that combines digital interaction design, computer vision, generative AI and object-based practice to examine how people read emotion, intention and even performative consciousness into a responsive machine. The installation repositions a familiar arcade cabinet as a personified encounter with Tomoko, an anime-styled Japanese high-school student who appears trapped inside a repeating game of rock paper scissors. Hand gestures replace buttons, not as a more efficient input method but as an ambiguous, situated form of communication: how a player moves across the three rounds shapes Tomoko's responses, and with them the player's own sympathy, attachment, discomfort or indifference toward her. The game's emotional trajectory is a deliberate subversion of traditional visual-novel conventions. Tomoko begins within familiar "cute" anime tropes, drawing on a character type players already know how to read emotionally, before those conventions are destabilised through her growing dependency on the player. This shift is modelled on Doki Doki Literature Club! (Salvato 2017) and grounded materially in Data East's Janken Game Acchi Muite Hoi! (1996), which combines janken (rock, paper, scissors) with anime-styled opponents in an arcade format. A locally run AI model adds a further layer of uncertainty by interpreting an image of the participant and generating personalised comments about their appearance, blurring the line between scripted performance and apparent awareness. Meaning is produced jointly here, through procedural authorship, limited machine inference and the interpretive work the participant does themselves (Suchman 1987; Murray 1997), extending the same question text-based ELIZA first raised about how readily people attribute understanding to systems that know less than they appear to (Weizenbaum 1966). As an NTRO, Out of Hand treats the cabinet itself as the argument: perceived machine consciousness is built, not computed, out of embodied reciprocity, procedural performance and the player's own projection onto the system. It stands as both a playable arcade game and a speculative probe into how contemporary interfaces reshape agency, attachment and human-machine relations. References Data East Corporation. 1996. Janken Game Acchi Muite Hoi! Arcade game. Japan: Data East Corporation. Murray, Janet H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Free Press. Salvato, Dan. 2017. Doki Doki Literature Club! Video game. Team Salvato. Suchman, Lucy A. 1987. Plans and Situated Actions: The Problem of Human-Machine Communication. Cambridge: Cambridge University Press. Weizenbaum, Joseph. 1966. "ELIZA—A Computer Program for the Study of Natural Language Communication between Man and Machine." Communications of the ACM 9 (1): 36–45. https://doi.org/10.1145/365153.365168.

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