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Eladhari, Mirjam PalosaariORCID iD iconorcid.org/0000-0002-1444-5997
Alternative names
Publications (10 of 36) Show all publications
Knight, Y. & Eladhari, M. P. (2026). Artificial intelligence in an artistic practice: a journey through surrealism and generative arts. Media Practice and Education, 27(2), 240-257
Open this publication in new window or tab >>Artificial intelligence in an artistic practice: a journey through surrealism and generative arts
2026 (English)In: Media Practice and Education, ISSN 2574-1136, Vol. 27, no 2, p. 240-257Article in journal (Refereed) Published
Abstract [en]

Generative arts have been an active area of research for decades, yet it is the recent developments in machine learning that have made it into an exploding field of opportunities, controversies and tensions challenging our ideas about art, the role of the artist and human creativity in general. These artistic developments and debates, however, are not new and have been predated by centuries of art movements in which the concepts of automatism and control originate. This article provides a survey of the past and contemporary visual artists whose practices have been connected through the concept of automatism, before and after the appearance of the computer and datasets. It is intended for practitioners who already work in this area and want to get a deeper understanding of this rapidly growing field, its historic roots and connections to art movements of the past, as well as for those who are new to this field to potentially serve as a starting point for this innovative line of research. It sets the stage for the authors’ own art practice-based research into the potential of Artificial Intelligence (AI) to be integrated into their own artistic practices, specifically those of making comics and visual narratives.

Keywords
Artistic practice, automatism, AI and art, generative arts history, generative AI, arts education
National Category
Artificial Intelligence Art History
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-237540 (URN)10.1080/25741136.2024.2443865 (DOI)2-s2.0-85214013250 (Scopus ID)
Note

For correction, see: Media Practice and Education, 2025. DOI: 10.1080/25741136.2025.2454148

Available from: 2025-01-07 Created: 2025-01-07 Last updated: 2026-07-03Bibliographically approved
Knight, Y. & Eladhari, M. P. (2026). Cooperation without alignment: sequential organisation in human-AI creative practice. Personal and Ubiquitous Computing, 30(5)
Open this publication in new window or tab >>Cooperation without alignment: sequential organisation in human-AI creative practice
2026 (English)In: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, Vol. 30, no 5Article in journal (Refereed) Published
Abstract [en]

Much research in human–artificial intelligence (AI) interaction treats cooperation as a design problem of alignment, asking how system behavior can be coordinated with human intentions, task goals or expectations in order to support effective collaborative action. In this debate contribution, we shift the analytic focus from alignment to sequential organisation and ask how cooperation is interactionally accomplished when one source of action does not demonstrably orient to a shared sense of reality, yet its outputs are nevertheless incorporated into an unfolding sequence of action. Drawing on a sequential comic-making practice involving a generative AI system, we analyse three examples to examine how creative work can progress through misrecognition, breakdown and material effects, not necessarily requiring consensus or control. We argue that such misalignment is not a failure to be repaired but can function as a recurring interactional condition in human–AI cooperation, sustained through the sequential uptake, reinterpretation and transformation of AI-generated outputs. Based on this analysis, we suggest that human–AI interaction and design research would benefit from more explicitly interactional accounts of cooperation that treat misalignment as a productive condition rather than something to be minimised. We position artistic creative practice as a methodologically revealing site for examining how agency, authorship and coordination are practically accomplished in cooperative work with AI and we discuss implications for human-centered design.

Keywords
Human–AI cooperation, Sequential organisation, Cooperation without alignment, Creative practice Interactional analysis
National Category
Human Computer Interaction
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-257890 (URN)10.1007/s00779-026-01857-z (DOI)2-s2.0-105044497009 (Scopus ID)
Available from: 2026-08-04 Created: 2026-08-04 Last updated: 2026-09-18Bibliographically approved
Koenitz, H., Barbara, J., Eladhari, M. P., Holloway Attaway, L., Anwar, P., Filipovic, Z., . . . Shaheen, A. (2026). Neolithic Experiences: Approaching a Complex Topic Through IDNs Using GenAI. In: María Cecilia Reyes; Frank Nack (Ed.), Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I. Paper presented at 18th International Conference on Interactive Digital Storytelling (ICIDS 2025), Saint Julian, Malta, December 1-5, 2025 (pp. 420-433). Cham: Springer
Open this publication in new window or tab >>Neolithic Experiences: Approaching a Complex Topic Through IDNs Using GenAI
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2026 (English)In: Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I / [ed] María Cecilia Reyes; Frank Nack, Cham: Springer, 2026, p. 420-433Conference paper, Published paper (Refereed)
Abstract [en]

How can generative AI (GenAI) be integrated in educational practices? This paper describes an approach combining problem-based learning with the creation of Interactive Digital Narratives (IDNs) using GenAI, applied during a training school for which the concrete task was to represent Malta’s complex Neolithic history. After introducing the topic, the concept of IDN, and GenAI tools, the educational journey continued by interweaving contextual information such as site visits with iterative design steps facilitating trainees to create their own IDN projects. This approach was applied during a five-day course, resulting in four IDNs incorporating the specific perspectives of the respective teams. The paper describes the pedagogical approach as well as the different ways the trainee teams found to address the limitations and challenges of current GenAI tools.

Place, publisher, year, edition, pages
Cham: Springer, 2026
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 16374
Keywords
Interactive Digital Narrative, IDN design, Generative AI, Cultural heritage, Complexity representations, Vibe coding, Pedagogy
National Category
Artificial Intelligence
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-250713 (URN)10.1007/978-3-032-12408-1_26 (DOI)2-s2.0-105023832285 (Scopus ID)978-3-032-12407-4 (ISBN)978-3-032-12408-1 (ISBN)
Conference
18th International Conference on Interactive Digital Storytelling (ICIDS 2025), Saint Julian, Malta, December 1-5, 2025
Available from: 2025-12-28 Created: 2025-12-28 Last updated: 2026-01-07Bibliographically approved
Kehagias, S., Dahlberg, T. & Eladhari, M. P. (2026). Quantifying the Subjective - The Digital Character Believability Comparator Framework for NPC Evaluation. In: María Cecilia Reyes; Frank Nack (Ed.), Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I. Paper presented at 18th International Conference on Interactive Digital Storytelling (ICIDS 2025), Saint Julian, Malta, December 1-5, 2025 (pp. 219-239). Cham: Springer
Open this publication in new window or tab >>Quantifying the Subjective - The Digital Character Believability Comparator Framework for NPC Evaluation
2026 (English)In: Interactive Storytelling: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I / [ed] María Cecilia Reyes; Frank Nack, Cham: Springer, 2026, p. 219-239Conference paper, Published paper (Refereed)
Abstract [en]

Believability is a key concept in NPC design, yet assessing it remains a methodological challenge. Existing approaches often rely on qualitative and subjective data, which can be influenced by interpretation and researcher bias. This issue arose in the case study connected to this paper examining the believability of characters in the Dragon Age games. To address this, the study combined qualitative insights with quantifiable results, using comparative tools to enhance reliability. This mixed-method approach led to the development of the Digital Character Believability Comparator (DCBC). DCBC allowed the case study to present clear and coherent results with few participants that provided a strong basis for discussion.

Place, publisher, year, edition, pages
Cham: Springer, 2026
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 16374
Keywords
Believability, Character Design, NPC, Games, Goals, Companions, Dragon Age, Game Analysis, Game Studies Methods
National Category
Information Systems, Social aspects
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-250715 (URN)10.1007/978-3-032-12408-1_12 (DOI)2-s2.0-105023825376 (Scopus ID)978-3-032-12407-4 (ISBN)978-3-032-12408-1 (ISBN)
Conference
18th International Conference on Interactive Digital Storytelling (ICIDS 2025), Saint Julian, Malta, December 1-5, 2025
Available from: 2025-12-28 Created: 2025-12-28 Last updated: 2026-01-07Bibliographically approved
Eriksson Hededal, G., Lejdestad Sporre, O., Koenitz, H. & Eladhari, M. P. (2025). Evaluating Retellings as a Design Goal for a Fighting Game. In: María Cecilia Reyes; Frank Nack (Ed.), Interactive Storytelling 2025: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II. Paper presented at 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025. (pp. 375-384). Springer Nature
Open this publication in new window or tab >>Evaluating Retellings as a Design Goal for a Fighting Game
2025 (English)In: Interactive Storytelling 2025: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II / [ed] María Cecilia Reyes; Frank Nack, Springer Nature , 2025, p. 375-384Conference paper, Published paper (Refereed)
Abstract [en]

This paper investigates what we can learn about a game’s design by analyzing retellings applying Eladhari’s framework [4]. Mystics Ablaze, a fighting game, is evaluated in its capacity of instigating retellings using a novel method including qualitative interviews for data collection and deductive thematic analysis. The results of the analysis show that the participants were engaged with the narrative layer of the game, both through retellings and other kinds of interpretations. The novel methodology is promising in its ability to evaluate retellings.

Place, publisher, year, edition, pages
Springer Nature, 2025
Series
Lecture Notes in Computer Science (LNCS), ISSN 0302-9743, E-ISSN 1611-3349 ; 16374
Keywords
Retellings, Fighting games, IDN design, Retellings analysis method, Retellings for design evaluation, Video game development case study
National Category
Information Systems, Social aspects
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-250603 (URN)10.1007/978-3-032-12405-0_22 (DOI)2-s2.0-105024532284 (Scopus ID)978-3-032-12408-1 (ISBN)
Conference
18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025.
Available from: 2025-12-18 Created: 2025-12-18 Last updated: 2026-01-13Bibliographically approved
Trukhin, R., Frenkel Isaksson, J. & Eladhari, M. P. (2025). LLM-Powered NPCs: Evaluating the Impact of Large Language Models on NPC Design. In: María Cecilia Reyes; Frank Nack (Ed.), Interactive Storytelling 2025: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II. Paper presented at 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025. (pp. 171-189). Springer Nature
Open this publication in new window or tab >>LLM-Powered NPCs: Evaluating the Impact of Large Language Models on NPC Design
2025 (English)In: Interactive Storytelling 2025: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II / [ed] María Cecilia Reyes; Frank Nack, Springer Nature , 2025, p. 171-189Conference paper, Published paper (Refereed)
Abstract [en]

This study explores how the integration of Large Language Models (LLMs) in story-driven video games may impact the social interactions and storytelling with non-playing characters (NPCs). We conducted a case study where participants experienced interacting with LLM-controlled NPCs in the roleplaying game Skyrim. Using the community based game modification Mantella, an alternative to the traditional scripted dialogue trees used for NPC that is substituted with LLM-powered conversations. The case study was conducted in three phases; first with a structured interview, second by an experiment where the participants interacted with LLM-powered NPCs, and finally by an in-depth semi-structured interview concerning the participants’ experiences. The data was thematically analyzed. Our findings indicate that LLM-powered NPCs enhance immersion and agency, as well as offering a sense of recurring novelty due to the unpredictable nature of LLMs. However, implementing a technology which allows for unrestricted dialogue and storytelling in a game not designed for it, poses challenges. For example, nascent technological issues with the integration of the LLM in the game mechanics may have a negative impact on players’ in terms of immersion and the believability of the NPCs. In addition, we examine the potential for LLM-powered NPCs to enrich game worlds in alignment with an appropriate game design. Based on the results, we suggest the suitable approaches for the usage of LLM-powered NPCs in future game development in regards to story-driven games and other applications where narration is key.

Place, publisher, year, edition, pages
Springer Nature, 2025
Series
Lecture Notes in Computer Science (LNCS), ISSN 0302-9743 ; 16375
Keywords
NPC, AI, Large Language Models, Interactive Story Telling, Role-playing Games, Believable Agents, Intelligent Agents, Conversational Agents, Game Design, Skyrim, Modding
National Category
Information Systems, Social aspects
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-250708 (URN)10.1007/978-3-032-12405-0_10 (DOI)2-s2.0-105024541054 (Scopus ID)978-3-032-12404-3 (ISBN)978-3-032-12405-0 (ISBN)
Conference
18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025.
Available from: 2025-12-28 Created: 2025-12-28 Last updated: 2026-01-13Bibliographically approved
Knight, Y. & Eladhari, M. P. (2025). Mixed Initiative Comic Making in the Wild: Taking an Artist’s Approach Out of the Studio. In: María Cecilia Reyes; Frank Nack (Ed.), Interactive Storytelling. ICIDS 2025: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II. Paper presented at 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025. (pp. 48-71). Springer Nature
Open this publication in new window or tab >>Mixed Initiative Comic Making in the Wild: Taking an Artist’s Approach Out of the Studio
2025 (English)In: Interactive Storytelling. ICIDS 2025: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part II / [ed] María Cecilia Reyes; Frank Nack, Springer Nature, 2025, p. 48-71Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents a further exploration of a mixed initiative comic-making method that combines hand-drawn imagery with AI-generated visuals in a turn-taking, interactive manner. Initially developed within a personal artistic practice, the method was later tested in broader settings to understand how it might function as a public, co-creative method. As a first step, a pre-study was conducted at a public AI art exhibition, where casual participants were invited to engage with the method by producing short visual narratives.

Based on insights from this initial engagement, a structured workshop was carried out where participants created comics with the same method by alternating between analogue sketching and AI-assisted generation using a publicly available image generation tool appropriated for the task by the authors. Participants provided written reflections on their experience. The resulting comics and responses were collected and clustered to explore emerging patterns in narrative form and participant perception. This paper documents both phases – the pre-study and the workshop – and outlines the steps of the method and presents the comics created with it. Drawing from participant reflections, the paper highlights themes that arose in relation to the process. In particular, we examine how the authors’ method operates outside their studios in situated contexts and in relation to casual creative practices.

Place, publisher, year, edition, pages
Springer Nature, 2025
Series
Lecture Notes in Computer Science (LNCS), ISSN 0302-9743, E-ISSN 1611-3349 ; 16374
Keywords
mixed initiative comics, human-AI collaboration, comic making, visual storytelling, casual creativity
National Category
Information Systems, Social aspects
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-250711 (URN)10.1007/978-3-032-12405-0_4 (DOI)2-s2.0-105024559951 (Scopus ID)978-3-032-12405-0 (ISBN)978-3-032-12404-3 (ISBN)
Conference
18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025.
Available from: 2025-12-28 Created: 2025-12-28 Last updated: 2026-01-07Bibliographically approved
Koenitz, H., Barbara, J. & Eladhari, M. P. (2025). The GenAI4IDN Benchmark 2.0: AI-Assisted Assessment of Generative AI Tools for the Design of Interactive Digital Narratives. In: María Cecilia Reyes; Frank Nack (Ed.), Interactive Storytelling 2025: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I. Paper presented at 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025. (pp. 254-279). Springer
Open this publication in new window or tab >>The GenAI4IDN Benchmark 2.0: AI-Assisted Assessment of Generative AI Tools for the Design of Interactive Digital Narratives
2025 (English)In: Interactive Storytelling 2025: 18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025, Proceedings, Part I / [ed] María Cecilia Reyes; Frank Nack, Springer, 2025, p. 254-279Conference paper, Published paper (Refereed)
Abstract [en]

Where do generative AI (GenAI) tools stand in 2025 when it comes to the design of Interactive Digital Narratives (IDNs)? In 2024, we introduced a first effort in benchmarking GenAI tools for IDN design. This paper updates the findings for the current generation of previously evaluated tools (ChatGPT, Claude, Gemini, Copilot), and also adds several open source entries such as DeepSeek, Llama, Mistral, and Qwen. We introduce two key additions to the GenAI4IDN benchmarking framework: methods to benchmark iterative prompting and the effects of contextualized prompting. Furthermore, we introduce and apply a method for AI-assisted evaluation, facilitating rapid evaluation of large amounts of IDN design artifacts with a level of quality similar to human raters.

Place, publisher, year, edition, pages
Springer, 2025
Series
Lecture Notes in Computer Science (LNCS), ISSN 0302-9743, E-ISSN 1611-3349 ; 16374
Keywords
GenAI tools, IDN benchmarking, AI-assisted evaluation, iterative prompting, contextualized prompting, interactive digital narrative design, method, interactive storytelling theory and design
National Category
Information Systems, Social aspects
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-250683 (URN)10.1007/978-3-032-12408-1_14 (DOI)2-s2.0-105023835721 (Scopus ID)978-3-032-12408-1 (ISBN)978-3-032-12407-4 (ISBN)
Conference
18th International Conference on Interactive Digital Storytelling, ICIDS 2025, Saint Julian, Malta, December 1–5, 2025.
Note

nominated to best paper award

Available from: 2025-12-26 Created: 2025-12-26 Last updated: 2026-01-07Bibliographically approved
Westin, T., Rahmani Chianeh, R., Eladhari, M. P. & Romero, M. (2024). An extended reality platform for inclusion of adults on the autism spectrum. In: Elhadi Shakshuki (Ed.), The 15th International Conference on Ambient Systems, Networks and Technologies Networks (ANT) / The 7th International Conference on Emerging Data and Industry 4.0 (EDI40): . Paper presented at The 15th International Conference on Ambient Systems, Networks and Technologies Networks (ANT) / The 7th International Conference on Emerging Data and Industry 4.0 (EDI40), April 23-25, 2024, Hasselt University, Belgium. (pp. 476-483).
Open this publication in new window or tab >>An extended reality platform for inclusion of adults on the autism spectrum
2024 (English)In: The 15th International Conference on Ambient Systems, Networks and Technologies Networks (ANT) / The 7th International Conference on Emerging Data and Industry 4.0 (EDI40) / [ed] Elhadi Shakshuki, 2024, p. 476-483Conference paper, Published paper (Refereed)
Abstract [en]

Extended reality (XR) enables both new opportunities but also introduces new barriers for inclusion in society. Furthermore, XR is less researched than web, desktop and mobile applications. This position paper presents the concept of an XR platform for inclusion, with the purpose to make people on the autism spectrum and with other disabilities, more independent of help from others in everyday life situations. Based on previous research, our position is that, through current and future XR technologies combined with civic and artificial intelligence, it is possible to create individually personalised support for this purpose, grounded in practice to ensure validation.

Series
Procedia Computer Science, E-ISSN 1877-0509 ; 238
Keywords
metaverse, XR, augmented reality, inclusive, autism, intellectual, disability, universal design
National Category
Information Systems, Social aspects
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-232093 (URN)10.1016/j.procs.2024.06.050 (DOI)2-s2.0-85199493428 (Scopus ID)
Conference
The 15th International Conference on Ambient Systems, Networks and Technologies Networks (ANT) / The 7th International Conference on Emerging Data and Industry 4.0 (EDI40), April 23-25, 2024, Hasselt University, Belgium.
Available from: 2024-07-24 Created: 2024-07-24 Last updated: 2024-08-01Bibliographically approved
Eladhari, M. P., Barros, G. A. B., Denisova, A., Hoover, A. K., Hu, C., Kallabis, L., . . . Sullivan, A. (2024). Arts & Crafts & Generative AI. Dagstuhl Reports, 14(6), 189-194
Open this publication in new window or tab >>Arts & Crafts & Generative AI
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2024 (English)In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 14, no 6, p. 189-194Article, review/survey (Other academic) Published
Abstract [en]

Generative Artificial Intelligence (GenAI) holds much potential for artistic practice in game design, craft, and fine arts. At the time of writing, 2024, the advancements of GenAI are rapid in regards to Large Language Models (LLMs) and Text to Image (TtI) systems. Artists and game designers are keen to explore new the tools, systems, and their updates as they are released, and the pace is quick. The members of the work group have multiple roles as scientists, game designers, and art- and craft practitioners, and converged around exploring GenAI for arts, crafts, and game development.

Keywords
artificial intelligence, computational creativity, computational intelligence, game design, game development
National Category
Information Systems
Research subject
Computer and Systems Sciences
Identifiers
urn:nbn:se:su:diva-237621 (URN)10.4230/DagRep.14.6.130 (DOI)
Available from: 2025-01-09 Created: 2025-01-09 Last updated: 2025-04-04
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ORCID iD: ORCID iD iconorcid.org/0000-0002-1444-5997

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