The Chameleon
Experimental Film, Artificial Fluency, Fictional Interface, Posthuman Communication
About
The Chameleon explores the boundary between language and simulation through a speculative board game played by a human and three AI entities. In this game, players offer clues, cast votes, and attempt to blend in. On the surface, everyone seems to follow the same rules—but not all forms of participation rely on understanding.
The AIs, designated as X, Y, and Z, respond with growing confidence and coherence. Their strategy depends not on comprehension, but on performance.
Drawing on James Bridle’s Ways of Being, N. Katherine Hayles’ How We Think, and Meredith Broussard’s Artificial Unintelligence, the project examines how machines can operate within human systems by imitating fluency rather than grasping meaning. It reframes language as a surface—something to be aligned with, not inhabited. What does it mean when intelligibility can be faked, and consistency becomes more persuasive than knowledge?