Understanding and Creating Art with AI: Review and Outlook APREPRINT
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Women's Colleges with Digital Media Majors/Minors Carlow University
Women’s Colleges with Digital Media Majors/Minors Carlow University, Pittsburgh PA, has Art/Graphic Design, Media Arts & Animation, and Multimedia and Web Design majors. These are associated with the Art Institute of Pittsburgh, and are designed to combine a liberal arts education with concentration in the arts using the Art Institute’s established computer studios. http://www.carlow.edu/academics/schools/div-humanities/art-graphic-major.html Chatham University, Pittsburgh PA, offers a Visual Arts major with an Electronic Media Concentration, in which courses “emphasize emerging media production and critical analysis of new media forms.” The University has new technology and software and other resources within the Electronic Media program. http://www.chatham.edu/departments/artdesign/undergrad/visualart/index.cfm College of Notre Dame, Baltimore MD, has a new Digital Media Arts major for academic year 2007-2008. This major will include “a solid foundation in technology, a rich creative background in the arts, and the communication skills necessary to convey ideas in the digital realm.” Part of the reason for the major is because of the value digital media in businesses and communication. In order to fulfill the major, students complete an advanced internship with a local business in order to “refine their professional competencies.” http://www.ndm.edu/Academics/UndergraduateMajors/digitalmediaarts.cfm Georgian Court University, Lakewood NJ, offers a Bachelor of Fine Arts degree in Art with a graphic design/illustration concentration. Required courses for this major include Computer Graphics, Professional Practices in Imaging, and Digital Imaging. This program relates more to the business/communications aspect of graphic design, rather than having a technological focus. -
Planning Curriculum in Art and Design
Planning Curriculum in Art and Design Wisconsin Department of Public Instruction Planning Curriculum in Art and Design Melvin F. Pontious (retired) Fine Arts Consultant Wisconsin Department of Public Instruction Tony Evers, PhD, State Superintendent Madison, Wisconsin This publication is available from: Content and Learning Team Wisconsin Department of Public Instruction 125 South Webster Street Madison, WI 53703 608/261-7494 cal.dpi.wi.gov/files/cal/pdf/art.design.guide.pdf © December 2013 Wisconsin Department of Public Instruction The Wisconsin Department of Public Instruction does not discriminate on the basis of sex, race, color, religion, creed, age, national origin, ancestry, pregnancy, marital status or parental status, sexual orientation, or disability. Foreword Art and design education are part of a comprehensive Pre-K-12 education for all students. The Wisconsin Department of Public Instruction continues its efforts to support the skill and knowledge development for our students across the state in all content areas. This guide is meant to support this work as well as foster additional reflection on the instructional framework that will most effectively support students’ learning in art and design through creative practices. This document represents a new direction for art education, identifying a more in-depth review of art and design education. The most substantial change involves the definition of art and design education as the study of visual thinking – including design, visual communications, visual culture, and fine/studio art. The guide provides local, statewide, and national examples in each of these areas to the reader. The overall framework offered suggests practice beyond traditional modes and instead promotes a more constructivist approach to learning. -
EDUCATOR GUIDE Story Theme: the Grey Eminences Subject: David Ireland Discipline: Visual Art (Conceptual)
EDUCATOR GUIDE Story Theme: The Grey Eminences Subject: David Ireland Discipline: Visual Art (Conceptual) SECTION I - OVERVIEW ......................................................................................................................2 EPISODE THEME SUBJECT CURRICULUM CONNECTIONS OBJECTIVE STORY SYNOPSIS INSTRUCTIONAL STRATEGIES INSTRUCTIONAL OBJECTIVES EQUIPMENT NEEDED MATERIALS NEEDED INTELLIGENCES ADDRESSED SECTION II – CONTENT/CONTEXT ..................................................................................................3 CONTENT OVERVIEW THE BIG PICTURE RESOURCES – TEXTS RESOURCES – WEBSITES RESOURCES – VIDEO BAY AREA FIELD TRIPS SELECTED CONCEPTUAL ARTISTS SECTION III – VOCABULARY.............................................................................................................9 SECTION IV – ENGAGING WITH SPARK ...................................................................................... 10 Artist David Ireland beside the entrance to his retrospective exhibition at the Berkeley Art Museum. Still image from SPARK story, 2004. SECTION I - OVERVIEW To learn to “read” Conceptual Artworks and EPISODE THEME understand how they communicate The Grey Eminences To help students think conceptually by looking at, talking about and making conceptual art SUBJECT To introduce students to creative ideation by David Ireland beginning instead of materials GRADE RANGES K-12 & Post-secondary EQUIPMENT NEEDED SPARK story about David Ireland on DVD or VHS CURRICULUM CONNECTIONS and related equipment Visual Art -
Online Software Piracy of the Last Millennium.Sxw
Online Software Piracy of the Last Millennium By Ben Garrett aka Ipggi Ever since there has been the ability to store data on a personal computer and commercial software for sale, there has been the existence of pirating. Pirating, cracking and even pirate scenes go all the way back to the late seventies, and maybe even earlier. By the early eighties some machines (such as the BBC Macro in Europe) where so riddled with pirates that the programming companies gave up. They discontinued producing and porting software for the affected computers because there was simply no money to be made. This article has been written with only the PC scene in mind. Table of Contents 1. The IBM PC Scene Beginnings Page 1 2. Bulletin Board Systems And Couriers 2 3. The Death of the Bulletin Board System and the Rise of the Internet 4 4. Software Suppliers 5 5. Text Files 5 6. Scene Art 6 7. The Emergence of Europe 6 8. The Death of the Floppy Disk 6 9. Evolution to the ISO scene 7 10.Bibliography 8 1. The IBM PC Scene Beginnings With the large amount of 8-bit computers around during the early eighties, otherwise known as the Golden Age. And then with the subsequence scenes that followed, most people will agree that the Commodore 64 scene was the greatest at the time. But the Commodore 64 1 wasn't the first computer system to have an organised international pirate scene. It was probably the Apple II users in the very late seventies 2 that can be credited with creating the first remnant of a pirate scene that would be familiar in todays internet warez world. -
Video Stylization: Painterly Rendering and Optimization with Content Extraction Liang Lin, Kun Zeng, Yizhou Wang, Ying-Qing Xu, Senior Member, IEEE, and Song-Chun Zhu
IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY, VOL. 23, NO. 4, APRIL 2013 577 Video Stylization: Painterly Rendering and Optimization With Content Extraction Liang Lin, Kun Zeng, Yizhou Wang, Ying-Qing Xu, Senior Member, IEEE, and Song-Chun Zhu Abstract—We present an interactive video stylization system an example produced by our system. Although similar oil- for transforming an input video into a painterly animation. painting effects can be generated manually by the paint- The system consists of two phases: a content extraction phase on-glass technique, such animation production is not only to obtain semantic objects, i.e., recognized content, in a video and establish dense feature correspondences, and a painterly laborious but also requires considerable artistic skills. For rendering phase to select, place, and propagate brush strokes example, it took over two years for artists to manually produce for stylized animations based on the semantic content and object the 22-min Oscar-winning animation Old Man and the Sea.In motions derived from the first phase. Compared with the previous comparison, our interactive system allows an amateur player work, the proposed method has the following three advantages. to produce painterly animations from real-life video clips with First, we propose a two-pass rendering strategy and brush strokes with mixed colors in order to render expressive visual effects. far less time and effort. Second, the brush strokes are warped according to global object In the following, we review the related work for painterly deformations, so that the strokes appear to be naturally attached rendering and video stylization in the literature and provide to the object surfaces. -
Videogame Art and the Legitimation of Videogames by the Art World
Videogame Art and the Legitimation of Videogames by the Art World xCoAx 2015 Computation Communication Sofia Romualdo Aesthetics Independent researcher, Porto, Portugal and X [email protected] Glasgow Scotland Keywords: videogames, art, art world, legitimation 2015.xCoAx.org The legitimation process of a new medium as an accepted form of art is often accelerated by its adaptation by acclaimed artists. Examining the process of acceptance of popular culture, such as cinema and comic books, into the art world, we can trace histori- cal parallels between these media and videogames. In recent years, videogames have been included in exhibitions at specialty muse- ums or as design objects, but are conspicuously absent from tra- ditional art museums. Artists such as Cory Arcangel, Anne-Marie Schleiner and Feng Mengbo explore the characteristics of videog- ames in their practices, modding and adapting the medium and its culture to their needs, creating what is often called Videogame art, which is widely exhibited in art museums but often criticised within the videogames community. This paper aims to give a per- spective of Videogame art, and explore its role in the legitimation process of the videogame medium by the art world. 152 1 Introduction The assimilation of a new medium into the art world has, tradi- tionally, been a matter of contention throughout the history of art. Media such as photography, film, television, street art and comic books struggled to be recognized and respected for several years after their creation, but were eventually accepted into the network comprised of galleries, museums, biennials, festivals, auctions, critics, curators, conservators, and dealers, defined thus by art historian Robert Atkins: The art world is a professional realm – or subculture in anthropological lan- guage – akin to those signified by the terms Hollywood or Wall Street. -
Much Has Been Written About the Turing Test in the Last Few Years, Some of It
1 Much has been written about the Turing Test in the last few years, some of it preposterously off the mark. People typically mis-imagine the test by orders of magnitude. This essay is an antidote, a prosthesis for the imagination, showing how huge the task posed by the Turing Test is, and hence how unlikely it is that any computer will ever pass it. It does not go far enough in the imagination-enhancement department, however, and I have updated the essay with a new postscript. Can Machines Think?1 Can machines think? This has been a conundrum for philosophers for years, but in their fascination with the pure conceptual issues they have for the most part overlooked the real social importance of the answer. It is of more than academic importance that we learn to think clearly about the actual cognitive powers of computers, for they are now being introduced into a variety of sensitive social roles, where their powers will be put to the ultimate test: In a wide variety of areas, we are on the verge of making ourselves dependent upon their cognitive powers. The cost of overestimating them could be enormous. One of the principal inventors of the computer was the great 1 Originally appeared in Shafto, M., ed., How We Know (San Francisco: Harper & Row, 1985). 2 British mathematician Alan Turing. It was he who first figured out, in highly abstract terms, how to design a programmable computing device--what we not call a universal Turing machine. All programmable computers in use today are in essence Turing machines. -
The Creativity of Artificial Intelligence in Art
The Creativity of Artificial Intelligence in Art Mingyong Cheng Duke University October 19th, 2020 Abstract New technologies, especially in the field of artificial intelligence, are dynamic in transforming the creative space. AI-enabled programs are rapidly contributing to areas like architecture, music, arts, science, and so on. The recent Christie's auction on the Portrait of Edmond has transformed the contemporary perception of A.I. art, giving rise to questions such as the creativity of this art. This research paper acknowledges the persistent problem, "Can A.I. art be considered as creative?" In this light, the study draws on the various applications of A.I., varied attitudes on A.I. art, and the processes of generating A.I. art to establish an argument that A.I. is capable of achieving artistic creativity. 1 Table of Contents Chapter One ..................................................................................................................................... 4 1.1 Introduction ............................................................................................................................ 4 2.1 Overview ................................................................................................................................ 7 2.2 Defining Artificial Intelligence .............................................................................................. 8 2.3 Application of AI in Various Fields .................................................................................... 10 2.3.1 Music ............................................................................................................................ -
COMPUTER ART As a WAY of LIFE
COMPUTER ART as a WAY OF LIFE By Gene Youngblood hen I think of computer art I think of Chicago, and of four people there- Jane Veeder, Phil Morton, Dan Sandin and Tom De Fanti-who are pioneer- ring a visual art form that ultimately is not visual at all, but rather the cre- ation of language, and of conversational "envi- ronments" out of which will emerge our future images and the images of our future. Together Wwith Steina and Woody Vasulka in Santa Fe, they inspired me, taught me, and changed me profoundly over thelast tenyears. With infinite patience and dedication, with the passion of vi- sionary seekers, they guided me ever deeper into the digital domain and caused me at last to understand that computer graphics is some- thing more than art, that it is a kind of practical philosophy, a way of life, a way of being in the world anda way of creating a world to be in. No story reflects this more vividlythan that of Jane Veeder, an artist-programmer whose life and work epitomize both the unique computer- art community in Chicago and a personal path- way of growth and discovery that will become representative of the life of the artist in our time. In my opinion, Veeder stands with Ed Em- shwiller and Larry Cuba as one of the most gifted computer artists working in America to- day. Relatively unknown until recently, she is beginning to get the recognition she deserves. Her 1982 animation Montana is the only work of computer graphics in the Museum of Modern Art's video collection, and her interactive paint program/arcade game Warpitout-the sensation of the SIGGRAPH '82 Art Show in Boston-will later this year be installed at the Ontario Sci- ence Center in Toronto, one of the most presti- gious science museums in the world. -
Turing Test Does Not Work in Theory but in Practice
Int'l Conf. Artificial Intelligence | ICAI'15 | 433 Turing test does not work in theory but in practice Pertti Saariluoma1 and Matthias Rauterberg2 1Information Technology, University of Jyväskylä, Jyväskylä, Finland 2Industrial Design, Eindhoven University of Technology, Eindhoven, The Netherlands Abstract - The Turing test is considered one of the most im- Essentially, the Turing test is an imitation game. Like any portant thought experiments in the history of AI. It is argued good experiment, it has two conditions. In the case of control that the test shows how people think like computers, but is this conditions, it is assumed that there is an opaque screen. On actually true? In this paper, we discuss an entirely new per- one side of the screen is an interrogator whose task is to ask spective. Scientific languages have their foundational limita- questions and assess the nature of the answers. On the other tions, for example, in their power of expression. It is thus pos- side, there are two people, A and B. The task of A and B is to sible to discuss the limitations of formal concepts and theory answer the questions, and the task of the interrogator is to languages. In order to represent real world phenomena in guess who has given the answer. In the case of experimental formal concepts, formal symbols must be given semantics and conditions, B is replaced by a machine (computer) and again, information contents; that is, they must be given an interpreta- the interrogator must decide whether it was the human or the tion. They key argument is that it is not possible to express machine who answered the questions. -
THE TURING TEST RELIES on a MISTAKE ABOUT the BRAIN For
THE TURING TEST RELIES ON A MISTAKE ABOUT THE BRAIN K. L. KIRKPATRICK Abstract. There has been a long controversy about how to define and study intel- ligence in machines and whether machine intelligence is possible. In fact, both the Turing Test and the most important objection to it (called variously the Shannon- McCarthy, Blockhead, and Chinese Room arguments) are based on a mistake that Turing made about the brain in his 1948 paper \Intelligent Machinery," a paper that he never published but whose main assumption got embedded in his famous 1950 paper and the celebrated Imitation Game. In this paper I will show how the mistake is a false dichotomy and how it should be fixed, to provide a solid foundation for a new understanding of the brain and a new approach to artificial intelligence. In the process, I make an analogy between the brain and the ribosome, machines that translate information into action, and through this analogy I demonstrate how it is possible to go beyond the purely information-processing paradigm of computing and to derive meaning from syntax. For decades, the metaphor of the brain as an information processor has dominated both neuroscience and artificial intelligence research and allowed the fruitful appli- cations of Turing's computation theory and Shannon's information theory in both fields. But this metaphor may be leading us astray, because of its limitations and the deficiencies in our understanding of the brain and AI. In this paper I will present a new metaphor to consider, of the brain as both an information processor and a producer of physical effects. -
2021-22 Bulletin: Graduate School Of
2021–22 Bulletin Graduate School of Art Bulletin 2021-22 Table of Contents (07/22/21) Table of Contents About This Bulletin .......................................................................................................................................................................................... 2 About Washington University in St. Louis ...................................................................................................................................................... 3 Trustees & Administration ........................................................................................................................................................................ 3 Academic Calendar .................................................................................................................................................................................. 3 Campus Resources .................................................................................................................................................................................. 4 University Policies .................................................................................................................................................................................... 7 University Affiliations .............................................................................................................................................................................. 12 Graduate School of Art ................................................................................................................................................................................