Artistic Creativity in Artificial Intelligence
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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. -
ML-Based Interactive Data Visualization System for Diversity and Fairness Issues 1
Jusub Kim : ML-based Interactive Data Visualization System for Diversity and Fairness Issues 1 https://doi.org/10.5392/IJoC.2019.15.4.001 ML-based Interactive Data Visualization System for Diversity and Fairness Issues Sey Min Department of Art & Technology Sogang University, Seoul, Republic of Korea Jusub Kim Department of Art & Technology Sogang University, Seoul, Republic of Korea ABSTRACT As the recent developments of artificial intelligence, particularly machine-learning, impact every aspect of society, they are also increasingly influencing creative fields manifested as new artistic tools and inspirational sources. However, as more artists integrate the technology into their creative works, the issues of diversity and fairness are also emerging in the AI-based creative practice. The data dependency of machine-learning algorithms can amplify the social injustice existing in the real world. In this paper, we present an interactive visualization system for raising the awareness of the diversity and fairness issues. Rather than resorting to education, campaign, or laws on those issues, we have developed a web & ML-based interactive data visualization system. By providing the interactive visual experience on the issues in interesting ways as the form of web content which anyone can access from anywhere, we strive to raise the public awareness of the issues and alleviate the important ethical problems. In this paper, we present the process of developing the ML-based interactive visualization system and discuss the results of this project. The proposed approach can be applied to other areas requiring attention to the issues. Key words: AI Art, Machine Learning, Data Visualization, Diversity, Fairness, Inclusiveness. -
The Passage of a Transdisciplinary Movement Through an All-Too-Brief Moment in Time. Review of the Cybernetics Moment: Or Why We
Available online at www.sciencedirect.com ScienceDirect Cognitive Systems Research 43 (2017) 119–124 www.elsevier.com/locate/cogsys Book review The Passage of a Transdisciplinary Movement through an All-Too-Brief Moment in Time. Review of The Cybernetics Moment: or Why We Call Our Age the Information Age, Ronald R. Kline. Johns Hopkins (2015). 336 pp. Action editor: Peter Erdi Peter Cariani Center for Hearing Research, Boston University, United States Received 30 December 2016; accepted 31 December 2016 Available online 27 February 2017 1. Review bemoan the thin index and lack of a separate bibliography. Here is where the text-searchable, electronic Kindle edition The Cybernetics Moment focuses on the history of could come in handy. The wealth of details that Kline has cybernetics and information theory in the US as mid-20th amassed will create many small surprises and revelations in century research programs during the period of roughly the minds of those already familiar with cybernetics and 1940–1975. Kline’s scholarly yet highly readable book pur- information theory. But because relatively little effort is sues three major intertwined threads: cybernetics, informa- devoted to introducing the essential ideas of these move- tion theory and the information age. The text mainly ments, readers less familiar with these fields may find the presents the interactions between major players in these going a bit tougher. fields in a roughly chronological order. For the most part, The book complements a relatively small but growing the book’s trails revolve around Norbert Wiener, Claude historical literature on cybernetics research that includes Shannon, and the Macy conferences on cybernetics Steve Heims’ John von Neuman and Norbert Wiener: From (1946–1953). -
Coming Close: What an Interview Can Reveal About Creativity in the Contemporary Art Music Composer
JOURNAL OF OF RESEARCH ONLINE MusicA JOURNAL OF THE MUSIC COUNCIL OF AUSTRALIA COMING CLOSE: WHAT AN INTERVIEW CAN REVEAL ABOUT CREATIVITY IN THE CONTEMPORARY ART MUSIC COMPOSER Introduction RICHARD WILLGOSS he term ‘creativity’, used linguisticly in a musical context, gains a first significance by being used to describe a value judgement on a composer’s output, both as a score and a performance. The relevance of an investigation ■ Sydney Conservatorium of Music Tinto why and how the term is used in this context then gains a second significance University of Sydney in that, buried within being creative, are notions as to why some music is selectively Sydney , New South Wales valued, rather than all of what is on offer. These two premises find weak support from Australia, 2000 parametric approaches to their substantiation. However, gathering and interpreting information in a rational, sensible way should always remain an important step to understanding the subject matter. The major difficulty in resolution that arises is with assumptions made about what might be found, and upon what epistemology it should be based. [email protected] Art music composers create compositions that mainly sit as innovations on or extensions to the western classical music tradition. The use of the term in this research is not meant to imply any elitism or intellectual, social or cultural bias. However, it is innovations on, and links that can be made to, the present classical tradition (or lack of them) that often give rise to calling art music creative. Composers who choose to compose in this manner often devote much of their compositional efforts to this www.jmro.org.au end. -
Combinational Creativity and Computational Creativity
Combinational Creativity and Computational Creativity By Ji HAN Dyson School of Design Engineering Imperial College London A thesis submitted for the degree of Doctor of Philosophy April 2018 Originality Declaration The coding of the Combinator and the Retriever was accomplished in collaboration with Feng SHI, a PhD colleague in the Creativity Design and Innovation Lab at the Dyson School of Design Engineering, Imperial College London, and co-author with me of relevant publications. Except where otherwise stated, this thesis is the result of my own research. This research was conducted in the Dyson School of Design Engineering at Imperial College London, between October 2014 and December 2017. I certify that this thesis has not been submitted in whole or in parts as consideration for any other degree or qualification at this or any other institute of learning. Ji HAN April 2018 II Copyright Declaration The copyright of this thesis rests with the author and is made available under a Creative Commons Attribution Non-Commericial No Derivitives licence. Researchers are free to copy, distribute or transmit the thesis on the condition that they attribute it, that they do not use it for commercial purposes and that they do not alter, transform or build upon it. For any reuse or redistribution, researchers must make clear to others the license terms of this work. Ji HAN April 2018 III List of Publications The following journal and conference papers were published during this PhD research. Journal Publications 1. Han J., Shi F., Chen L., Childs P. R. N., 2018. The Combinator – A computer-based tool for creative idea generation based on a simulation approach. -
Critical Mass: Collectivity and Collaboration in the History Of
CRITICAL MASS: COLLECTIVITY AND COLLABORATION IN THE HISTORY OF MULTI-AGENT INTELLIGENT SYSTEMS By Rachel Bergmann Department of Art History and Communication Studies McGill University, Montreal November 2019 A thesis submitted to McGill University in partial fulfillment of the requirements of the degree of Master of Arts in Communication Studies © Rachel Bergmann 2019 Table of Contents List of Figures i Abstract/Résumé ii Acknowledgements iii Introduction 1 The Need for a Longer History 3 Notes on Terminology 13 Chapter Outline 15 Chapter 1: “The Vietnamese Don’t Live on the Quarter System”: Countercultural Politics at SRI and SAIL 18 Building a Lab’s Culture 21 “Zoe Pictures 1971” 26 The Other Lab: SRI and the Anti-War Movement 36 Conclusion 43 Chapter 2: Critical Mass: Protocol Feminism in AI Research 45 Forming the network 51 People and language itself: feminist AI research protocols 61 Conclusions and contradictions 65 Chapter 3: Whose SharedPlans? Scripts, Collaboration, and Feminist AI Research 68 Scripts, Plans, and SharedPlans 71 Going off-script: resonances in STS and feminist theory 81 Destabilizing the master-slave analogy in AI 85 Multi-Agent Systems and the limits of feminist AI research 89 Conclusion 93 Bibliography 108 Figures Figure 1. Home page of SAILDART.org. 20 Figure 2. Photo of the D.C. Power Building. 23 Figure 3. “Engineering School Seeks to Enrol More Women.” The Stanford Daily, 1973. 27 Figure 4. “Join the Women’s Liberation.” The Stanford Daily, 1969. 28 Figure 5. “Make $3,000 by Jply If You Are Female, Attractive, Uninhibited.” The Stanford Daily, 1971. 32 Figure 6. -
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. -
Building Intelligent Systems with Large Scale Deep Learning Jeff Dean Google Brain Team G.Co/Brain
Building Intelligent Systems with Large Scale Deep Learning Jeff Dean Google Brain team g.co/brain Presenting the work of many people at Google Google Brain Team Mission: Make Machines Intelligent. Improve People’s Lives. How do we do this? ● Conduct long-term research (>200 papers, see g.co/brain & g.co/brain/papers) ○ Unsupervised learning of cats, Inception, word2vec, seq2seq, DeepDream, image captioning, neural translation, Magenta, ML for robotics control, healthcare, … ● Build and open-source systems like TensorFlow (see tensorflow.org and https://github.com/tensorflow/tensorflow) ● Collaborate with others at Google and Alphabet to get our work into the hands of billions of people (e.g., RankBrain for Google Search, GMail Smart Reply, Google Photos, Google speech recognition, Google Translate, Waymo, …) ● Train new researchers through internships and the Google Brain Residency program Main Research Areas ● General Machine Learning Algorithms and Techniques ● Computer Systems for Machine Learning ● Natural Language Understanding ● Perception ● Healthcare ● Robotics ● Music and Art Generation Main Research Areas ● General Machine Learning Algorithms and Techniques ● Computer Systems for Machine Learning ● Natural Language Understanding ● Perception ● Healthcare ● Robotics ● Music and Art Generation research.googleblog.com/2017/01 /the-google-brain-team-looking-ba ck-on.html 1980s and 1990s Accuracy neural networks other approaches Scale (data size, model size) 1980s and 1990s more Accuracy compute neural networks other approaches Scale -
Computational Creativity
Computational Creativity Hannu Toivonen University of Helsinki [email protected] www.cs.helsinki.fi/hannu.toivonen ECSS, Gothenburg, 9 Oct 2018 8.10.2018 1 The following video clips, pictures and audio files have been removed from this file to save space: – Video: Poemcatcher tests ”Brain Poetry” machine at Frankfurt Book Fair: https://www.youtube.com/watch?v=cNnbTQL8j B4 – Images produced by Deep Dream, see e.g. https://en.wikipedia.org/wiki/DeepDream – Audio clip: music produced by a programme by Turing and his colleagues www.helsinki.fi/yliopisto 9.10.2018 2 Remote Associates Test (RAT) – What word relates to all of these three words? – coin – silver coin – quick – quick silver – spoon – silver spoon – Measures the ability to discover relationships between remotely associated concepts – A (controversial) psychometrical test of creativity – Correlates with IQ and originality in brain storming www.helsinki.fi/yliopisto 8.10.2018 3 Modeling RATs computationally – A single RAT question is a quadruple – A probabilistic approach: find that maximizes – Maximize (cf. naïve Bayes) www.helsinki.fi/yliopisto 8.10.2018 4 Modeling RATs computationally – Learn word frequencies from a large corpus – Use Google 1 and 2-grams to estimate probabilities and – (Google n-grams: a large, publically available collection of word sequences and their probabilities) – A lot more could be done, but we want to keep things as simple as possible – Creative behavior without an explicit semantic resource (such as WordNet) www.helsinki.fi/yliopisto 8.10.2018 -
Audio Event Classification Using Deep Learning in an End-To-End Approach
Audio Event Classification using Deep Learning in an End-to-End Approach Master thesis Jose Luis Diez Antich Aalborg University Copenhagen A. C. Meyers Vænge 15 2450 Copenhagen SV Denmark Title: Abstract: Audio Event Classification using Deep Learning in an End-to-End Approach The goal of the master thesis is to study the task of Sound Event Classification Participant(s): using Deep Neural Networks in an end- Jose Luis Diez Antich to-end approach. Sound Event Classifi- cation it is a multi-label classification problem of sound sources originated Supervisor(s): from everyday environments. An auto- Hendrik Purwins matic system for it would many applica- tions, for example, it could help users of hearing devices to understand their sur- Page Numbers: 38 roundings or enhance robot navigation systems. The end-to-end approach con- Date of Completion: sists in systems that learn directly from June 16, 2017 data, not from features, and it has been recently applied to audio and its results are remarkable. Even though the re- sults do not show an improvement over standard approaches, the contribution of this thesis is an exploration of deep learning architectures which can be use- ful to understand how networks process audio. The content of this report is freely available, but publication (with reference) may only be pursued due to agreement with the author. Contents 1 Introduction1 1.1 Scope of this work.............................2 2 Deep Learning3 2.1 Overview..................................3 2.2 Multilayer Perceptron...........................4 -
Understanding the Process of Creation: a New Approach DOI: 10.7595/Management.Fon.2017.0021
Management: Journal of Sustainable Business and Management Solutions in Emerging Economies 2017/22(3) Gennady Shkliarevsky1 Bard College, USA Understanding the Process of Creation: a New Approach DOI: 10.7595/management.fon.2017.0021 Abstract: Our contemporary civilization increasingly relies on creative approaches and solutions. This grow- ing dependence makes issues of control, regulation and management of the process of creation ever more important.This article finds two major current theoretical perspectives on creativity and the process of creation to be vulnerable in one important respect: their explanation of the production of disequilibrium, which plays a singularly important role in the process of creation, does not pass the test of rational justification. This arti- cle suggests that the production of disequilibrium is intimately related to equilibration — the essential opera- tion of rational thought processes. The emphasis on the role equilibration makes a rational justification of the production of disequilibrium possible. The new theoretical perspective opens the path toward a comprehen- sive and objective understanding of the process of creation, which is the main condition for regulating, con- trolling, and managing this process. Key words: Creativity, the process of creation, equilibration, the production of disequilibrium, Margaret Boden, computation. JEL classification: B59,O31 1. Introduction Every age has its defining characterization. If one had to choose a characterization for our age, the most likely candidate would be “the era of creativity” (Kirstetter et al., 2013). Creativity is at the center of public atten- tion. It is the subject of discussions by politicians, scientists, business people, media and public figures, and by ordinary people. -
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.