Ten Theses About Software Art
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
WORDS MADE FLESH Code, Culture, Imagination Florian Cramer
WORDS MADE FLESH Code, Culture, Imagination Florian Cramer Me dia De s ign Re s e arch Pie t Z w art Ins titute ins titute for pos tgraduate s tudie s and re s e arch W ille m de Kooning Acade m y H oge s ch ool Rotte rdam 3 ABSTRACT: Executable code existed centuries before the invention of the computer in magic, Kabbalah, musical composition and exper- imental poetry. These practices are often neglected as a historical pretext of contemporary software culture and electronic arts. Above all, they link computations to a vast speculative imagination that en- compasses art, language, technology, philosophy and religion. These speculations in turn inscribe themselves into the technology. Since even the most simple formalism requires symbols with which it can be expressed, and symbols have cultural connotations, any code is loaded with meaning. This booklet writes a small cultural history of imaginative computation, reconstructing both the obsessive persis- tence and contradictory mutations of the phantasm that symbols turn physical, and words are made flesh. Media Design Research Piet Zwart Institute institute for postgraduate studies and research Willem de Kooning Academy Hogeschool Rotterdam http://www.pzwart.wdka.hro.nl The author wishes to thank Piet Zwart Institute Media Design Research for the fellowship on which this book was written. Editor: Matthew Fuller, additional corrections: T. Peal Typeset by Florian Cramer with LaTeX using the amsbook document class and the Bitstream Charter typeface. Front illustration: Permutation table for the pronounciation of God’s name, from Abraham Abulafia’s Or HaSeichel (The Light of the Intellect), 13th century c 2005 Florian Cramer, Piet Zwart Institute Permission is granted to copy, distribute and/or modify this document under the terms of any of the following licenses: (1) the GNU General Public License as published by the Free Software Foun- dation; either version 2 of the License, or any later version. -
Software Art: Image
NYUAD - Interactive Media Syllabus Software Art: Image NYU Abu Dhabi — Interactive Media SOFTWARE ART: IMAGE IM-UH 2115 Fall 2017 COURSE SYLLABUS Instructor Pierre Depaz ([email protected]) Meeting Time Tuesday — 10:25AM - 1:05PM Thursday — 11:50AM - 1:05PM Classroom C3-153 Office C3-032 Office Hours Open-door policy Credits 2 Class website https://github.com/pierredepaz/software-art-image !1 of !12 NYUAD - Interactive Media Syllabus Software Art: Image This course counts towards the following NYUAD degree requirement: • Multidisciplinary Minors > Interactive Media • Majors > Art and Art History Course Description Although computers only appeared a few decades ago, automation, repetition and process are concepts that have been floating around artists’ minds for almost a century. As machines enabled us to operate on a different scale, they escaped the domain of the purely functional and started to be used, and understood, by artists. The result has been the emergence of code-based art, a relatively new field in the rich tradition of arts history that today acts as an accessible new medium in the practice of visual artists, sculptors, musicians and performers. Software Art: Image is an introduction to the history, theory and practice of computer-aided artistic endeavours in the field of visual arts. This class will focus on the appearance of computers as a new tool for artists to integrate in their artistic practice, how it shaped a specific aesthetic language and what it reveals about technology and art today. We will be elaborating and discussing concepts and paradigms specific to computing platforms, such as system art, generative art, image processing and motion art. -
On the Human Role in Generative Art: a Case
ON THE HUMAN ROLE IN GENERATIVE ART: A CASE STUDY OF AI-DRIVEN LIVE CODING ANTONIO POŠĆIĆ Independent Scholar [email protected] GORDAN KREKOVIĆ Visage Technologies [email protected] https://doi.org/10.34632/jsta.2020.9488 ABSTRACT The constant evolution of philosophical views on art is interwoven with trajectories of accelerating technological development. In the current vehement emergence of generative algorithms there is an immediate need for making sense of modern technologies that increasingly seem to step in the realm that has been reserved for humans – creativity. This paper aims to understand the role of the human in generative art by demystifying Vol. 12, n. 3 (2020): pp. 45-62 implications of black-box generative algorithms and their applications for artistic purposes. First, we present examples of current practice and research in generative art with a special interest in music that served as foundation for our work. Then, we introduce Anastatica (2020), a part performance, part installation built on the basis of data-driven generative live coding. Finally, we discuss the various implications of AI in art through a case study rooted in Anastatica’s development and performance. Here we trace the path from algorithms to intelligence, applying both musical and computer science theory to a practical case of generating a live coding musical performance, with special focus given to aesthetic, compositional, conceptual, and phenomenological implications. Journal of Science and Technology of the Arts, of the Journal of Science and Technology Keywords: Artificial intelligence; Generative art; Live coding; Generative music; Computer art. 46 1. INTRODUCTION In broad terms, artificial intelligence (AI) is any sort of intelligence exhibited by machines (Nilsson 1998). -
Download Download
Media-N | The Journal of the New Media Caucus 2019: Volume 15, Issue 1, Pages 69–81 ISSN: 1942-017X Media-N | The Machines Wave Back CHAD M. EBY Assistant Professor, Herron School of Art + Design, IUPUI ABSTRACT This paper examines notions of autonomy and agency in the context of understanding artist and rules system relationships within an Autonomous Art System (AAS). The concept of Create / Read / Update / Delete is borrowed from computer engineering as a metaphor for a role-based (rather than medium-based) framework for classifying AASs and, combined with the discussion of autonomy and agency, forms the basis for a new taxonomic system of Autonomous Art Systems for analysis, categorization and comparison. “A chipped pebble is almost part of the hand it never leaves. A thrown spear declares a sort of independence the moment it is released.” – Isaac Asimov, “The machine and the robot” in Robot Visions “The machines aren’t very smart yet, but we’re teaching them this stuff all the time. We’re giving them eyes and ears and we’re giving them access to our world. We’re sharing our social spaces with them increasingly. They increasingly live like the render ghosts, on the borders of our world, and they’re starting to share it with (us). – James Bridle, “Waving at the Machines” INTRODUCTION The purpose of this paper is to propose a way to describe degrees of autonomy and agency in Autonomous Art Systems (hereafter, AAS) to aid in analysis, categorization and comparison of such systems, and to consider their boundary conditions in an art-making context. -
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 ............................................................................................................................ -
Byeong Sam Jeon
BYEONG SAM JEON Personal Website: www.bsjeon.net Organizational Website: www.koian.com Email: [email protected] Office: 82-2-2038-8290 Address: 7F Sinmyeong BD. 834-44, Yeoksam-dong, Gangnam-gu, Seoul, Korea BIOGRAPHY Byeong Sam Jeon is an internationally recognized artist, researcher, and educator working at the confluence of art and science. His interests include Telematic Culture, Robotic Art, Embodied Interaction, Physical Computing, Trans-Humanism, and STEAM Education. For a decade, Jeon has been invited to present his artwork and research worldwide including: SIGGRAPH (USA), ISIMD (Turkey), LIFE: Version of Science (Russia), ArtBots (Ireland), AsiaGraph (China), SALON (Cuba), Netfilmmakers (Denmark), Siggraph-ASIA (Singapore), DALSMA (Korea), and elsewhere. One of his well-known projects, 'Telematic Drum Circle' has gathered more than 300,000 Internet users and offline participants from 59 countries to perform tele-robotic sound improvisation together since it was premiered at the California Institute for Telecommunications and Information Technology in September 2007. Jeon, as a theater director, has produced the world-first robot musical 'Robotata' (2011), the main performance of Korea Science Fest ‘Science for Dream’ (2010), and the opening performance of the 60th International Astronautical Congress ‘Feast of Space’ (2009). As a curator, he directed the international new media art exhibition 'ThisAbility'(China), 'Machine Dreams'(Korea), 'Interactive Playground'(USA), and several others. Byeong Sam Jeon currently works as the -
Computer Demos—What Makes Them Tick?
AALTO UNIVERSITY School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Markku Reunanen Computer Demos—What Makes Them Tick? Licentiate Thesis Helsinki, April 23, 2010 Supervisor: Professor Tapio Takala AALTO UNIVERSITY ABSTRACT OF LICENTIATE THESIS School of Science and Technology Faculty of Information and Natural Sciences Department of Media Technology Author Date Markku Reunanen April 23, 2010 Pages 134 Title of thesis Computer Demos—What Makes Them Tick? Professorship Professorship code Contents Production T013Z Supervisor Professor Tapio Takala Instructor - This licentiate thesis deals with a worldwide community of hobbyists called the demoscene. The activities of the community in question revolve around real-time multimedia demonstrations known as demos. The historical frame of the study spans from the late 1970s, and the advent of affordable home computers, up to 2009. So far little academic research has been conducted on the topic and the number of other publications is almost equally low. The work done by other researchers is discussed and additional connections are made to other related fields of study such as computer history and media research. The material of the study consists principally of demos, contemporary disk magazines and online sources such as community websites and archives. A general overview of the demoscene and its practices is provided to the reader as a foundation for understanding the more in-depth topics. One chapter is dedicated to the analysis of the artifacts produced by the community and another to the discussion of the computer hardware in relation to the creative aspirations of the community members. -
Check Our Catalog Book Here
2020-2021 data-ai.design 2020-2021 2020-2021 2 Data+AI+Design pring 2021 Index 2021 02.1 Intro To Exquisite 2PM–6PM 3D Printing Lecture + Camella Dahn Gim Workshop (UCLA) About the program 6-7 03.04 Creative AI: From 6PM–7PM Expressive Mimicry Lecture To Critical Inquiry Events Angus Forbes (UC Santa Cruz) 01 Future Artifact Design 8-15 04.30 Exploring 02 Mobile App Design 16-25 10AM–12PM Machine Learning Applications For Workshop 03 Intro to Exquisite 3D Printing 26-29 Art and Design Angus Forbes (UC Santa Cruz) 04 Creative AI: From Expressive Mimicry to 30-31 Critical Inquiry 03.12 Artificial Natures // 05 Artificial Natures // Games of Life 32-35 10AM–11AM Games Of Life Lecture 06 I Learn Humanities by Making Art with AI 36-39 [Autonomous Complexity 12PM–3PM in Life & Machines: Happy Students! 40-41 Workshop Cellular Automata] Haru Ji (OCAD University) & Acknowledgements & Organizers 42 Graham Wakefield (York University) Fall 2020 04.0 I Learn Humanities By 2020 11.0 Future Artifact 6PM–7PM Making Art With AI 3PM–5PM Design Lecture Eunsu Kang (Carnegie Mellon University) Final Online Presentation From BFA Graphic Design Students, In collaboration with the Chemical and Engineering Department 04.0 Co-Creating Art With AI 12.11 Mobile App 11AM–2PM Using Machine Learning 12PM–2PM Design Workshop Eunsu Kang (Carnegie Mellon University) Final Online Presentation From BFA Graphic Design Students; Mentors: Bloomberg NYC Interaction Designers 4 5 About the program Series of Six Events 01 Future Artifact Design 02 Mobile App Sponsored by Artistic Excellence Programming Grant 2020-2021 Sep 22-Nov 5, 2020 Oct 29-Dec 11, 2020 from College of Humanities and the Arts, San José State University In collaboration with chemical and materials Mentors: Anthony Viviano, Linda Le, Lucy Chen engineering department and Prof. -
Part 1: Historical Settings Reverse
15 PART 1: HISTORICAL SETTINGS REVERSE ENGINEERING MODERNISM WITH THE LAST AVANT-GARDE Dieter Daniels The concept of an avantgarde, disavowed by postmodern theory, is actually more relevant today than ever before, but it has nothing to do with aesthetics. Only social situations, not artworks, qualify as avantgarde. We need access to alternative experience, not merely new ideas, for we know more about our being than we have being for what we know. Today only metadesign satisfi es the original criteria for avantgarde practice. Gene Youngblood01 THE LAST AVANT-GARDE? The case studies analyzed, documented, and contextualized in the Net Pioneers research project provide a representative cross-section of the creation of Net-based art between 1992 and 1997.02 An entire typology of these new art forms developed in just fi ve years. This astonishing dynamic emerged from the particularly intense meeting and interaction of art history and media history: a rapidly developing, international art found itself racing a fast-changing techno-sociological context. As the 1990s drew on, a new browser interface known as the World Wide Web transformed the Internet from a non-public, mostly academic and military medium (with a gray area comprised of nerds and hackers) into a 01 Gene Youngblood, “Metadesign: Towards a Postmodernism of Reconstruction,” abstract for a lecture at Ars Electronica, 1986, http://90.146.8.18/en/archives/festival_archive/festival_catalogs/ festival_artikel.asp?iProjectID=9210. All Internet references in this volume last accessed on November -
Ubermorgen.Com Pressfolder English
1 UBERMORGEN.COM PRESSFOLDER ENGLISH Contact .. UBERMORGEN.COM Favoritenstrasse 26/5 A-1040 Vienna / Austria [email protected] +43 (0)650 930 0061 2 CV HANS BERNHARD (AT/CH/USA) • born 1971 in New Haven, CT, USA • Schools in Switzerland and / USA • University for applied art Vienna, Peter Weibel, Visual Media Creation (Master degree) • Lives and works in Vienna and St. Moritz (Switzerland). Known Aliases: hans_extrem, etoy.HANS, etoy.BRAINHARD, David Arson, Dr. Andreas Bichlbauer, h_e, net_CALLBOY, Luzius A. Bernhard, Andy Bichlbaum, Bart Kessner. Visual Communications, digit Art, Art History and Aesthetics at the University for applied Art Vienna (Austria), UCSD University of California San Diego (Lev Manovich), Art Center College of Design in Pasadena (Peter Lunenfeld and Norman Klein) and at the University Wuppertal (Bazon Brock). Master in fine art from the University of applied Art Vienna. Hans is a professional artist and creative thinker, working on art projects, researching digital networks, exhibiting and travelling the world lecturing at conferences and Universities. Founding member of etoy (the etoy.CORPORATION) and UBERMORGEN.COM. "His style can be described as a digital mix between Andy Kaufman and Jeff Koons, his actions can be seen as underground Barney and early John Lydon, his "Gesamtkunstwerk" has been described as pseudo duchampian and beuyssche and his philosophy is best described in the UBERMORGEN.COM slogan: "It's different because it is fundamentally different!" Bruno Latour Prix Ars Electronica: 1996 Hans Bernhard was awarded a golden Nica for „the digital hijack by etoy“, 2005 with UBERMORGEN.COM he received an Award of Distinction for the [V]ote- auction project [ http://www.vote-auction.net ] and two additional honorary mentions. -
Antithesis: the Dialectics of Software
******************************************************************************************************************************************************************************** ******************************************************************************************************************************************************************************** ******************************************************************************************************************************************************************************** ******************************************************************************************************************************************************************************** ******************************************************************************************************************************************************************************** ********************************************************************************************************************************************************************************ANTITHESIS: THE DIALECTICS OF SOFTWARE ART ART OF SOFTWARE ANTITHESIS: THE DIALECTICS ********************************************************************************************************************************************************************************argues that software art praxis can offer ********************************************************************************************************************************************************************************new critical forms of -
A Companion to Digital Art WILEY BLACKWELL COMPANIONS to ART HISTORY
A Companion to Digital Art WILEY BLACKWELL COMPANIONS TO ART HISTORY These invigorating reference volumes chart the influence of key ideas, discourses, and theories on art, and the way that it is taught, thought of, and talked about throughout the English‐speaking world. Each volume brings together a team of respected international scholars to debate the state of research within traditional subfields of art history as well as in more innovative, thematic configurations. Representing the best of the scholarship governing the field and pointing toward future trends and across disciplines, the Blackwell Companions to Art History series provides a magisterial, state‐ of‐the‐art synthesis of art history. 1 A Companion to Contemporary Art since 1945 edited by Amelia Jones 2 A Companion to Medieval Art edited by Conrad Rudolph 3 A Companion to Asian Art and Architecture edited by Rebecca M. Brown and Deborah S. Hutton 4 A Companion to Renaissance and Baroque Art edited by Babette Bohn and James M. Saslow 5 A Companion to British Art: 1600 to the Present edited by Dana Arnold and David Peters Corbett 6 A Companion to Modern African Art edited by Gitti Salami and Monica Blackmun Visonà 7 A Companion to Chinese Art edited by Martin J. Powers and Katherine R. Tsiang 8 A Companion to American Art edited by John Davis, Jennifer A. Greenhill and Jason D. LaFountain 9 A Companion to Digital Art edited by Christiane Paul 10 A Companion to Public Art edited by Cher Krause Knight and Harriet F. Senie A Companion to Digital Art Edited by Christiane Paul