Recursion, Symmetry & Tessellation with Software Based Video
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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). -
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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 ............................................................................................................................ -
"Now Indigo Blue": Synthetic Color and Video Synthesis Circa 1969
The Electric "Now Indigo Blue": Synthetic Color and Video Synthesis Circa 1969 Carolyn Kane Assistant Professor Department of Film and Media Carolyn Kane Hunter College, CUNY 695 Park Avenue, Room 433 Hunter North New York City, NY 10065 USA ABSTRACT [email protected] Circa 1969, a few talented electrical engineers and pioneering video artists built video synthesizers capable of generating luminous and abstract psychedelic colors that many believed to be cosmic and revolutionary, and in many ways they were. Drawing on archival materials from Boston's WGBH archives and New York's Electronics Arts Intermix, this paper analyzes this early history in the work of electronics engineer Eric Siegel and Nam June Paik's and Shuya Abe's Paik/Abe Video Synthesizer, built at WGBH in 1969. The images produced from these devices were, as Siegel puts it, akin to a "psychic healing medium" used to create "mass cosmic consciousness, awakening higher levels of the mind, [and] bringing awareness of the soul." While such radical and cosmic unions have ultimately failed, these unique color technologies nonetheless laid the foundation for colorism in the history of electronic computer art. "[With] television ... you're on the way to being a starchild ... inner and outer space become one in unknown velocities of a cosmic zoom ... the now indigo blue of life merges with the glowing beauty of man at his most human ..." -Ron Hays (1971) [1] Introduction In 1969, electronics engineer Eric Siegel asked: ''After a trying day, why can't the viewer ... sit down at his TV set and listen to music while watching the screen burst with beautiful colorful displays?" These "visual phantasies," he explained, "would relax you better than any tranquillizer and at the same time give your spirit a wonderful lift .. -
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 -
To Whom It May Concern: Nam June Paik's Wobbulator and Playful Identity
To whom it may concern: Nam June Paik©s wobbulator and playful identity Article (Published Version) Devereaux, Emile (2013) To whom it may concern: Nam June Paik's wobbulator and playful identity. Leonardo Electronic Almanac, 19 (5). pp. 22-35. ISSN 1071-4391 This version is available from Sussex Research Online: http://sro.sussex.ac.uk/id/eprint/48741/ This document is made available in accordance with publisher policies and may differ from the published version or from the version of record. If you wish to cite this item you are advised to consult the publisher’s version. Please see the URL above for details on accessing the published version. Copyright and reuse: Sussex Research Online is a digital repository of the research output of the University. Copyright and all moral rights to the version of the paper presented here belong to the individual author(s) and/or other copyright owners. To the extent reasonable and practicable, the material made available in SRO has been checked for eligibility before being made available. Copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational, or not-for-profit purposes without prior permission or charge, provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content is not changed in any way. http://sro.sussex.ac.uk catalog FARAnd by LAnfranco AcEtI And omAR KhoLEIF ISSN 1071-4391 ISBNWI 978-1-906897-21-5 CATALOGd VOL 19 NO 5 LEONARDOELECTRONICALMANACE 1 This issue of LEA is a co-publication of LEA is a publication of Leonardo/ISAST. -
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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. -
Redalyc.Roads to Recursion. Some Historiographical Remarks on A
ICONO 14, Revista de comunicación y tecnologías emergentes E-ISSN: 1697-8293 [email protected] Asociación científica ICONO 14 España Kacunko, Slavko Roads to Recursion. Some historiographical remarks on a core category of Media Art ICONO 14, Revista de comunicación y tecnologías emergentes, vol. 12, núm. 2, julio- diciembre, 2014, pp. 70-85 Asociación científica ICONO 14 .png, España Available in: http://www.redalyc.org/articulo.oa?id=552556574005 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative Roads to Recursion. Some historiographical remarks on a core category of Media Art | 70 Roads to Recursion. Some historiographical remarks on a core category of Media Art Los caminos de la recursividad. Algunas observaciones historiográficas sobre una categoría central del Media Art Slavko Kacunko Professor in Art History and Visual Culture (Copenhagen University) Fecha de recepción: 6 de marzo de 2014 Fecha de revisión: 4 de julio de 2014 Para citar este artículo: Kacunko, S. (2014): Roads to Recursion. Some historiographical remarks on a core category of Media Art, Icono 14, volu- men (12), pp. 70-85. doi: 10.7195/ri14.v12i2.682 DOI: ri14.v12i2.682 | ISSN: 1697-8293 | Año 2014 Volumen 12 Nº 2 | ICONO14 71 | Slavko Kacunko Abstract In this paper, the general arena between analogue and digital media art is explored with special respect to the concept of the ‘newness’ of media. The first part confirms the Closed Circuit as an ‘open system’ related to its right to an evo- lution towards increasing complexity without the reciprocal playing-off of self-ref- erential ‘life’ against ‘hetero-referential’ technique. -
The Convergence of Video, Art and Television at WGBH (1969)
The Medium is the Medium: the Convergence of Video, Art and Television at WGBH (1969). By James A. Nadeau B.F.A. Studio Art Tufts University, 2001 SUBMITTED TO THE DEPARTMENT OF COMPARATIVE MEDIA STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMPARATIVE MEDIA STUDIES AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY SEPTEMBER 2006 ©2006 James A. Nadeau. All rights reserved. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known of hereafter created. Signature of Author: ti[ - -[I i Department of Comparative Media Studies August 11, 2006 Certified by: v - William Uricchio Professor of Comparative Media Studies JThesis Supervisor Accepted by: - v William Uricchio Professor of Comparative Media Studies OF TECHNOLOGY SEP 2 8 2006 ARCHIVES LIBRARIES "The Medium is the Medium: the Convergence of Video, Art and Television at WGBH (1969). "The greatest service technology could do for art would be to enable the artist to reach a proliferating audience, perhaps through TV, or to create tools for some new monumental art that would bring art to as many men today as in the middle ages."I Otto Piene James A. Nadeau Comparative Media Studies AUGUST 2006 Otto Piene, "Two Contributions to the Art and Science Muddle: A Report on a symposium on Art and Science held at the Massachusetts Institute of Technology, March 20-22, 1968," Artforum Vol. VII, Number 5, January 1969. p. 29. INTRODUCTION Video, n. "That which is displayed or to be displayed on a television screen or other cathode-ray tube; the signal corresponding to this." Oxford English Dictionary, 2006. -
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 -
TOBY JULIFF & TRAVIS COX the Post-Display Condition Of
Toby Juliff & Travis Cox, The Post-Display Condition of Contemporary Computer Art TOBY JULIFF & TRAVIS COX The Post-display Condition of Contemporary Computer Art ABSTRACT Recent exhibition attempts to recuperate and revise Conceptual Art — ‘Open Systems’ (2005), ‘Invisible: Art About the Unseen’ (2012) — have brought to the fore wider discursive concerns regarding coding, interfaces and artistic intentionality. Taking its lead from Rosalind Krauss’ seminal work on the post-medium condition, this paper argues that the continued privileging of interface/display-user inherent within artistic discourse belies a more nuanced reading of the critical relationship between artist and code. Furthermore, this paper explores new practices in Computer Art and its related theorisation by Tanaka-Ishii and Dominic Lopes, with a view to re-conceptualising the relationship between artistic intentionality, coding, interface and user input. Based on this re-conceptualisation we identify the ‘post- display condition of contemporary computer art’, a condition that neither privileges user- display communication, nor the space between code and user, but rather envelopes meaning production between all elements of an artwork. 1.1 Open Systems In 2005 an exhibition entitled ‘Open Systems: Rethinking Art c.1970’ opened at the Tate Modern with the intention of examining how international artists rethought the object of art in the late 1960s and early 1970s.1 Drawing together work from artists such as Carl Andre, John Baldessari, Lygia Clark and Sol LeWitt — much of it already iconic and enshrined within the histories of Conceptual Art — ‘Open Systems’ sought to evoke, revise and revitalise discursive histories of Minimalism, Post- Minimalism and early Conceptual Art. -
Interactive Art: Delineations, Crossovers and Differences
GA2012 – XV Generative Art Conference Mag. Oliver Gingrich, Generative Art - Interactive Art: Delineations, Crossovers MA Fine Art and Differences Topic: Interactive Arts In digital art theory, the histories of generative art and interactive art are – Generative Arts considered fundamentally interrelated yet distinctively defined - mutually dependent, yet clearly distinguishable by their respective Authors: discourse domineering definitions. In the practise of digital art, a Mag. Oliver Gingrich, multitude of hybrid art forms challenge both definitions and allow for MA questions on the nature of both artistic currents. Both concepts share a University of long tradition in the arts, yet both concepts have been refined Bournemouth; Centre continuously by scholars and academics over the last decades. for Digital Entertainment Their discussion has recently gained further momentum as both art www.bournemouth.ac.uk forms received heightened attention in artistic institutional discourse, curatorial display and theoretic reception over the last decade. This Dr. Alain Renaud, paper focuses on the two neighbouring fields in the digital arts, their PhD., MSc. respective traditions, their demarcation lines and theoretic concepts as University of well as hybrid cross-overs of these art forms that challenge their current Bournemouth, Centre for definitions. Digital Entertainment References: [1] Renaud, A. (2011), Cueing and composing for long distance network music collaborations. Proceedings of AES 44th Conference on Audio Networking, 18-20 November 2011, University of California, San Diego, USA, November 2011. [2] Gingrich, O (2004) Limits der Computerkunst. http://derstandard.at/1404529/ Limits-der-Computerkunst. [3] Renaud, A., Around the world in five seconds. Challenges and opportunities in designing Sonic Travel. in Performing Technology: User Content and the New Digital Media, Cambridge Scholars, Analema Group: Eugenia Emets et al.