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Can computers be creative? Is algorithmic art just a form of Candy Crush? Cutting through the smoke and mirrors surrounding computation, robotics and artificial intelligence,Joanna Zylinska argues that, to understand the promise of AI for the creative fields, we must not confine ourselves solely to the realm of aesthetics. Instead, we need to address the role and position of the human in the current technical setup - including the associated issues of labour, robotisation and, last but not least, extinction. Offering a critique of the socio-political underpinnings of AI, AI Art: Machine Visions and Warped Dreams raises poignant questions about the conditions of art making and creativity today. The book critically examines artworks that use AI, be it in the form of visual style transfer, algorithmic experiment or critical commentary. It also engages with their predecessors, including robotic art and net art. AI Art includes a project from Zylinska's own art practice titled 'View from the Window', which explores human and nonhuman forms of intelligence, perception and action. The book closes with speculation on future art - and on art's future.
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The advent of Artificial Intelligence (AI) as an "autonomous author" urges the law to rethink authorship, originality, creativity. AI-generated artworks are in search of an author because current copyright laws offer as a solution only public domain or fragile regulatory mechanisms. During the 20th century visual artists have been posing persistent challenges to the law world: Conceptual Art favoured legal mechanisms alternative to copyright law. The case of AI-art is, however, different: for the first time the artworld is discovering the prospective of an art without human authors. Rather than preserving the status quo in the law world, policy makers should consider a reformative conception of AI in copyright law and take inspiration from innovative theories in the field of robot law, where new frames for a legal personhood of artificial agents are proposed. This would have a spill-over effect also on copyright regulations.
Copyright --- Law and art. --- Art and computers.
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Executing Pracitces brings together artists, curators, programmers, theorists and heavy internet browsers, all of whose practices make a critical intervention into the broad concept of execution. It draws attention to their political strategies, asking: who and what is involved with those practices, and for whom or what are these practices performed, and how? From the contestable politics of emoji modifier mechanisms and micro-temporalities of computational processes to genomic exploitation and the curating of digital content, the chapters account for gendered, racialized, spatial, violent, erotic, artistic and other embedded forms of execution. Together they highlight a range of ways in which execution emerges and how it participates within networked forms of liveliness.
Art and computers. --- Curatorship --- Data curation. --- Political aspects.
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Art and computers. --- Museums --- Museums and the Internet. --- Technological innovations.
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The overriding question discussed in this Element can be stated simply as: can computers create art? This Element presents an overview of the controversies raised by various answers to this question. A major difficulty is that the technology is developing rapidly, and there are still many uncertainties and knowledge gaps as to what is possible today and in the near future. But a number of controversial issues are identified and discussed. The position taken on controversial issues will depend on assumptions made about the technology, about the nature and location of consciousness, about art and creativity. Therefore, a number of hypothetical answers are outlined, related to the assumptions made.
Art and computers. --- Artificial intelligence. --- Art --- Creative ability. --- Philosophy.
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Art and computers --- Computer art --- Design --- Art and computers. --- Computer art. --- Data processing --- Data processing. --- Technology - General --- Art et ordinateurs --- Art numérique --- Informatique
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Today's computers are composing music that sounds “more Bach than Bach,” turning photographs into paintings in the style of Van Gogh's Starry Night, and even writing screenplays. But are computers truly creative—or are they merely tools to be used by musicians, artists, and writers? In this book, Arthur I. Miller takes us on a tour of creativity in the age of machines. Miller, an authority on creativity, identifies the key factors essential to the creative process, from “the need for introspection” to “the ability to discover the key problem.” He talks to people on the cutting edge of artificial intelligence, encountering computers that mimic the brain and machines that have defeated champions in chess, Jeopardy!, and Go. In the central part of the book, Miller explores the riches of computer-created art, introducing us to artists and computer scientists who have, among much else, unleashed an artificial neural network to create a nightmarish, multi-eyed dog-cat; taught AI to imagine; developed a robot that paints; created algorithms for poetry; and produced the world's first computer-composed musical, Beyond the Fence, staged by Android Lloyd Webber and friends.But, Miller writes, in order to be truly creative, machines will need to step into the world. He probes the nature of consciousness and speaks to researchers trying to develop emotions and consciousness in computers. Miller argues that computers can already be as creative as humans—and someday will surpass us. But this is not a dystopian account; Miller celebrates the creative possibilities of artificial intelligence in art, music, and literature.
Artificial intelligence. Robotics. Simulation. Graphics --- Art --- Mathematical linguistics --- Art and computers --- Creative ability --- Computer art --- Creativeness --- Creativity --- Ability --- Creation (Literary, artistic, etc.) --- Computers and art --- Computers --- Art, Computer --- Computer craft --- Digital art --- New media art --- #KVHA:Techniek en informatica --- #KVHA:Artificiele intelligentie --- #KVHA:Creativiteit
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Over the past decade, an artistic movement has emerged that draws on machine learning as both inspiration and medium. In this book, transdisciplinary artist-researcher Sofian Audry examines artistic practices at the intersection of machine learning and new media art, providing conceptual tools and historical perspectives for new media artists, musicians, composers, writers, curators, and theorists. Audry looks at works from a broad range of practices, including new media installation, robotic art, visual art, electronic music and sound, and electronic literature, connecting machine learning art to such earlier artistic practices as cybernetics art, artificial life art, and evolutionary art.
Computer art. --- Art and computers. --- Machine learning. --- Learning, Machine --- Artificial intelligence --- Machine theory --- Computers and art --- Computers --- Art, Computer --- Computer craft --- Digital art --- New media art --- ART / History / Contemporary (1945-) --- COMPUTERS / Intelligence (AI) & Semantics --- ART / Digital --- Art numérique. --- Apprentissage automatique.
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This book combines work from curators, digital artists, human computer interaction researchers and computer scientists to examine the mutual benefits and challenges posed when working together to support digital art works in their many forms. In Curating the Digital we explore how we can work together to make space for art and interaction. We look at the various challenges such as the dynamic nature of our media, the problems posed in preserving digital art works and the thorny problems of how we assess and measure audience’s reactions to interactive digital work. Curating the Digital is an outcome of a multi-disciplinary workshop that took place at SICHI2014 in Toronto. The participants from the workshop reflected on the theme of Curating the Digital via a series of presentations and rapid prototyping exercises to develop a catalogue for the future digital art gallery. The results produce a variety of insights both around the theory and philosophy of curating digital works, and also around the practical and technical possibilities and challenges. We present these complimentary chapters so that other researchers and practitioners in related fields will find motivation and imagination for their own work.
Computer science. --- Arts. --- User interfaces (Computer systems). --- Application software. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Computer Appl. in Arts and Humanities. --- Art and computers. --- Computers and art --- Computers --- Information systems. --- Arts, Fine --- Arts, Occidental --- Arts, Western --- Fine arts --- Humanities --- Informatics --- Science --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Arts, Primitive
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This book details how research and development in art and design can be formulated, progressed, measured, and reviewed. It explores the challenges of interdisciplinary research and highlights its importance and significance for the future of research in art and design and its relationship to science and technology. The author looks at how creative processes and ideas are devised and how technology and its applications are changing these processes and the way in which research is developed and advanced. The use of digital environments in art and design, and the application of new frameworks, tools, and opportunities for the expression of new ideas and design are discussed. Research and Development in Art, Design and Creativity is an essential read for anyone interested in the concept of collaboration and communication and how this applies to art and its creation. .
Computer science. --- User interfaces (Computer systems). --- Multimedia systems. --- Design. --- Computer Science. --- Media Design. --- Design, general. --- User Interfaces and Human Computer Interaction. --- Art and computers. --- Computer art. --- Art, Computer --- Computer craft --- Digital art --- Computers and art --- New media art --- Computers --- Design and construction. --- Informatics --- Science --- Multimedia systems . --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Creation (Literary, artistic, etc.) --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems
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