14 research outputs found
CLIP-CLOP: CLIP-Guided Collage and Photomontage
The unabated mystique of large-scale neural networks, such as the CLIP dual
image-and-text encoder, popularized automatically generated art. Increasingly
more sophisticated generators enhanced the artworks' realism and visual
appearance, and creative prompt engineering enabled stylistic expression.
Guided by an artist-in-the-loop ideal, we design a gradient-based generator to
produce collages. It requires the human artist to curate libraries of image
patches and to describe (with prompts) the whole image composition, with the
option to manually adjust the patches' positions during generation, thereby
allowing humans to reclaim some control of the process and achieve greater
creative freedom. We explore the aesthetic potentials of high-resolution
collages, and provide an open-source Google Colab as an artistic tool.Comment: 5 pages, 7 figures, published at the International Conference on
Computational Creativity (ICCC) 2022 as Short Paper: Dem
Computational Creativity and the Climate Crisis
Thelatest IPCCreport states thatwemustactnowto avoidclimatecatastrophewithin the lifetimesof our children. Although typically involved inknowledge production,wehaveadutyasacademics toact. We proposetwopathwaysfortheCCcommunity: (1)lead byexamplebycuttingdownourcarbonfootprint;and (2)useourstrengthsincreativethinkingtocontribute towardsclimatesolutions,communicatethedevastating impact,andhelptoeffectaculturalshift
Computational Creativity and the Climate Crisis
Thelatest IPCCreport states thatwemustactnowto avoidclimatecatastrophewithin the lifetimesof our children. Although typically involved inknowledge production,wehaveadutyasacademics toact. We proposetwopathwaysfortheCCcommunity: (1)lead byexamplebycuttingdownourcarbonfootprint;and (2)useourstrengthsincreativethinkingtocontribute towardsclimatesolutions,communicatethedevastating impact,andhelptoeffectaculturalshift
Framing tension for game generation
Emotional progression in narratives is carefully structured by
human authors to create unexpected and exciting situations,
often culminating in a climactic moment. This paper explores how an autonomous computational designer can create frames of tension which guide the procedural creation of
levels and their soundscapes in a digital horror game. Using
narrative concepts, the autonomous designer can describe an
intended experience that the automated level generator must
adhere to. The level generator interprets this intent, bound
by the possibilities and constraints of the game. The tension
of the generated level guides the allocation of sounds in the
level, using a crowdsourced model of tension.peer-reviewe
Boosting computational creativity with human interaction in mixed-initiative co-creation tasks
Research in computational creativity often focuses on
autonomously creative systems, which incorporate creative
processes and result in creative outcomes. However,
the integration of artificially intelligent processes
in human-computer interaction tools necessitates that
we identify how computational creativity can be shaped
and ultimately enhanced by human intervention. This
paper attempts to connect mixed-initiative design with
established theories of computational creativity, and
adapt the latter to accommodate a human initiative
impacting computationally creative processes and outcomes.
Several case studies of mixed-initiative tools for
design and play are used to corroborate the arguments
in this paper.peer-reviewe
On the role of computers in creativity-support systems
We report here on our experiences with designing computer-based creativity-support systems over several years. In particular, we present the design of three different systems incorporating different mechanisms of creativity. One of them uses an idea proposed by Rodari to stimulate imagination of the children in writing a picture-based story. The second one is aimed to model creativity in legal reasoning, and the third one uses low-level perceptual similarities to stimulate creation of novel conceptual associations in unrelated pictures.We discuss lessons learnt from these approaches, and address their implications for the question of how far creativity can be tamed by algorithmic approaches
Vismantic : Meaning-making with Images
Jufo-ID 72909. (ICCC 2015).This paper presents Vismantic, a semi-automatic system generating proposals of visual composition (visual ideas) in order to express specific meanings. It implements a process of developing visual solutions from ‘what to say’ to ‘how to say’, which requires both conceptual and visual creativity. In particular, Vismantic extends previous work on using conceptual knowledge to find diverse visual representations of abstract concepts, with the capacity of combining two images in three ways, including juxtaposition, replacement and fusion. In an informal evaluation consisting of five communication tasks, Vismantic demonstrated the potential of producing a number of expressive and diverse ideas, among which many are surprising. Our analysis of the generated images confirms that visual meaning making is a subtle interaction between all elements in a picture, for which Vismantic demands more visual semantic knowledge, higher image analysis and synthesis skills, and the ability of interpreting composed images, in order to deliver more ideas that make sense.Peer reviewe
Artistic and Musical Applications of Internet Search Technologies: Prospects and a Case Study
This paper explores the idea of internet search as a technology to underpin artistic creation. Concepts of interactivity in art and music are explored, and then an overview of different types of internet-based art is presented. A number of different ways in which internet search have the potential to underpin artistic and musical activity are then discussed, with ideas such as the idea of a collective readymade and aesthetics of mass and unexpected connections are used to give this discussion a theoretical basis. Finally, a case study is given, in which the author discusses one of their own multimedia artworks that makes substantial use of internet search
The Lovelace Effect: Perceptions of Creativity in Machines
This article proposes the notion of the ‘Lovelace Effect’ as an analytical tool to identify situations in which the behaviour of computing systems is perceived by users as original and creative. It contrasts the Lovelace Effect with the more commonly known ‘Lovelace objection’, which claims that computers cannot originate or create anything, but only do what their programmers instruct them to do. By analysing the case study of AICAN – an AI art-generating system – we argue for the need for approaches in computational creativity to shift focus from what computers are able to do in ontological terms to the perceptions of human users who enter into interactions with them. The case study illuminates how the Lovelace effect can be facilitated through technical but also through representational means, such as the situations and cultural contexts in which users are invited to interact with the AI
Intelligenza artificiale e industrie culturali storia, tecnologie e potenzialità dell’ia nella produzione cinematografica
Negli ultimi anni stiamo assistendo, in svariati campi, a un sempre più vasto utilizzo di tecnologie che utilizzano quella che viene comunemente chiamata “intelligenza artificiale”. Anche il settore audiovisivo, da sempre recettore di novità e incline a evolversi continuamente, sta già vivendo quei processi che lo porteranno a essere rivoluzionato da questo tipo di tecnologie.
In un periodo di frenetico progresso scientifico è difficile riuscire a fissare nel tempo e su carta lo stato attuale dello sviluppo tecnologico, dato che ciò che oggi viene considerato come novità domani potrebbe già essere stato superato.
È necessario, quindi, uno strumento che riesca a catalogare, se non tutte, almeno le più importanti rivoluzionarie tecnologie d’intelligenza artificiale che hanno investito il mondo della produzione artistica e delle industrie culturali. Uno studio approfondito è dedicato, in particolare, all’industria cinematografica.
Dopo una breve introduzione di carattere storico, vengono descritti i principali tipi di rete neurale artificiale e la loro evoluzione. Sono poi delineate e descritte le principali tecnologie d’IA applicate all’elaborazione, comprensione e generazione automatica o assistita d’immagine e testo. Ancora più nel dettaglio sono osservate alcune soluzioni tecnologiche che interessano le varie fasi del processo di produzione cinematografica, come la fase di scrittura e analisi della sceneggiatura, quella di editing e montaggio video, così come quelle riguardanti l’implementazione di effetti visivi e la composizione musicale.
Il testo risulta essere, da un lato, una fotografia sul passato che ha interessato lo sviluppo delle tecnologie d’IA, dall’altro uno strumento che illustra il presente così da aiutarci, se non a predire, almeno a non trovarci completamente impreparati di fronte agli sviluppi futuri che interesseranno sia la produzione audiovisiva che, in senso più ampio, la nostra vita di tutti i giorni