23 research outputs found

    Environments for sonic ecologies

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    This paper outlines a current lack of consideration for the environmental context of Evolutionary Algorithms used for the generation of music. We attempt to readdress this balance by outlining the benefits of developing strong coupling strategies between agent and en- vironment. It goes on to discuss the relationship between artistic process and the viewer and suggests a placement of the viewer and agent in a shared environmental context to facilitate understanding of the artistic process and a feeling of participation in the work. The paper then goes on to outline the installation ‘Excuse Me and how it attempts to achieve a level of Sonic Ecology through the use of a shared environmental context

    Incorporating characteristics of human creativity into an evolutionary art algorithm (journal article)

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    A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically

    Synthetic Aesthetics

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    “Synthetic Aesthetics” is a phrase constructed on the lexical schemes of “Informational Aesthetics” and “Synthetic Phenomenology”, the research on artificial systems that possess or specify phenomenal states. It denotes the research on the cognitive capacities required for the production and the evaluation of Art through computational modelling and simulation

    Modelling human preference in evolutionary art

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    Creative activities including arts are characteristic to humankind. Our understanding of creativity is limited, yet there is substantial research trying to mimic human creativity in artificial systems and in particular to produce systems that automatically evolve art appreciated by humans. We propose here to model human visual preference by a set of aesthetic measures identified through observation of human selection of images and then use these for automatic evolution of aesthetic images

    Understanding Aesthetic Evaluation using Deep Learning

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    A bottleneck in any evolutionary art system is aesthetic evaluation. Many different methods have been proposed to automate the evaluation of aesthetics, including measures of symmetry, coherence, complexity, contrast and grouping. The interactive genetic algorithm (IGA) relies on human-in-the-loop, subjective evaluation of aesthetics, but limits possibilities for large search due to user fatigue and small population sizes. In this paper we look at how recent advances in deep learning can assist in automating personal aesthetic judgement. Using a leading artist's computer art dataset, we use dimensionality reduction methods to visualise both genotype and phenotype space in order to support the exploration of new territory in any generative system. Convolutional Neural Networks trained on the user's prior aesthetic evaluations are used to suggest new possibilities similar or between known high quality genotype-phenotype mappings

    The Enigma of Complexity

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    In this paper we examine the concept of complexity as itapplies to generative art and design. Complexity has many different, dis-cipline specific definitions, such as complexity in physical systems (en-tropy), algorithmic measures of information complexity and the field of“complex systems”. We apply a series of different complexity measuresto three different generative art datasets and look at the correlationsbetween complexity and individual aesthetic judgement by the artist (inthe case of two datasets) or the physically measured complexity of 3Dforms. Our results show that the degree of correlation is different for eachset and measure, indicating that there is no overall “better” measure.However, specific measures do perform well on individual datasets, indi-cating that careful choice can increase the value of using such measures.We conclude by discussing the value of direct measures in generative andevolutionary art, reinforcing recent findings from neuroimaging and psy-chology which suggest human aesthetic judgement is informed by manyextrinsic factors beyond the measurable properties of the object beingjudged

    Modelling the underlying principles of human aesthetic preference in evolutionary art

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    Our understanding of creativity is limited, yet there is substantial research trying to mimic human creativity in artificial systems and in particular to produce systems that automatically evolve art appreciated by humans. We propose here to study human visual preference through observation of nearly 500 user sessions with a simple evolutionary art system. The progress of a set of aesthetic measures throughout each interactive user session is monitored and subsequently mimicked by automatic evolution in an attempt to produce an image to the liking of the human user

    GenoMus: Representing Procedural Musical Structures with an Encoded Functional Grammar Optimized for Metaprogramming and Machine Learning

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    We present GenoMus, a new model for artificial musical creativity based on a procedural approach, able to represent compositional techniques behind a musical score. This model aims to build a framework for automatic creativity, that is easily adaptable to other domains beyond music. The core of GenoMus is a functional grammar designed to cover a wide range of styles, integrating traditional and contemporary composing techniques. In its encoded form, both composing methods and music scores are represented as one-dimensional arrays of normalized values. On the other hand, the decoded form of GenoMus grammar is human-readable, allowing for manual editing and the implementation of user-defined processes. Musical procedures (genotypes) are functional trees, able to generate musical scores (phenotypes). Each subprocess uses the same generic functional structure, regardless of the time scale, polyphonic structure, or traditional or algorithmic process being employed. Some works produced with the algorithm have been already published. This highly homogeneous and modular approach simplifies metaprogramming and maximizes search space. Its abstract and compact representation of musical knowledge as pure numeric arrays is optimized for the application of different machine learning paradigms.FEDER/Junta de Andalucia A.TIC.244.UGR20 Spanish GovernmentEuropean Commission PID2021-125537NA-I0

    Limitations from Assumptions in Generative Music Evaluation

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    The merit of a given piece of music is difficult to evaluate objectively; the merit of a computational system that creates such a piece of music may be even more so. In this article, we propose that there may be limitations resulting from assumptions made in the evaluation of autonomous compositional or creative systems. The article offers a review of computational creativity, evolutionary compositional methods and current methods of evaluating creativity. We propose that there are potential limitations in the discussion and evaluation of generative systems from two standpoints. First, many systems only consider evaluating the final artefact produced by the system whereas computational creativity is defined as a behaviour exhibited by a system. Second, artefacts tend to be evaluated according to recognised human standards. We propose that while this may be a natural assumption, this focus on human-like or human-based preferences could be limiting the potential and generality of future music generating or creative-AI systems

    Correlation between human aesthetic judgement and spatial complexity measure

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    The quantitative evaluation of order and complexity conforming with human intuitive perception has been at the core of computational notions of aesthetics. Informational theories of aesthetics have taken advantage of entropy in measuring order and complexity of stimuli in relation to their aesthetic value. However entropy fails to discriminate structurally different patterns in a 2D plane. This paper investigates a computational measure of complexity, which is then compared to a results from a previous experimental study on human aesthetic perception in the visual domain. The model is based on the information gain from specifying the spacial distribution of pixels and their uniformity and nonuniformity in an image. The results of the experiments demonstrate the presence of correlations between a spatial complexity measure and the way in which humans are believed to aesthetically appreciate asymmetry. However the experiments failed to provide a significant correlation between the measure and aesthetic judgements of symmetrical images
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