scholarly journals Art, Creativity, and the Potential of Artificial Intelligence

Arts ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 26 ◽  
Author(s):  
Marian Mazzone ◽  
Ahmed Elgammal

Our essay discusses an AI process developed for making art (AICAN), and the issues AI creativity raises for understanding art and artists in the 21st century. Backed by our training in computer science (Elgammal) and art history (Mazzone), we argue for the consideration of AICAN’s works as art, relate AICAN works to the contemporary art context, and urge a reconsideration of how we might define human and machine creativity. Our work in developing AI processes for art making, style analysis, and detecting large-scale style patterns in art history has led us to carefully consider the history and dynamics of human art-making and to examine how those patterns can be modeled and taught to the machine. We advocate for a connection between machine creativity and art broadly defined as parallel to but not in conflict with human artists and their emotional and social intentions of art making. Rather, we urge a partnership between human and machine creativity when called for, seeing in this collaboration a means to maximize both partners’ creative strengths.

Author(s):  
Pooja Sharma ◽  
Lakhbir Kaur

This research paper is designed on planning meaningful visual arts integration and AI, it is based on the discussion of the contemporary design and inheritance protection of arts and crafts, and the influence of artificial intelligence on arts and crafts, this paper makes clear the integration of the two in the historical period of the epoch development and the scientific progress of arts and crafts. From project re-engineering to educational modernization, it promotes the allowance of the value and innovative apparatus of arts and dexterities, so as to realize its defensible expansion in the Artificial Intelligence atmosphere. Artificial Intelligence creativity escalations for empathetic art and artistes in the 21st century. Sponsored by our training in computer science and art history , we claim for the reflexion of AICAN’s works as art, relate AICAN works to the fashionable art context, and itch a reassessment of how we might define human and machine inventiveness. Our effort in emerging Artificial Intelligence progressions for art creation, flamboyance investigation, and peculiar large-scale style decorations in art antiquity has commanded us to judiciously consider the antiquity and delicacies of human art-making and to perceive how those summaries can be exhibited and trained to the machine. We campaigner for a assembly between machine imagination and art broadly defined as parallel to but not in conflict with human artists and their passionate and social targets of art making. Rather, we urge a partnership between human and machine imagination when called for, seeing in this alliance a means to capitalize on both partners’ imaginative strengths.


Author(s):  
Jennifer (Jenny) L. Penland ◽  
Kennard Laviers

Of all the technologies emerging today, augmented reality (AR) stands to be one of, if not the, most transformational in the way we teach our students across the spectrum of age groups and subject matter. The authors propose “best practices” that allow the educator to use AR as a tool that will not only teach the processes of a skill but will also encourage students to use AR as a motivational tool that allows them to discover, explore, and perform work beyond what is capable with this revolutionary device. Finally, the authors provide and explore the artificial intelligence (AI) processors behind the technologies driving down cost while driving up the quality of AR and how this new field of computer science is transforming all facets of society and may end up changing pedagogy more profoundly than anything before it.


Author(s):  
Bernardo Cuenca Grau ◽  
Adolfo Plasencia

In this dialogue, Bernardo Cuenca Grau, a computer scientist at the Department of Computer Science, University of Oxford, begins by explaining his research in technology based on ontologies and knowledge representation, somewhere between mathematics, philosophy, and computer science. He goes on to argue why we need to represent knowledge in a way that it can be processed by a computer and therefore enable automated reasoning of this knowledge using artificial intelligence. Later he explains how his investigation probes the limits of mathematics to find the most appropriate languages for developing practical applications. For example, the large-scale processing of structured information linked to comprehensive health systems. Bernardo is supportive of collective tools such as Wikipedia. He also discusses why in his opinion the success of a scientific or technological idea depends very much on luck, and why the semantic web has not been defined. Furthermore, he argues why bureaucracy confuses process with progress.


2020 ◽  
Author(s):  
Darya Zabelina ◽  
Rebecca A. White ◽  
Amanda Tobin ◽  
Laura Thompson

Objectives. Mindfulness training has been shown to have robust attentional and cognitivebenefits. However, little is known about its effects on viewing and making art. Here, we exploredthe effects of mindfulness-based manipulation in art viewing and art making in two studies.Methods. In Study 1, elementary school children (N = 59) participated in an art tour of theKidspace gallery at the Massachusetts Museum of Contemporary Art (MASS MoCA), andviewed and made artworks either with or without mindfulness manipulation. In Study 2university students (N = 193) were randomly assigned to either the mindfulness or the controlcondition, and also viewed and made artworks. Results. In Study 1, elementary students whoreceived mindfulness induction (vs. control) reported larger difference in excitement levelsbetween the previously seen versus new artworks, expressing more excitement about the old vs.new artworks. Further, the artworks created by children in the mindfulness (vs. control)condition were rated by independent judges as more creative and more complex. In Study 2,university students who received the mindfulness (vs. control) induction reported better memoryfor previously seen vs. new artworks. Their own artworks were rated by independent judges asmore creative, abstract, and expressive compared to the participants in the control condition.Conclusions. Together, results suggest that mindfulness-based practices may result in a deeperart viewing experience, and in personal art that is more creative and expressive in both childrenand adults.


2020 ◽  
Vol 122 (8) ◽  
pp. 1-42
Author(s):  
Maggie Dahn ◽  
David Deliema ◽  
Noel Enyedy

Background/Context Computer science has been making its way into K–12 education for some time now. As computer science education has moved into learning spaces, research has focused on teaching computer science skills and principles but has not sufficiently explored the emotional aspects of students’ experiences. This topic warrants further study because learning to code is a complex emotional experience marked by intense periods of success and failure. Purpose/Objective/Research Question/Focus of Study The purpose of our study is to understand how reflecting on and making art might support students’ emotional experience of learning to code. We focus our efforts on students’ experiences with debugging, the process of figuring out how to fix broken code. Our research questions are: How did students reflect on their experiences and emotions in the context of art making about debugging? How did students describe the potential for making art to shape their coding practice? Setting The setting is a two-week computer programming workshop at a non-profit organization focused on computer science education. Population/Participants/Subjects Participants are 5th through 10th grade students attending Title I schools or with demonstrated financial need. Intervention/Program/Practice Students participated in a visual arts class for an hour each day of the two-week workshop, in addition to three coding classes. Research Design Design-based research anchored our study. Data sources included students’ written artist statements, artifact-based interviews about artwork, and in-process conversations with the researcher-teacher leading the art class. We used a storytelling framework to make sense of how elements of our curriculum and instructional design supported student reflections on obstacles in coding, how they talked about debugging events over time, and the range of emotions they expressed feeling. Findings/Results Findings suggest that making and reflecting on art can support students in offering descriptive accounts of learning to code and debug. Students’ stories highlighted the range of ways they experienced failure in coding, the causes of those moments of failure, the flow of events through failure (what was disrupted, how the experience changed over time, and whether it was resolved), and the emotions (about emotions) that framed failure. Moreover, students described the ways that art making shaped their coding practice, including transforming how they understood themselves, set goals, relaxed after a stressful coding class, approached problem solving, and set expectations. Conclusions/Recommendations Our results have implications for the redesign of our intervention and more broadly for the design of learning environments and computer science pedagogy.


2011 ◽  
Vol 6 ◽  
Author(s):  
Steven Abney

Computational linguistics is not a specialization of linguistics at all; it is a branch of computer science. A large majority of computational linguists have degrees in computer science and positions in computer science departments. It was founded as an offshoot of an engineering discipline (machine translation), and has been subsequently shaped by its place within artificial intelligence, and by a heavy influx of theory and method from speech recognition (another engineering discipline) and machine learning. But computation is a means to an end; the essential feature is data collection, analysis, and prediction on the large scale. I will call it data-intensive experimental linguistics. I wish to explain how data-intensive linguistics differs from mainstream practice, why I consider it to be genuine linguistics, and why I believe that it enables fundamental advances in our understanding of language.


2020 ◽  
Vol 34 (10) ◽  
pp. 13849-13850
Author(s):  
Donghyeon Lee ◽  
Man-Je Kim ◽  
Chang Wook Ahn

In a real-time strategy (RTS) game, StarCraft II, players need to know the consequences before making a decision in combat. We propose a combat outcome predictor which utilizes terrain information as well as squad information. For training the model, we generated a StarCraft II combat dataset by simulating diverse and large-scale combat situations. The overall accuracy of our model was 89.7%. Our predictor can be integrated into the artificial intelligence agent for RTS games as a short-term decision-making module.


Biomolecules ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 90
Author(s):  
Ryuji Hamamoto

The Human Genome Project, completed in 2003 by an international consortium, is considered one of the most important achievements for mankind in the 21st century [...]


Sign in / Sign up

Export Citation Format

Share Document