scholarly journals Ask not what AI can do for art... but what art can do for AI

Artnodes ◽  
2020 ◽  
Author(s):  
Meredith Tromble

What can art do for artificial intelligence? This essay circles around this question from a viewpoint grounded in the embodied knowledge base of contemporary art. The author employs the term “feelthink” to refer to the shifting webs of perception, emotion, thought, and action probed by artists engaging AI. Tracing several metaphors used by artists to consider AI, the author identifies points where the metaphors delaminate, pulling away from the phenomena to which they refer. The author advocates for these partial and imagistic understandings of AI as probes which, despite or because of their flaws, contribute important ideas for the development and cultural positioning of AI entities. The author further questions the limited scope of art ideas addressed in AI research and proposes a thought experiment in which art joins industry as a source of questions for developing artificial intelligences. In conclusion, the essay’s structuring metaphor is described as an example of “feelthink” at work.

Author(s):  
Marie Bernert ◽  
Fano Ramparany

AbstractArtificial Intelligence applications often require to maintain a knowledge base about the observed environment. In particular, when the current knowledge is inconsistent with new information, it has to be updated. Such inconsistency can be due to erroneous assumptions or to changes in the environment. Here we considered the second case, and develop a knowledge update algorithm based on event logic that takes into account constraints according to which the environment can evolve. These constraints take the form of events that modify the environment in a well-defined manner. The belief update triggered by a new observation is thus explained by a sequence of events. We then apply this algorithm to the problem of locating people in a smart home and show that taking into account past information and move’s constraints improves location inference.


2020 ◽  
Vol 25 (2) ◽  
pp. 7-13
Author(s):  
Zhangozha A.R. ◽  

On the example of the online game Akinator, the basic principles on which programs of this type are built are considered. Effective technics have been proposed by which artificial intelligence systems can build logical inferences that allow to identify an unknown subject from its description (predicate). To confirm the considered hypotheses, the terminological analysis of definition of the program "Akinator" offered by the author is carried out. Starting from the assumptions given by the author's definition, the article complements their definitions presented by other researchers and analyzes their constituent theses. Finally, some proposals are made for the next steps in improving the program. The Akinator program, at one time, became one of the most famous online games using artificial intelligence. And although this was not directly stated, it was clear to the experts in the field of artificial intelligence that the program uses the techniques of expert systems and is built on inference rules. At the moment, expert systems have lost their positions in comparison with the direction of neural networks in the field of artificial intelligence, however, in the case considered in the article, we are talking about techniques using both directions – hybrid systems. Games for filling semantics interact with the user, expanding their semantic base (knowledge base) and use certain strategies to achieve the best result. The playful form of such semantics filling programs is beneficial for researchers by involving a large number of players. The article examines the techniques used by the Akinator program, and also suggests possible modifications to it in the future. This study, first of all, focuses on how the knowledge base of the Akinator program is built, it consists of incomplete sets, which can be filled and adjusted as a result of further iterations of the program launches. It is important to note our assumption that the order of questions used by the program during the game plays a key role, because it determines its strategy. It was identified that the program is guided by the principles of nonmonotonic logic – the assumptions constructed by the program are not final and can be rejected by it during the game. The three main approaches to acquisite semantics proposed by Jakub Šimko and Mária Bieliková are considered, namely, expert work, crowdsourcing and machine learning. Paying attention to machine learning, the Akinator program using machine learning to build an effective strategy in the game presents a class of hybrid systems that combine the principles of two main areas in artificial intelligence programs – expert systems and neural networks.


Applying Artificial Intelligence (AI) for increasing the reliability of medical decision making has been studied for some years, and many researchers have studied in this area. In this chapter, AI is defined and the reason of its importance in medical diagnosis is explained. Various applications of AI in medical diagnosis such as signal processing and image processing are provided. Expert system is defined and it is mentioned that the basic components of an expert system are a “knowledge base” or KB and an “inference engine”. The information in the KB is obtained by interviewing people who are experts in the area in question.


Author(s):  
David Mendes ◽  
Irene Pimenta Rodrigues ◽  
Carlos Fernandes Baeta

We show how we implemented an end-to-end process to automatically develop a clinical practice knowledge base acquiring from SOAP notes. With our contribution we intend to overcome the “Knowledge Acquisition Bottleneck” problem by jump-starting the knowledge gathering from the most widely available source of clinical information that are natural language reports. We present the different phases of our process to populate automatically a proposed ontology with clinical assertions extracted from daily routine SOAP notes. The enriched ontology becomes a reasoning able knowledge base that depicts accurately and realistically the clinical practice represented by the source reports. With this knowledge structure in place and novel state-of-the-art reasoning capabilities, based in consequence driven reasoners, a clinical QA system based in controlled natural language is introduced that reveals breakthrough possibilities regarding the applicability of Artificial Intelligence techniques to the medical field.


2018 ◽  
Vol 39 (1) ◽  
pp. 61-64 ◽  
Author(s):  
Peter Buell Hirsch

Purpose Artificial intelligence and machine learning have spread rapidly across every aspect of business and social activity. The purpose of this paper is to examine how this rapidly growing field of analytics might be put to use in the area of reputation risk management. Design/methodology/approach The approach taken was to examine in detail the primary and emerging applications of artificial intelligence to determine how they could be applied to preventing and mitigating reputation risk by using machine learning to identify early signs of behaviors that could lead to reputation damage. Findings This review confirmed that there were at least two areas in which artificial intelligence could be applied to reputation risk management – the use of machine learning to analyze employee emails in real time to detect early signs of aberrant behavior and the use of algorithmic game theory to stress test business decisions to determine whether they contained perverse incentives leading to potential fraud. Research limitations/implications Because of the fact that this viewpoint is by its nature a thought experiment, the authors have not yet tested the practicality or feasibility of the uses of artificial intelligence it describes. Practical implications Should the concepts described be viable in real-world application, they would create extraordinarily powerful tools for companies to identify risky behaviors in development long before they had run far enough to create major reputation risk. Social implications By identifying risky behaviors at an early stage and preventing them from turning into reputation risks, the methods described could help restore and maintain trust in the relationship between companies and their stakeholders. Originality/value To the best of the author’s knowledge, artificial intelligence has never been described as a potential tool in reputation risk management.


Author(s):  
Ryosuke Yokoi ◽  
Kazuya Nakayachi

Objective Autonomous cars (ACs) controlled by artificial intelligence are expected to play a significant role in transportation in the near future. This study investigated determinants of trust in ACs. Background Trust in ACs influences different variables, including the intention to adopt AC technology. Several studies on risk perception have verified that shared value determines trust in risk managers. Previous research has confirmed the effect of value similarity on trust in artificial intelligence. We focused on moral beliefs, specifically utilitarianism (belief in promoting a greater good) and deontology (belief in condemning deliberate harm), and tested the effects of shared moral beliefs on trust in ACs. Method We conducted three experiments ( N = 128, 71, and 196, for each), adopting a thought experiment similar to the well-known trolley problem. We manipulated shared moral beliefs (shared vs. unshared) and driver (AC vs. human), providing participants with different moral dilemma scenarios. Trust in ACs was measured through a questionnaire. Results The results of Experiment 1 showed that shared utilitarian belief strongly influenced trust in ACs. In Experiment 2 and Experiment 3, however, we did not find statistical evidence that shared deontological belief had an effect on trust in ACs. Conclusion The results of the three experiments suggest that the effect of shared moral beliefs on trust varies depending on the values that ACs share with humans. Application To promote AC implementation, policymakers and developers need to understand which values are shared between ACs and humans to enhance trust in ACs.


Author(s):  
M. Yu. Gudova ◽  
◽  
E. V. Rubtsova ◽  
N. A. Simbirtseva ◽  
◽  
...  

The article is based on the materials of the Fifth International Theoretical Scientific Conference “Communication trends in the post-literacy era: polylingualism, multimodality and polyculturalism as preconditions for new creativity”, which took place at the Institute of Humanities in November 26–28, 2020. The authors analyze the main communication trends that have developed under the influence of the Covid-2019 pandemic in the sociocultural space in 2020. The main trend is the use of artificial intelligence in such areas of socioculture as communication, media, education. The concept of creativity is clarified, the creative possibilities and limits of human and artificial intelligence are considered, the threats and dangers of the artificial intelligence‘s development and its implementation in various spheres of human life are analyzed, such as education, socialization and inculturation, journalism and mass information, contemporary art, museum and exhibition activity. The conclusion is made about the need for further interdisciplinary research of artificial intelligence in the humanitarian sphere.


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.


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