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Abstract

There are various forms of what's sometimes called generative art, or computer art. This paper distinguishes the major categories and asks whether the appropriate aesthetic criteria—and the locus of creativity—are the same in each case.
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... To illustrate the current discourse, we will shortly review the main existing frameworks on analysing generative art, being those of Galanter (2003;2008;, Boden &Edmonds (2009), andDorin et al. (2012). Galanter (2003;2008) proposes to view generative art from a systems and complexity theory influenced paradigm. ...
... To illustrate the current discourse, we will shortly review the main existing frameworks on analysing generative art, being those of Galanter (2003;2008;, Boden &Edmonds (2009), andDorin et al. (2012). Galanter (2003;2008) proposes to view generative art from a systems and complexity theory influenced paradigm. ...
... Moreover, an explanation of how these systems are applied in the artwork and what the generative properties of these complex systems attribute to the artwork as a whole is largely left untouched in Galanter's theory, which we consider crucial for achieving a critical understanding of the generative in art. Boden & Edmonds (2009) introduced a list of eleven subcategories of computer art, ranging from "Ele-art" (involving electrical engineering and/or electronic technology), to "Evo-art" (evolved by processes of random variation and selective reproduction that affect the art-generating program itself) (Boden & Edmonds 2009, 37), and question for every category "whether the appropriate aesthetic criteria and locus of creativity are the same" (Boden & Edmonds 2009, 21). Compared to Galanter, we think that their view holds a broader notion of what constitutes the artwork, as they speak of an art system of which "the artist, the program, the technological installation (and its observable results), and the behaviour of the human audience" (Boden & Edmonds 2009, 40) are all part. ...
Conference Paper
As result of the current generative art boom, many generative works are flooding the art and media sphere. However, meaningful analysis , comparison, and discussion of generative art have so far been complicated by two factors: 1) the commonly used definition of generative art is broadly defined, resulting in a large variety of works sharing the same heading, and 2) existing methods for classifying and comparing generative art only facilitate a descriptive analysis of the generative systems within an artwork, but neglect the role & contribution of those systems to the work as a whole. In this paper we propose an alternative framework for analysing generative art, to aid the understanding of what generative art includes, where 'the gener-ative' aspect(s) in a work take(s) place, how the generative relates to other aspects in that work, and how this differs from the generative elements and aspects in other works. Two concepts are introduced: autonomous ability (AA) and artistic significance (AS), including a larger framework to analyse artworks along these concepts. The framework asks 1) what elements (generative and non-generative) the work consists of, 2) what the role of these elements is within the artwork, 3) how autonomous these elements are, and 4) how artistically significant the contribution of the element's role is in relation to the artwork as a whole. We apply the framework to a selection of four generative artworks to test its working, present the corresponding results, and reflect upon the framework.
... Computer programs are common tools for producing dynamic visual art because they can create complex and interactive animations that might be difficult to produce with traditional methods. Generative art, which emerged in the 1960s, is a type of visual art that can be created programmatically [3]. It is defined as any art practice in which the artist uses a system, such as a set of natural language rules, a computer program, a machine, or another procedural invention, with some degree of autonomy to contribute to or produce a completed work of art [4]. ...
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... There is a neuralgic point in the theory that deals with Generative Art and refers to the digital art, more specifically the use of computers. Margaret Boden and Ernest Edmonds [2] agree that generative art need not be restricted to art made using computers, and that some rule-based art is not generative. They have gone further and proposed a technical vocabulary that includes Ele-art (electronic art), C-art (computer art), D-art (digital art), CA-art (computer-aided art), Gart (generative art), CG-art (computer-based generative art), Evo-art (evolution-based art), R-art (robotic art), I-art (interactive art), CI-art (computer-based digital art), and VR-art (virtual reality art). ...
Conference Paper
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