Creative computing and the generative artist

To read the full-text of this research, you can request a copy directly from the author.


This article addresses the research agenda of creative computing from the perspective of a generative artist/composer, someone for whom processes of software creation and art creation inseparably intertwine. Using his audiovisual composition Clonal Colonies (2011) as a case study, the author addresses the dynamic of generative artistic creation when it is a process of discovery and dialog with artist-created, often unpredictable software systems. He provides technical specifics regarding his use of his variable-coupled map networks approach for music and his Brownian Doughnut Warper visual algorithm. Finally, he proposes a set of principles applicable to the creation of generative artwork, considers how tools and systems could better support such work, and proposes that creative computing research also focus on helping creatives surmount the fundamental personal challenges encountered in creative work of all types.

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the author.

... The new visuals were also described as mostly pleasant (average 3.4) with higher complexity or disorder (average 2.4). This led to the conclusion that these visuals describe a more balanced state between entropy and order, as our very existence [1]. Additionally, The responsiveness defined as a key component to establishing a dialogue between the performer and the lighting. ...
Conference Paper
Full-text available
This paper investigates how human motion expressiveness can influence the perceived atmosphere of a space by using interactive lighting as an effector. As lighting is a common tool in theatrical settings it is important to know how a performer could shape the light and thus challenge the perception of the surrounding environment. For this purpose, an interactive light installation was created where human motion qualities are transformed into dynamic visuals. The evaluation was performed in two different experiments with dancers conveying expressive intentions to an audience during a dance performance. The experimental data show that motion qualities could unfold the audience's collective affective qualities, through the interplay between the performers and their environment and that the performers are able to subconsciously sense the generated atmosphere, through peripheral vision, and influence the experience.
... As a result, this process fits with in the definition of creative computing discussed by LIU [11] whereby there are "programs that can enhance human creativity without necessarily being creative themselves". Similarly, this as an example of coevolution, enabled by feedback, which has been considered as an essential element of creative artistic and technical development [63]. The initial intention of using genetic algorithms as a generative system led to the conclusion that a simplistic fitness function was not sufficient to produce creative outcomes, which then resulted in reflective process between developer and game designer that led quickly to a pragmatic alternative that draws upon elements of cellular automata that produces usable and stimulating outcomes. ...
Full-text available
This paper outlines an approach for evolutionary procedural generation of video game content. The study deals with the automatic generation of game level designs using genetic algorithms and the development of a fitness function that describes the playability of the game level. The research explores whether genetic algorithms have the ability to produce outcomes that demonstrate characteristics that arise through human creativity, and whether these automated approaches offer any benefits in terms of time and effort involved in the design process. The approach is compared to a random method and the results show that the genetic algorithm is more consistent in finding levels; however analysis of the game levels indicates that the fitness function is not fully capturing level playability. The ability to produce playable levels decreases as the play area increases, however there is potential to produce larger maps that are both playable and arguably creative through a recombination method.
... 4) Music. In [12] the issue of getting new results by combining the achievements of individuals (eg, programmer and artist) is considered. 5) Ecology. ...
ResearchGate has not been able to resolve any references for this publication.