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After nearly ten years of reflecting on the nature of human biological and ideological
representational systems, I was looking to discover how I can practically, technologically, apply
these systems to my process of making visual art.
During my Philosophy degree, I began to think about what limits there could be in language’s
ability to represent reality and, conversely, how language could be employed to form versions of
reality that meet our needs. This became of practical concern when I went on to work for the
advertising industry, thinking up strategies for creating persuasive versions of reality in the
minds of consumers. From this I began to appreciate that, much like a hypnotic induction, part of
this process involves the replication of an advertising message across a variety of different
media and spaces, from which a consumer begins to associate the repeated presence of a
message with specific instances of their own internal states, which they then associate with a
product; in short, the advertised reality is replicated in the consumer’s neurones, and so through
the consumer’s behaviour (and then potentially to others).
After leaving the industry I became involved in what is now called the Skeptical Movement: a
group of scientists, artists and bloggers who seek to disrupt the replication of supernatural,
pseudo-scientific, and ideological versions of reality in favour of objective reality disclosed
through formal logic with the scientific method. Part of this involved fostering a deeper
appreciation of the evolutionary process, having at its base an imperfect yet sufficiently stable
replicator, as well as appreciation of the various cognitive biases embedded in our
representational systems, resulting from how our biological replicators have evolved.
Concurrent to this, I was studying for a Psychology degree and working independently on a
systems description of human cognition; a coupled together Koch and Sierpinski’s Gasket
fractal, which are mathematical ways of describing a dynamic yet stable process of self
replication. With this I was able to more deeply describe the human representational system in
terms of Bowlby’s Internal Working Model, and a mirror neuron network coupled to the visual
cortex and attentional resource allocation systems of the human brain. I continue to refine this
(Fig 1).
Fig 1. From my notebook
Research process
My research process involved building on these prior interests, I have therefore included what I
have retrospectively taken to be seminal research items in the development of my
understanding (1999 – January 2010), before moving on to research specifically the topic in
hand (October 2010 onwards).
Each item in the proceeding table was introduced to me either by that which preceded it,
through its suggested further reading section, or through a hyperlink – or by reading around the
subject in books.
This gave me pointers as to what to look up on the web, around the wider context of
contemporary art, digital media, and the mind:
Stallabrass, J (2004) Art incorporated : the story of contemporary art. Oxford University Press
Rubin, JA (2010) Introduction to art therapy : sources & resources. Routledge
Shanken, EA (ed.) (2009) Art and electronic media. Phaidon Press
Paskow, A (2008) The paradoxes of art : a phenomenological investigation. Cambridge
University Press
Research analysis
Appropriateness of sources: I favoured academic articles due to their evidence based approach,
being informed by descriptions of what is a material and very specifically structured system. I
also favoured them because their precise referencing gave me the opportunity to progress my
research in an efficient way, and brought me into contact with artists and researchers who are at
the cutting edge of their field, as well as what has become seminal research within it.
Cataloguing methods used: The table above is a chronological record of my research on and
around the topic in hand.
I used the Harvard referencing system throughout, so sources can be independently accessed
and my take on them evaluated in an efficient and transparent way.
This process brought me in touch with the evolutionary art movement, which is a very recent
phenomenon and one that I did not previously know existed. I had had similar ideas somewhat
independently, but coming into contact with this movement has saved me from re-inventing the
wheel.
I now have a clearer and practically focused idea of how I might build a replicator and steer it
into aesthetically pleasing territories by manipulating its selecting environments. While I need
not begin from scratch, there being open source replicators available for download, I also now
have a basis for further research toward building replicators of my own - or at least analogues,
with physical materials, perhaps found objects.
Also, with direct practical consequence for my art practice, I have been able to research in some
depth the idea of using different types and extents of grids as a means of accessing media –
allowing me to access the conceptual space of representational systems as a lived experience.
I now intend using this technique in conjunction with the collagraph printing technique.
The research process itself, I have found, has also spurred my abstract thinking around this
topic, in that it is a behavioural consequence of the structure I am investigating; following an
information processing algorithm beginning with large and globally connected sets of
information, then channelling down to more specific and sharply defined sets, which are
themselves representative analogues of the objects they describe. Once this is appreciated, this
process itself can be defined as a set of its own, and so can inform any process it becomes
connected to; my available responses are both made more specific and more variable – in short,
a positive feedback loop is created in which I become more adaptable through an increase in my
available responses to a world that has become perceptibly richer in depth and detail.
Appendix
Article 1
Abstract
The use of Evolutionary Computation approaches to create images has reached a great popularity, leading to the appearance of a
new art form – Evolutionary Art – and to the proliferation of Evolutionary Art Tools. In this paper we present and make an assessment of one
of these tools: NEvAr. We also systematise and describe the work methodology currently used to generate images. When working with
NEvAr we focus on the reuse of useful individual, which we store in an image database. The size of this database, and the importance of its
role, led us to the development of automatic seeding procedures, which we also describe.
b
F
i
g
u
r
e
:
–
T
w
o
i
to the set of all populations, from the initial to the last, of
a particular GP run. NEvAr implements a parallel evolu-
tionary algorithm, in the sense that we can have several
different and independent experiments running at the
same time. It is also asynchronous, which means that we
can have an experiment that is in population 0 and an-
other one that is in population 100. Additionally, we can
transfer individuals between experiments (migration).
Figure 3: The evolutionary model of NEvAr. The
active experiment is depicted in grey.
5 Seeding
The development of automatic seeding procedures is part In our first attempt we used the root mean square error
of our ongoing research. In this section we describe our (rmse) among two images, which is usually applied to
current approaches, which should be considered prelimi- evaluate the error involved in image compression, as
nary. similarity metric. Minimum error implied maximal simi-
larity. The similarity between two images, a and b, was
Our idea is inspired in Case Based Reasoning, and can be given by the following formula:
described as follows: the user chooses an image, and the 100
seeding procedure selects, from the database, similar rmse sim =
ones, to initialise the GP experiment. To implement this
idea, we need to develop a similarity metric, i.e. a way to (1)
compare images. Unfortunately, this task is not trivial. a
,
1 + r
mse
Our previous experience with image compression meth-
a
,
ods led us to believe that we could use the quality of the
b
compression to develop a similarity metric. For the scope
The experimental results showed the inappropriateness of this paper, we will define compression quality as:
of this approach. This failure can be easily explained, the
goal is to find images that are similar to the eye and not
compression ratio
“mathematically” similar images. To illustrate the short-
comings of rmse based similarity, we resort to an exam- , (2)
ple: consider two images composed by alternate vertical rmse
black and white stripes of one pixel width, one starting
with a black stripe and the other with a white one; these and compression complexity as the inverse.
images will be almost indistinguishable to the eye, how-
ever, the rmse among them will be maximal. We use two different compression methods: jpg and
fractal based. The fractal image compression algorithm
Our current idea is to compare images according to their makes a quad-tree partitioning of the image. By changing
properties. It is a well known fact that image complexity the maximum depth of the tree, we can specify, indi-
affects the performance of image compression methods, rectly, the limits for the error involved in the compres-
i.e. it is easier to represent compactly a simple image sion. During compression, the colour information is dis-
than a complex one. Moreover, some compression carded, the images are converted to greyscale and then
methods work better with some types of images than compressed.
with others.
Let’s define IC as the compression complexity resulting
JPG compression was designed for the representation of from the use of the JPG method; PC as the compression
natural images. In this type of images, colour transition is complexity resulting from the application of the fractal
usually smooth. Although adequate for these images, the based approach. We use two different maximum tree
performance of JPG severely degrades when dealing depths, N and N-1, therefore we have PC and PC . 1 2
with images possessing abrupt colour transitions (e.g. a To compare two images, a and b, we start by calculating
black and white text image). Fractal Image Compression IC, PC and PC , for each of them. The similarity be-
1 2
takes advantage of the self-similarities present on the tween images a and b is given by the following formula:
images and will, therefore, perform better when these
similarities are high. 1
)
(3
1+
sim =
, IC − IC
ab
+
PC 1 − PC 1 Table 1: The IC, PC and PC measures for each of the
+ 1 2
Figure 5: The numbers bellow the images indicate the Although the experimental results are still preliminary,
rmse similarity to image 14 (see formula 1). According the seeding procedure based on compression quality
to this metric, the closest image is image 15, which is seems to produce good results, indicating that the com-
good, and the second closest is image 9, which is bad. parison of images based on their characteristics, namely
on their complexity, is appropriate. This, of course, sug-
Ordering the individuals according to their similarity to gests that taking into consideration other types of
image 14, yields the following list: {14, 8, 13, 12, 15, 4, features of the images (e.g. edges, colour, outline, etc.)
5, 7, 0, 11, 10, 6, 3, 1, 2, 9}. This ordering seems to be may also prove useful.
appropriate, the major deficiency being that individual 7
is considered less similar than individuals 4 and 5. The It is also important to notice that the compression meth-
comparison to image 9 gives the ordered list: {9, 2, 1, 3, ods described can be applied to any image. Therefore, we
6, 10, 11, 0, 7, 5, 4, 15, 12, 13, 14, 8}, which also can compare the database images with ones that where
appears to be approximately correct. Image 9 is not generated with NEvAr. We still haven’t explored this
characterised by its fluid and organic forms, and so are possibility, nevertheless we believe it can produce
individuals 2, 3, 6, 0, and, although in a lesser degree, interesting results.
individuals 10 and 11.
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