Avant-garde Intelligence ArticleEdit

Authors Edit

Olga Levistova (Tallinn University, Interactive Media and Knowledge Environments)

Keywords Edit

Avant-garde, experimental arts, digital art, artificial intelligence, human-computer, data, interactivity, computer games, contemporary artists, design, converged media, Internet art, computer controlled kinetics, XXI century Art

Abstract Edit

The Universe of Art and Artists is being reshaped by means of new media technologies. All [research questions] may be united into one main issue: the future of art. In this work author is trying to open this meaning with existing researches, experiments and different opinions about contemporary art development.

San Base. Dynamic Painting technology - algorithmical generation of art by a computer system.

Introduction Edit

"Relative to today's computers and transmission media, data is information converted into binary digital form". In Digital Era there are more and more opportunities for art realization because most artists working tools became digital. Digital Art is now strongly living in portfolio of modern artists, designers and almost each creative person. Present artworks are involved in huge amount of disciplines such as: Computer art, Digital art, Electronic art, Interactive art, Internet art, Performance art, Robotic art, Virtual art and many more.
The idea of new media art was and is the question of many great theorists and online writers. Lots of discussions are leading to ideas that the new era of art will be completely digital and non-traditional. It must be new forms of artistic realization by constantly changing and converging media.

During [research] we found some techniques and they might be extremely actual in future experiments.

Why we think about “avant-garde intelligence”? Simple explanation is a metaphor of the future art which is going to be reshaped by experiments in art, computer and cybernetic fields. The present situation in new media is being already under control of “converged media ” and it’s social aspects. It certainly has an impact on art. The reason of this impact is human expression which is gradually changing with new technology appearance. Art is changing with it. Many technological devices and applications are becoming artistic. Computer games are actually play essential role in considered field. They are inseparable part of art and on the contrary. Also computer, mobile interfaces are becoming theatrical and implemented with colorful and interactive applications.

We also assume avant-garde art is related to experimental art. And it is all about new way of human expression in different areas like journalism, television, etc. Artificial intelligence is all about augmented reality - technologies that don't replace people activities, but help them thinking and creating.
Thus we have two directions of our research:
- interactive media influence on people;
- forms for artist’s expression.
Our [hypothesis] lies under new dimensions of: digital art in converged media and people creative thinking.

Definitions Edit

Avant-garde (pronounced /ɑvɑ̃ gɑʁd/) in French means "front guard", "advance guard", or "vanguard".

Experiment - in the scientific method, an experiment (Latin: ex- periri, "of (or from) trying") is a set of observations performed in the context of solving a particular problem or question, to retain or falsify a hypothesis or research concerning phenomena.

New media art - a genre that encompasses artworks created with new media technologies, including computer graphics, computer animation, the Internet, interactive technologies, robotics, and biotechnologies.

Cybernetics - the interdisciplinary study of the structure of complex systems, especially communication processes, control mechanisms and feedback principles.

Hypothesis Edit

- Art evaluated from experiments, will be merge with artificial intelligence, will be extremely interactive and transparent.
- People creative thinking will take other directions thanks to new emerging applications.
- New dimensions of art portfolio presentations.

Research question Edit

The problems to solve are:
- how interactive and transparent may art become to remain still in the borders of art and not to turn out as a pure interaction or transparency?
- what ways of art expression there exist?

Methods Edit

The research methods we exerted were experimental and mainly drawn from the qualitative research. Participant observation and fieldwork was used to study the “avant-garde intelligence” phenomena. Mind Map was useful to evaluate the outcomes of the research and draw conclusions of the importance of our studies to the wider publicity.

- collecting hot web-applications and software for artists/designers/amateurs;
- surveys through internet;
- collaborative demonstrational and informational community considering the subject and involving new people interested in it (social activity with an aim to evaluate our researches);
- organization of laboratories and workshops (video and computer workstations).

Implementation Edit

[Methods] in practice: how the data was collected, implementation of feedback, results.
• Web applications like Technorati were used to collect related information through blogs.
• Google searches for existing articles about digital art helped a lot to find authorities’ opinions and to evaluate our own vision on this area. Result of these [findings] are below.
• Alternative Computer Art Software. As an experiment we tried special media program “Crazy talk” which allows user to create and control animation to any photographed face. The program technology is also presenting vocal performance for different projects of user. We were amazed by realistic results and smartness of this program. It is very easy to use, importing photograph, setting points of eye and mouth corners and typing desirable text which will be presented by digital voice of this program. Visual example.
• Web-applications:
- Parallax scrolling presented by Paul Wyatt, modern designer. This technique was realized in Flash. It is very new and impressive approach for web-presentations. So animation and 3D will dominate in artist’s online works because it is achievable now and effective. Visual example.
- PhotoFun developed in Ukraine – a new web-application for design amateurs. We would call it “Online Photoshop Assistant”.

• Surveys through internet: the feedback of research is going to process through questionnaires placed in social web 2.0 communities as Facebook, Myspace, where people are constantly creating profiles dedicated to art and enjoy communicating about it. Also it is effective to put questionnaires into Estonian and other art-forums.

The last two methods claim to be evaluated into projects with teams. We expect from these:
- The community will inform about latest findings, inventions etc. in the field of digital media, art and technologies.
- Laboratories will include lectures and presentations in non-traditional researches and human-computer ideas including cybernetics.

Findings Edit

Researches in computer art Edit

- ARTIS - "The objectives of ARTIS combine the resolution of "classical", but difficult, issues in Computer Graphics, with the development of new approaches for emerging applications. A transverse objective is to develop a new approach to synthetic image creation that combines notions of geometry, appearance, style and priority".

- Publications about Simulation and Graphics. Authors were experimenting with interactive 3D Rotation and working on usability of implemented programs. They compare existing graphic techniques with design principles. Their aim is to find out how to make existing interaction techniques for 3d rotation more intuitive and implemented with even more tasks.
- Digital Creativity Issue (2006) brings examples of «computation narrativity» that is essential part of interaction between art and participants.

Simulations and experimentsEdit

- Interactive Installations by Stephen Wilson Visitors interacted with Robots and Creatures;
- Augmented Fish Reality by Ken Rinaldo These art installations look to the intersection between natural and technological systems;
- Cyber Art Learning;
- Three-Dimensional, Holographic Presentation - Experimental Techniques Sessions;
- Dynamic drawing algorithm for interactive painterly rendering - new approach to create painterly renderings of an animated 3D scene.

Experimental Art Videos Edit

- Artificial Intelligence Aesthetics Test 10_2;
- "The Art of Motion Control" by Bruce Shapiro.

New Media and Digital Art Resources Edit

- Digital Art Pioneers;
- World Wide Arts Resources;
- New Media and Digital Art Links;
- Digital Artworks Community;
- Experimental Art Foundation.

Claim Edit

For our experimental research it is needed to have knowledge in human-computer interaction field, artificial intelligence, art itself, digital art trends and new media impact on people.

Conclusion Edit

The essential idea of the research was emphasizing the opportunities for art realization in new media, it's impact on people and it's connection with technology.
The research showed some existing computer art programs. Many of them combine several techniques easy for use. Prevail aspect of all developed programs is that they are becoming web-friendly. That can be called emerging media. Interactive and social possibilities of these techniques enable users to create art with new and digital methods. The more interactive and social this art becomes the more involving people it has. This is the meaning we emphasized: new directions of people creative thinking.

Digital Creativity Issue helped to understand that visualization of thinking and narrative activity will also play a role in new media art.

Based on the research results, one may argue about lack of proof or facts. However main issues considered bring short overview about existing possibilities for creativity transformed into virtual world. The [findings] display interest in this field and potentiality of experiments and methods. The art is turning to other forms (digital, interactive and computer-controlled) by means of new technologies.

List of references Edit

Ragnar Bade, Felix Ritter, and Bernhard Preim. Usability Comparison of Mouse-Based Interaction Techniques for Predictable 3d Rotation. In Proceedings of the 5th International Symposium on Smart Graphics, Lecture Notes in Computer Science, pages 138-150. Springer, August 2005. [1] [Accessed 04.12.2007.]

Matt Adams et. al (2004). New Media Art and Creative Culture. Blast Theory Adelaide Thinkers in Residence. [2] [Accessed 04.12.2007.]

Kaipainen M. (2007). Perspirative media. [3] [Accessed 24.10.2007.]

Geroli P., Lauri L. (2007), Personalized Web, Interactive Media and Knowledge Environments,Tallinn University 2007. [4] [Accessed 24.10.2007.]

Andy Oram (2006). The Future Of Art. How The Internet Is Reshaping Artists' Universe. [5] [Accessed 24.10.2007.]

Jian Sheng, Edwin Malkiel, Joseph Katz, Session MC - Experimental Techniques III. [6] [Accessed 13.11.2007.]

Stephen Wilson (1995). Artificial intelligence research as art. SEHR, volume 4, issue 2: Constructions of the Mind [7] [Accessed 13.11.2007.]

Manovich L. (2007), Interaction with information as an aesthetic experience, Studia Generalia lecture and online discussion. Tallinn University, 08.10.2007. [8] [Accessed 07.11.2007.]

Kaipainen, M., Thomas, M. (2006), «Computational and spatially-organized narrativity», in Malmborg L. & Beardon C. (eds), Digital Creativity 17 (4), 193-194.

Acknowledgements Edit

The article was evaluated thanks to IMKE courses of Academic Writing and Introduction to New Media lead by Prof. Mauri Kaipainen. Mind Map powered by SmartDraw.
Although the article should be improved and polished I dare to publish it for wide audience hoping to get feedback to see any language and academis style mistakes done in this article. According to scientific meaning of this article I would appreciate to get any comments and improve it.

Thanks for reading and looking forward!

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