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interview with Celestino Soddu about creativity and AI

Author: Kristofer Erickson - Published 2022-06-06 16:02 - (3222 Reads)

AI and the Creative Industries research study
Dr. Kristofer Erickson (smcke@leeds.ac.uk)
University of Leeds, UK

Interview with Celestino Soddu, Professor, Architect
(celestino.soddu@polimi.it)
www.soddu.it
www.generativedesign.com
www.generativeart.com

As the use of artificial intelligence becomes more widespread in the creative industries, we are faced with understanding the significance of these technologies in cultural production. For example, what is the ontological status of a creative work generated by a computer? Are original works of “authorship”? Or are they better understood as network texts, reflecting back on a vast galaxy of previous expressions? How does creative work change when human and artificial processes are combined? What skills are required and what aesthetic standards should apply? The advent of AI is experienced differently across mediums including film, music, photography, interactive games and – the focus of this interview – architectural design, in varying ways and with significant effect. This research project, “AI and the Creative Industries” aims to better understand actual creative practices involving human and computer collaboration. By the term “actual”, we mean observation and recollection of lived experience of creative work in specific settings and contexts. Much of the existing literature on the topic is speculative or anecdotal, and thus has limited utility for characterising the production, distribution and consumption of creative products made with the assistance of AI.
Preliminary findings from this research leads in some productive new directions and raises new questions. Reports from other cases across mediums suggest that AI technologies are reshaping creative work along several axes. First, respondents report that rather than operate as a labour-saving tool, AI use involves intensive human labour at new points in the creative production chain, including in the “search” and “inception” stages as well as in post-production of AI outputs. Respondents have noted changes to the professional landscape and interaction between firms, clients, and user communities. AI technology has fostered new collaborations across fields, including with computer and data science, sometimes located within key individual polymaths, or more frequently obtained through inter-firm relationships or IP in-licensing. Recent forms of AI production such as machine learning (ML) require significant quantities of “data”, consisting of creative inputs sometimes owned by other upstream authors. At the same time, creative workers report significant investment of creativity and autonomy in their own choices related to curating and training AI to produce useful new works. Assertion of individual autonomy and creative choice is in tension with the networked, data-intensive nature of AI-assisted production.
The following interview with Professor Celestino Soddu is a unique outlier within the ongoing research dataset in several important ways. While many current ML and neural-network based approaches report using externally-sourced data as training sets, the work pioneered by Prof Soddu is part of an earlier phase of ground-breaking generative work based on algorithmic transformation. In that sense, this work perhaps shares similarities to early experiments with computational generation, such as Harold Cohen’s AARON project. Another original aspect raised by this interview is that the field of architecture has been underrepresented so far among the case studies, which is more predominantly populated with examples from music, photography, and interactive media. I am grateful for the opportunity to interview Prof Soddu about his pioneering work in this field and for his insights into the central question, “what is it like to create alongside a computer?”


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GA2024, the XXVII Generative Art Conference is planned in presence in Venice, at the UNESCO Regional Bureau for Science and Culture in Europe, on the 17-19 of December 2024. Visit the website https://generativeart.com for more info, for looking at the virtual 3D metaverse exhibition, and to read for free the book of proceedings of last events. You will find the call for papers on the generativeart.com website.


at https://artscience-ebookshop.com you can download the books of the proceedings of the last 26 Generative Art conferences (1998-2023), the books of Celestino Soddu and Enrica Colabella in Italian and English, and the book DIGITAL CIVILIZATION, Where Trees Move (2019) and Generative Art - Futuring Past (2019).


If you like to propose an article of yours about your generative approach, you can do it by sending your proposal to celestino.soddu at argenia.it. If your proposal is approved by the scientific board it will be published (it's free of charge)


If you like to be on the mailing list of Generative Art and GASATHJ, please send an email to celestino.soddu at argenia.it. We will send you no more than 3 emails per year

ARTICLES 7.6,5,4,3,2,1 issues, in progress

  1. interview with Celestino Soddu about creativity and AI
  2. Orogeny of the Mists
  3. The Analogies of Science and Art: Generative Art in Chemistry
  4. Music and Metacreation
  5. In the beginning was color
  6. Twisted bodies: annihilating the aesthetic
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  8. Anatomy of the Creative Process in Viento y Mar
  9. Open Waters [NorthWest Passage | Open Polar Sea | Arctic + Great Lakes Plastic]
  10. The Regeneration of the Earth After Its Destruction by the Capitalist Powers
  11. A Generative Art of Our Own Evolutionary Transmutation
  12. Found Systems
  13. The Slow Cancellation of the Future
  14. Music and Image Synchronisation. Acoustical and Optical Expression in Paplanina
  15. Kobane#3 for cello and interactive system
  16. Towards Generative Art and Brain Computer Interfaces
  17. FilmGrain
  18. The Style Machine: digital tactility through generative collaboration
  19. Timaeus: A digital art studio inspired by antiquity
  20. Designing Generative Art. Mosaic concept, Creativity, and Idea in Generative Design
  21. Deconstruction/Reconstruction: A Pedagogic Method for Teaching Programming to Graphic Designers
  22. Random Hexagons and Other Pattern Continuities
  23. Surface and Structural Generative Processes in Music
  24. Automatic Synthesizing System of Choreography for Supporting Contemporary Dance Creation
  25. Degenerative Cultures
  26. Interview: Gordon Monro
  27. Coord - generative music improvisation
  28. Interview: Ming Xi Tang
  29. Generative semiotics at the foundations of literacy
  30. Interview: Umberto Roncoroni
  31. DRIFT – Virtual Sand in augmented Space
  32. Generative Dreams from Deep Belief Networks Generative Art and Deep Learning
  33. Generative experimental shortfilm
  34. Generative Film and Theories of Montage
  35. Futuring Past
  36. Johannes Vermeer : A generative artist ? So What ?
  37. Interview with Frieder Nake
  38. Generative Design Teaching 2013-14
  39. interview with Celestino Soddu by Nathan Shapira and Ricardo Gomes
  40. Wearable: A Generative Process for Surface Design
  41. Methodological approaches in the development of programs for generating images
  42. Journey through Mathematical Parallel Universes
  43. Interview with Georg Nees
  44. MusicaBlu. Generative Music Design
  45. Interview with Kurd Alsleben and Antje Eske
  46. Phillotaxis of the Vatican Pigna
  47. Computer Lithography - an Example of Science Art
  48. A Generative and Interactive Framework Enhancing Music Performances
  49. 3D Fractal Animations
  50. INIRE re-membering re-called - a second person narration in multimedia singing performance.
  51. Artificial Beings for Generative Art
  52. Paneling methods on complex surfaces
  53. Generative design: an interpretation
  54. Rhythmus in folding a page
  55. Interview with Herbert W. Franke
  56. Eternal Recurrence, Temporality, + Technology: how contemporary Computer Art can learn from early modes of Representing Time
  57. Generative Design
  58. Mandala Cruft
  59. Bio-Structural Analogies: Arms, Wings And Mechanical Things
  60. The Process of Integrating Polymedia in Blooms and Death
  61. The unit of vision : the concept of opsieme
  62. Variations around the Dragon Curve
  63. Data Mining, Forever, Green Architecture
  64. London Orbital
  65. Arlequi
  66. Use of Art Media in Engineering and Scientific Education