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Now showing 1 - 6 of 6
  • The cinematic selfie: questioning the self through generative art
    Publication . Veiga, Pedro Alves da
    This article addresses and questions the magic-mirror phenomenon, popularised by current smartphone selfie and video capture apps. This phenomenon stimulates the illusion of control over the appearance of the face, either through applying semi-automatic soft filters to highlight the face area, to smooth the skin or correct the posture; or through the use of humorous add-ons or distortions, such as bunny ears or anime features, among others. However these results are short-lived, as their publication in social networks is either ephemeral – as a story – or timed to become invisible or irrelevant – in the timeline stream. Cumulatively they leave little margin (if at all) to stimulate a deeper reflection on the subject of (self) identity, and could thus be reduced to an expression of narcissism and consumption rather than a shared, transformative, meaningful practice. The two generative artworks described in this article, on the other hand, seek to guide the visitor beyond the visual magic-mirror through thought-provoking and reflective processes, where face-based audio-visual trance inducing cycles are used to hint at new identities and possibilities, challenging species, race, gender and age. These artworks seek to immerse the visitor, with narrowed awareness of external surroundings and stimuli, with a deepened focus in a synesthetic experience of flow, aiming at an altered perception of the self. If appearance can act as a tool to communicate one’s identity to others, this article ponders the possibility that such a synesthetic environment can be artivistically used to influence the perception of the self.
  • Hello, an interactive cinematic generative artwork
    Publication . Veiga, Pedro Alves da
    “Hello” is an interactive cinematic generative artwork that gained traction within the Cultural Adventures research project, an international endeavor between Portugal and Thailand. The encompassing rationale assumed the need of a link connecting both countries, and thus “Hello” was born from the similarities that can be found in commuters that flock to and from both capital cities by train, often more engaged with their mobile phones than with their immediate surroundings – people, train or traversed landscapes –, which constitute more of a shapeless blurred audiovisual background than a sharp attention-grabbing focus. The artwork is also used as a demonstrator of the potential of generative art in producing complex cinematic narrative figurative artworks, yet permeated with interference, chaos and randomness, and how the audience perceives and makes sense of them through the ability to identify and create patterns, to conceptualize, to deal with information overload, and to imagine and build a narrative through abductive reasoning from incomplete yet suggestive information.
  • Patient Zer0: creating online generative art during the COVID-19 Pandemic
    Publication . Veiga, Pedro Alves da
    Patient Zer0 is an interactive generative artwork, designed around the poem “In Memory of Anyone Unknown to Me” by Elizabeth Jennings and created during the first confinements imposed by the COVID-19 pandemic in 2020. While it has been showcased in several online exhibitions, this article details and analyses, for the first time, the artwork's algorithmic approach, as well as its aesthetics, the different media components, and the artist's intentions behind their inclusion and combination. In line with Springgay's, Irwin's, and Kind's a/r/tography, a recent creative research method is presented here, a/r/cography, which is complemented by a phenomenological dimension, as the author experienced the events from a physical, intellectual, and emotional perspective, in isolation, while at home in Portugal. The whole process was documented in a digital journal, which not only supported the underlying research but also documented the artwork variants and evolution. Patient Zer0 was entirely coded in Processing.js.
  • Videoarte e arte generativa: performatividade videográfica, tecnodiversidade e IA generativa: aproximações e repercussões
    Publication . Ribeiro, Regilene; Veiga, Pedro Alves da
    O estudo visa contribuir para o debate atual sobre o processo criativo em artemídia, arte do vídeo e as ferramentas de inteligência artificial. Para isso, aproximou os conceitos de tecnodiversidade e performatividade videográfica a partir da arte generativa. A metodologia é baseada em análises comparativas entre conceitos e uma breve análise de duas videoartes, G.O.D. Generative Ominous Dataset (2023) de Pedro Alves da Veiga e Sopa Primordial (2023) de Alexandre Rangel. Os resultados indicam que a performatividade videográfica pode ser impulsionada pelas ferramentas de IA generativa, mas a produção que tenha por objetivo gerar material criativo e obras de arte, precisa, em essência, da mente imaginativa do artista, da sua capacidade conceitual para tecer relações críticas, reflexivas e poéticas.
  • Generative video art
    Publication . Veiga, Pedro Alves da
    Generative art is historically and widely used for the production of abstract images and animations, each frame corresponding to a generation or iteration of the generative system, which runs within the aesthetic boundaries defined by its author. But rather than being limited to image or sound synthesis, generative systems can also manipulate video samples and still images from external sources, and include vectors that can be mapped to the concepts of shot, sequence, rhythm and montage. Furthermore, generative systems need not be limited to the visual plane and can also render audio, either through sound synthesis or by manipulating sound samples. And in this case, since the output is a constant and uninterrupted audio-visual stream, is it not possible to speak of generative video art, as it becomes indistinguishable from its modern-day video art digital counterparts? Within this perspective, this article traces back the historical roots of generative video art, and proposes a theoretical model for generative video art systems, as a creative intersection of two artistic genres, often seen as disjoint.
  • Generative ominous dataset: testing the current public perception of generative art
    Publication . Veiga, Pedro Alves da
    The advent of generative AI artworks has paved the way for groundbreaking explorations in the realm of digital creativity. This article delves into the multifaceted dimensions of G.O.D., an abbreviation for the art project Generative Ominous Dataset. G.O.D. aims at critically engaging with contemporary AI generative image systems and their intricate interplay with copyright issues, artistic autonomy, and the ethical implications of data collection, unravelling its conceptual underpinnings and its implications for the broader discourse on artificial intelligence, artistic agency, and the evolving contours of digital art. G.O.D. is a generative artwork, entirely coded in Processing, and developed within a/r/cography, a creative research methodology. G.O.D. scrutinizes and questions the ethics of contemporary text-to-image AI-based systems, such as Midjourney, DALL-E, or Firefly. These systems have been at the centre of controversies concerning the datasets used for their training, which encompass online sourced copyrighted materials, without authorization or attribution, masking questionable approaches with technological dazzlement. Many artists and authors find their works repurposed by these systems for the mass production of digital derivatives. G.O.D. aims at critically exposing art audiences to these concerns.