Evolutionary Art
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Evolutionary Art
Evolutionary art is a branch of generative art, in which the artist does not do the work of constructing the artwork, but rather lets a system do the construction. In evolutionary art, initially generated art is put through an iterated process of selection and modification to arrive at a final product, where it is the artist who is the selective agent. Evolutionary art is to be distinguished from BioArt, which uses living organisms as the material medium instead of paint, stone, metal, etc. Overview In common with biological evolution through natural selection or animal husbandry, the members of a population undergoing artificial evolution modify their form or behavior over many reproductive generations in response to a selective regime. In interactive evolution the selective regime may be applied by the viewer explicitly by selecting individuals which are aesthetically pleasing. Alternatively a selection pressure can be generated implicitly, for example according to the leng ...
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NEAT Particles
NEAT Particles is an interactive evolutionary computation program that enables users to evolve particle systems intended for use as special effects in video games or movie graphics. Rather than being hand-coded like typical particle systems, the behaviors of NEAT Particle effects are evolved by user preference. Therefore, non-programmer, non-artist users may evolve complex and unique special effects in real time. NEAT Particles is meant to augment and assist the time-consuming computer graphics content generation process. NEAT is short for Neuroevolution of Augmenting Topologies. Method In NEAT Particles, each particle system is controlled by a Compositional pattern-producing network (CPPN), a type of artificial neural network, or ANN. In other words, the usually hand-coded 'rules' of a particle system are replaced by automatically generated CPPNs. The CPPNs are evolved and complexified by NeuroEvolution of Augmenting Topologies (NEAT). A simple, interactive evolutionary comput ...
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Computational Creativity
Computational creativity (also known as artificial creativity, mechanical creativity, creative computing or creative computation) is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts (e.g., computational art as part of computational culture). The goal of computational creativity is to model, simulate or replicate creativity using a computer, to achieve one of several ends: * To construct a program or computer capable of human-level creativity. * To better understand human creativity and to formulate an algorithmic perspective on creative behavior in humans. * To design programs that can enhance human creativity without necessarily being creative themselves. The field of computational creativity concerns itself with theoretical and practical issues in the study of creativity. Theoretical work on the nature and proper definition of creativity is performed in parallel with p ...
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Computational Aesthetics
Aesthetics, or esthetics, is a branch of philosophy that deals with the nature of beauty and taste, as well as the philosophy of art (its own area of philosophy that comes out of aesthetics). It examines aesthetic values, often expressed through judgments of taste. Aesthetics covers both natural and artificial sources of experiences and how we form a judgment about those sources. It considers what happens in our minds when we engage with objects or environments such as viewing visual art, listening to music, reading poetry, experiencing a play, watching a fashion show, movie, sports or even exploring various aspects of nature. The philosophy of art specifically studies how artists imagine, create, and perform works of art, as well as how people use, enjoy, and criticize art. Aesthetics considers why people like some works of art and not others, as well as how art can affect moods or even our beliefs. Both aesthetics and the philosophy of art try to find answers for what exact ...
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Image Processing
An image is a visual representation of something. It can be two-dimensional, three-dimensional, or somehow otherwise feed into the visual system to convey information. An image can be an artifact, such as a photograph or other two-dimensional picture, that resembles a subject. In the context of signal processing, an image is a distributed amplitude of color(s). In optics, the term “image” may refer specifically to a 2D image. An image does not have to use the entire visual system to be a visual representation. A popular example of this is of a greyscale image, which uses the visual system's sensitivity to brightness across all wavelengths, without taking into account different colors. A black and white visual representation of something is still an image, even though it does not make full use of the visual system's capabilities. Images are typically still, but in some cases can be moving or animated. Characteristics Images may be two or three-dimensional, such as a pho ...
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Genco Gulan
Genco Gulan ( (born 1969 in Turkey) is a contemporary conceptual artist and theorist, who lives and works in Istanbul. His transmedia contextual work involves painting, found objects, new media, drawings, sculpture, photography, performance and video. His work often carries political, social and/or cultural messages. He describes his work as idea art. Genco Gulan studied Media at The New School, New York. His art has appeared at Pera Museum, Museu de Arte Moderna do Rio de Janeiro, ZKM Karlsruhe, Triennale di Milano, Biennial of Tehran and Pompidou Center Paris. Gulan has had solo shows at Gallery Artist in Berlin, Istanbul; State Painting and Sculpture Museums in Ankara, Izmir; Foto Gallery Lang, Zagreb and Artda Gallery, Seoul among other places. Art Genco uses text, codes and even his own DNA in his art. He is a conceptual, contextual new media artist, developing theory as well as practice. He specializes in not knowing what everybody else knows. Genco Gulan believes in ...
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Turtle Graphics
In computer graphics, turtle graphics are vector graphics using a relative cursor (the "turtle") upon a Cartesian plane (x and y axis). Turtle graphics is a key feature of the Logo programming language. Overview The turtle has three attributes: a location, an orientation (or direction), and a pen. The pen, too, has attributes: color, width, and on/off state (also called ''down'' and ''up''). The turtle moves with commands that are relative to its own position, such as "move forward 10 spaces" and "turn left 90 degrees". The pen carried by the turtle can also be controlled, by enabling it, setting its color, or setting its width. A student could understand (and predict and reason about) the turtle's motion by imagining what they would do if they were the turtle. Seymour Papert called this "body syntonic" reasoning. A full turtle graphics system requires control flow, procedures, and recursion: many turtle drawing programs fall short. From these building blocks one can build ...
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Personal Computer
A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or technician. Unlike large, costly minicomputers and mainframes, time-sharing by many people at the same time is not used with personal computers. Primarily in the late 1970s and 1980s, the term home computer was also used. Institutional or corporate computer owners in the 1960s had to write their own programs to do any useful work with the machines. While personal computer users may develop their own applications, usually these systems run commercial software, free-of-charge software ("freeware"), which is most often proprietary, or free and open-source software, which is provided in "ready-to-run", or binary, form. Software for personal computers is typically developed and distributed independently from the hardware or operating system ma ...
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Richard Dawkins
Richard Dawkins (born 26 March 1941) is a British evolutionary biologist and author. He is an emeritus fellow of New College, Oxford and was Professor for Public Understanding of Science in the University of Oxford from 1995 to 2008. An atheist, he is well known for his criticism of creationism and intelligent design. Dawkins first came to prominence with his 1976 book ''The Selfish Gene'', which popularised the gene-centred view of evolution and introduced the term '' meme''. With his book ''The Extended Phenotype'' (1982), he introduced into evolutionary biology the influential concept that the phenotypic effects of a gene are not necessarily limited to an organism's body, but can stretch far into the environment, for example, when a beaver builds a dam. His 2004 The Ancestor's Tale set out to make understanding evolution simple for the general public, by tracing common ancestors back from humans to the origins of life. Over time, numerous religious people challenged th ...
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Thomas Fernandez
Thomas Fernandez (born 3 August 1970) is a French former professional footballer A football player or footballer is a sportsperson who plays one of the different types of football. The main types of football are association football, American football, Canadian football, Australian rules football, Gaelic football, rugby ... who played as a defender. He is currently the head coach of Toulouse FC' U19s. References * 1970 births Living people Sportspeople from Albi French footballers Association football defenders Toulouse FC players Pau FC players Olympique Alès players La Roche VF players Vendée Poiré-sur-Vie Football players Ligue 1 players French football managers Footballers from Occitania (administrative region) {{France-footy-defender-1970s-stub ...
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Universal Darwinism
Universal Darwinism, also known as generalized Darwinism, universal selection theory, or Darwinian metaphysics, is a variety of approaches that extend the theory of Darwinism beyond its original domain of biological evolution on Earth. Universal Darwinism aims to formulate a generalized version of the mechanisms of variation, selection and heredity proposed by Charles Darwin, so that they can apply to explain evolution in a wide variety of other domains, including psychology, linguistics, economics, culture, medicine, computer science, and physics. Basic mechanisms At the most fundamental level, Charles Darwin's theory of evolution states that organisms evolve and adapt to their environment by an iterative process. This process can be conceived as an evolutionary algorithm that searches the space of possible forms (the fitness landscape) for the ones that are best adapted. The process has three components: * variation of a given form or template. This is usually (but not ne ...
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Evolutionary Music
Evolutionary music is the audio counterpart to evolutionary art, whereby algorithmic music is created using an evolutionary algorithm. The process begins with a population of individuals which by some means or other produce audio (e.g. a piece, melody, or loop), which is either initialized randomly or based on human-generated music. Then through the repeated application of computational steps analogous to biological selection, recombination and mutation the aim is for the produced audio to become more musical. Evolutionary sound synthesis is a related technique for generating sounds or synthesizer instruments. Evolutionary music is typically generated using an interactive evolutionary algorithm where the fitness function is the user or audience, as it is difficult to capture the aesthetic qualities of music computationally. However, research into automated measures of musical quality is also active. Evolutionary computation techniques have also been applied to harmonizatio ...
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