Exploring the integration of art and technology | Intellect Skip to content
1981
AI, Augmentation and Art
  • ISSN: 2633-8793
  • E-ISSN: 2633-8785

Abstract

The integration of art and technology has emerged as a formidable force in the creative realm, presenting a wide array of opportunities and challenges. With the advent of the internet, collaborative artistic practices have flourished, while financial burdens on artists have been alleviated through democratized production software, reducing their reliance on corporate entities. Technology has empowered artists with increased creative freedom and direct engagement with their fans through social media platforms. Nevertheless, concerns have been raised regarding the authenticity of creative practices, sparking debates about the appropriate extent of technological intervention. The mainstream acceptance of artificial intelligence (AI) and augmentation technologies has further transformed the creative landscape. AI tools now cater to both professionals and amateurs, enabling diverse creative endeavours, ranging from the generation of visual art to assisting in music composition. This Special Issue delves into the profound changes that technology has brought to artistic and creative expression. The articles explore topics such as AI-generated communication, the role of AI in advertising campaigns, AI tools in music composition, technological innovations in art, light augmentation in urban spaces, augmented reality (AR) in literature and the integration of AR in design magazines. The overarching aim is to stimulate critical discussions regarding the future of art, creativity and the implications of technological advancements.

Loading

Article metrics loading...

/content/journals/10.1386/jpm_00001_2
2023-08-18
2024-04-27
Loading full text...

Full text loading...

/deliver/fulltext/jpm/8/1/jpm.8.1.3_Nairn.html?itemId=/content/journals/10.1386/jpm_00001_2&mimeType=html&fmt=ahah

References

  1. Allison, Tanine. ( 2011;), ‘ More than a man in a monkey suit: Andy Serkis, motion capture, and digital realism. ’, Quarterly Review of Film and Video, 28:4, pp. 32541.
    [Google Scholar]
  2. Bereczki, Enikő Orsolya, and Kárpáti, Andrea. ( 2021;), ‘ Technology-enhanced creativity: A multiple case study of digital technology-integration expert teachers’ beliefs and practices. ’, Thinking Skills and Creativity, 39:3, pp. 127.
    [Google Scholar]
  3. Bernstein, Paula. ( 2015;), ‘ Here’s how this director used 3D technology to bring Marlon Brando to life. ’, IndieWire , 29 July, https://www.indiewire.com/2015/07/heres-how-this-director-used-3d-technology-to-bring-marlon-brando-to-life-59877/. Accessed 15 September 2022.
  4. Brockhoeft, Taylor,, Petuch, Jennifer,, Bach, James,, Djerekarov, Emil,, Ackerman, Margareta, and Tyson, Gary. ( 2016;), ‘ Interactive augmented reality for dance. ’, in F. Pachet,, A. Cardoso,, V. Corruble, and F. Ghedini. (eds), Proceedings of the Seventh International Conference on Computational Creativity, Paris, 27 July, Paris:: Sony CSL;, pp. 396403.
    [Google Scholar]
  5. Cureton, Demond. ( 2022;), ‘ Augmented reality statistics to know in 2023. ’, XR Today , 28 April, https://www.xrtoday.com/augmented-reality/augmented-reality-statistics-to-know-in-2023/. Accessed 23 May 2023.
  6. Dube, Tafadzwa Joseph, and Ince, Gökhan. ( 2019;), ‘ A novel interface for generating choreography based on augmented reality. ’, International Journal of Human-Computer Studies, 132, pp. 1224.
    [Google Scholar]
  7. Glăveanu, Vlad Petre,, Ness, Ingunn Johanne,, Wasson, Barbara, and Lubart, Todd. ( 2018;), ‘ Sociocultural perspectives on creativity, learning, and technology. ’, in C. A. Mullen. (ed.), Creativity Under Duress in Education?, Edinburgh:: Springer;, pp. 6382.
    [Google Scholar]
  8. Guegan, Jérôme,, Buisine, Stéphanie,, Mantelet, Fabrice,, Maranzana, Nicholas, and Segonds, Frédéric. ( 2016;), ‘ Avatar-mediated creativity: When embodying inventors makes engineers more creative. ’, Computers in Human Behavior, 61, August, pp. 16575.
    [Google Scholar]
  9. Haworth, Christopher. ( 2018;), ‘ Technology, creativity, and the social in algorithmic music. ’, in R. T. Dean, and A. McLean. (eds), The Oxford Handbook of Algorithmic Music, Oxford:: Oxford University Press;, pp. 55782.
    [Google Scholar]
  10. Heaven, Will Douglas. ( 2020;), ‘ OpenAI’s new language generator GPT-3 is shockingly good – and completely mindless. ’, Technology Review, 20 July, https://www.technologyreview.com/2020/07/20/1005454/openai-machine-learning-language-generator-gpt-3-nlp/. Accessed 20 September 2022.
    [Google Scholar]
  11. Hisrich, Robert D., and Soltanifar, Mariusz. ( 2021;), ‘ Unleashing the creativity of entrepreneurs with digital technologies. ’, in M. Soltanifar,, M. Hughes, and L. Gocke. (eds), Digital Entrepreneurship: Impact on Business and Society, Edinburgh:: Springer;, pp. 2349.
    [Google Scholar]
  12. Ho, Tracey Kwei-Liang,, Lin, Huann-shyang,, Chen, Ching-Kong, and Lee, Ling. ( 2017;), ‘ The development and evaluation of a tablet painting application for enhancing the artistic expression skills of students through reflection. ’, Computers and Education, 115, December, pp. 5668.
    [Google Scholar]
  13. Hughes, Diane. ( 2015;), ‘ Technological pitch correction: Controversy, contexts, and considerations. ’, Journal of Singing, 71:5, pp. 58794.
    [Google Scholar]
  14. Lichty, Patrick. ( 2019;), ‘ The gamification of augmented reality art. ’, in V. Geroimenko. (ed.), Augmented Reality Games II, Cham:: Springer;, pp. 22546.
    [Google Scholar]
  15. Matthews, Justin, and Nairn, Angelique. ( 2023;), ‘ Holographic ABBA: Examining fan responses to ABBA’s virtual “live” concert. ’, Popular Music and Society, online first, https://doi.org/10.1080/03007766.2023.2208048.
    [Google Scholar]
  16. Mazzone, Marian, and Elgammal, Ahmed. ( 2019;), ‘ Art, creativity, and the potential of artificial intelligence. ’, Arts, 8:1, pp. 19.
    [Google Scholar]
  17. Miller, Arthur. ( 2019), The Artist in the Machine: The World of AI-Powered Creativity, Cambridge, MA:: Massachusetts Institute of Technology;.
    [Google Scholar]
  18. Pederson, Jesper Strandgaard,, Slavich, Barbara, and Khaire, Mukti. ( 2020), Technology and Creativity: Production, Mediation and Evaluation in the Digital Age, London:: Springer;.
    [Google Scholar]
  19. Seymour, Mike,, Reimer, Kai, and Kay, Judy. ( 2018;), ‘ Actors, avatars and agents: Potentials and implications of natural face technology for the creation of realistic visual presence. ’, Journal of Association for Information Systems, 19:10, pp. 95381, https://aisel.aisnet.org/jais/vol19/iss10/4/. Accessed 31 July 2023.
    [Google Scholar]
  20. Sing, Angelinw Lee Ling,, Ibrahim, Awang Asri Awang,, Weng, Ng Giap,, Hamzah, Muzaffar, and Yung, Wong Chun. ( 2020;), ‘ Design and development of multimedia detection techniques in interactive augmented reality colouring book. ’, in A. Rayner,, L. Yoto,, H. Haviluddin, and K. O. Chin. (eds), Computational Science and Technology, Singapore:: Springer;, pp. 60516.
    [Google Scholar]
  21. Soreanu, Cătălin. ( 2021;), ‘ New media art: Aligning artistic creativity and technological media. ’, Review of Artistic Education, 22:1, pp. 20616.
    [Google Scholar]
  22. Van Gogh Exhibition: The Immersive Experience. ( n.d.), https://vangoghexpo.com/. Accessed 9 March 2022.
http://instance.metastore.ingenta.com/content/journals/10.1386/jpm_00001_2
Loading
This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error