[HN Gopher] When Technology Follows Art
       ___________________________________________________________________
        
       When Technology Follows Art
        
       Author : benbreen
       Score  : 48 points
       Date   : 2023-11-29 21:47 UTC (1 days ago)
        
 (HTM) web link (resobscura.substack.com)
 (TXT) w3m dump (resobscura.substack.com)
        
       | jack_riminton wrote:
       | As an amateur artist (oil painting), coder, and user of
       | generative AI. I find people's rejection/revulsion of the use of
       | generated images in art odd for several reasons:
       | 
       | - art has always been about taking existing images and ideas and
       | tweaking them to make them your own. As Grayson Perry says "I
       | believe in the Chinese whispers approach to art, I see something,
       | copy it and then I make it a little better"
       | 
       | - very renowned artists such as Peter Doig use 'found images'
       | i.e. a photo of people in a boat as the prime subjects in his
       | paintings. Yet if I generate 100 images with my own prompts then
       | that is somehow cheating?
       | 
       | - as the article says, artists have always used whatever tools
       | they can find to make better art. If a trained random number
       | generator helps me produce the image I want to produce then how
       | is that any different?
        
         | mecsred wrote:
         | I definitely like this perspective as a personal take, AI
         | should not stop anyone from pursuing their own artistic goals.
         | The problem comes from a societal scale. Peter Doig would get a
         | very different response if he showed off someone else's picture
         | of a boat to a crowd or tried to sell it. The inspiration and
         | the painting he created are clearly two different things and
         | are recieved differently.
         | 
         | If you use AI, very few people, if any, could tell if you or an
         | AI emulating you made a certain painting. I think this is a key
         | source of the rejection, it's saying "Even if you can't tell,
         | you can trust my paintings were made by me and not an AI, I
         | stake my reputation on it."
        
         | mkaic wrote:
         | I can't speak for everyone, but the reason I personally find
         | generated images completely uninteresting from an artistic
         | standpoint is that they are low-effort. I appreciate art
         | because a human sacrificed time and effort to make it. As a
         | general rule of thumb (with exceptions, of course), the more
         | time and effort an artist sacrifices to make a piece of art,
         | the more I find that art interesting, especially if the artist
         | is highly skilled.
         | 
         | I don't think that AI art is fundamentally uninteresting (I am
         | a machine learning researcher, so I think it's rad), or that it
         | can't be used as a tool to make great art. I just think that
         | the final image is not the point of art. The point is that a
         | person practiced for hundreds/thousands of hours to develop a
         | creative skill and then spent several more hours painstakingly
         | applying that skill just to create the image. If AI is
         | _incorporated_ into a high-effort, high-skill process, I don 't
         | have an issue with it.
        
           | 1auralynn wrote:
           | People have varying definitions of art. Mine is more about
           | communication and changing perceptions, I couldn't care less
           | about time spent. I know artists from both camps.
        
             | jack_riminton wrote:
             | Also interesting is the time spent making marks vs.
             | thinking about it
             | 
             | I know Matisse kept several works in his studio for many
             | many years pondering and struggling with what to do with
             | them and the actual mark-making was very rapid e.g. The Red
             | Studio painting
        
             | mkaic wrote:
             | And this is why I began my comment with "I can't speak for
             | everyone!" Art is so subjective that it would be rather
             | silly of me to try to make a bold, authoritative statement
             | about its nature. I definitely understand your perspective
             | to some degree, and wish you the best :)
        
           | jack_riminton wrote:
           | I suppose that's the crux of it, I'm a formalist
           | (https://www.tate.org.uk/art/art-terms/f/formalism) whereas a
           | lot of other people appreciate the back story or narrative
           | more
        
           | gilleain wrote:
           | The problem I have with the 'effort' theory of value - which
           | I also used to use! - is that you can take it to absurd
           | conclusions.
           | 
           | For example, a beginner painter will take much longer to make
           | the same painting as a master; so judged on effort, it should
           | be better? Or if I make a minature cathedral out of
           | matchsticks, then it might take me decades - is that
           | therefore more interesting artistic output than a sketch that
           | Picasso (say) made in one smooth line that took minutes?
           | 
           | Of course, a reasonable answer is that it is some combination
           | of effort, aesthetics, personal choice, and fashion. Maybe
           | it's like a recipe where the balance of these ingredients has
           | to be right.
        
             | jack_riminton wrote:
             | There's also the aspect of the time it takes to learn to
             | draw/paint well, sometimes the simplest-looking things take
             | the longest to learn
             | 
             | "It took me four years to paint like Raphael, but a
             | lifetime to paint like a child" - Picasso
        
             | webmaven wrote:
             | To a certain extent, your argument is mitigated by
             | considering the _cumulative_ effort of learning to produce
             | art, AKA  "knowing where to hammer", AKA "it took a lot of
             | hard work to make this look easy".
        
               | gsk22 wrote:
               | If we incorporate cumulative effort, then the original
               | assertion that AI art is low-effort falls flat.
               | 
               | In fact, since AI is trained on a much bigger data set
               | than humans, AI art is in fact higher-effort than human-
               | made art (and therefore, according to the GP, more
               | interesting).
        
               | JohnFen wrote:
               | That seems like a pretty huge stretch to me. I don't
               | think it's valid to count the effort in developing and
               | training AI as part of the effort to produce the art.
        
               | krisoft wrote:
               | > I don't think it's valid to count the effort in
               | developing and training AI as part of the effort to
               | produce the art.
               | 
               | But that is what webmaven was proposing. "your argument
               | is mitigated by considering the cumulative effort of
               | learning to produce art"
               | 
               | So do you count the training and practice a human and the
               | AI took in order to be able to produce the art, or do you
               | not count either of them?
        
               | JohnFen wrote:
               | Counting the development of AI software as part of the
               | effort to produce art would be like counting the the
               | process of growing up as part of the human effort to
               | produce art. I don't think either of those count because
               | they're not art-specific. They're both the baseline
               | "effort" needed in order to just function.
        
               | krisoft wrote:
               | Sure. Just a few questions so that I understand you.
               | 
               | Do you subscribe to the view that effort is what makes
               | art valuable?
               | 
               | A master painter paints an amazing portrait with a few
               | brush strokes in 10 minutes. A teenager creates a
               | matchstick cathedral by working extremely diligently for
               | 2 years. Do you think that the matchstick cathedral is
               | more artistic than the portrait?
               | 
               | If you say yes to the first, and no to the second then
               | there is a seeming contradiction. Because clearly more
               | effort went into the years to cut matchsticks than the
               | minutes to draw the portrait. To resolve this seeming
               | contradiction webmaven proposed that we should count the
               | hours spent acquiring the skill. The master spent a
               | lifetime drawing and painting until he got good enough to
               | capture the essence of someone with a few brush strokes.
               | Are you agreeing with that argument? If yes, why does it
               | not apply to an AI? If not how do you resolve the
               | contradiction?
               | 
               | > I don't think either of those count because they're not
               | art-specific.
               | 
               | The training of a neural network is very art specific. It
               | looks at art. It creates, gets criticised, creates again
               | on repeat.
               | 
               | Don't get me wrong. I don't think the AI is more artistic
               | just because it encapsulates more effort. I think the
               | mistake is that effort is not what makes art valuable. It
               | is not a pineapple pooping competition. Emotional impact
               | is what makes art art in my opinion. (Which is a
               | different question from what makes art have monetary
               | value.)
        
               | JohnFen wrote:
               | > Do you subscribe to the view that effort is what makes
               | art valuable?
               | 
               | Not as a hard rule, no, although there is absolutely art
               | where the effort to produce it is an inherent part of the
               | value of it.
               | 
               | > Do you think that the matchstick cathedral is more
               | artistic than the portrait?
               | 
               | No, not because of effort involved, anyway. If both
               | things are trying to convey something about the human
               | experience, they're both equally "artistic".
               | 
               | I subscribe to the view that what makes art valuable is
               | that it communicates something human that can't be
               | communicated well otherwise[1].
               | 
               | This is why if there existed an AI that produced art all
               | by itself, I would consider the work produced to be
               | pretty pictures, not art. An artist using AI as a tool to
               | produce human communication, though? Totally art.
               | 
               | > (Which is a different question from what makes art have
               | monetary value.)
               | 
               | I agree. The price tag of a thing says nothing about its
               | artistic value. It only speaks to commercial value.
               | 
               | [1] This is also why I don't think there is any such
               | thing as "bad art". Art can be successful or
               | unsuccessful, but "bad" and "good" are subjective
               | aesthetic judgements. When people say art is "bad", what
               | they mean is it's art they dislike.
        
               | GTP wrote:
               | I'll repeat what I wrote in another comment: the problem
               | might just be that usually the "AI artist" isn't the one
               | that built and trained the model. What the artist does in
               | this case is spending some time in finding a good prompt.
               | Which could be seen as a form of art itself, but if we're
               | talking about time spent, this amounts to much less.
               | 
               | Edit: I decided to add my two cents about using time
               | spent as a measure of effort. I think this can be
               | misleading and I have a counterexample, although
               | admittedly it isn't from art: think about an athlete
               | running 100 meters. This doesn't require effort just in
               | the training before, but also in the act itself. And the
               | less time the athele takes to run 100 meters, the more is
               | the effort required.
               | 
               | As for my own opinion about art, I think that anything
               | could be art: what counts is the idea behind it. How this
               | translates to this specific problem of AI generated
               | images I'm unsure though, as it would, at least in part,
               | depend on how much of your idea you can convey through a
               | ML model.
        
               | kijalo wrote:
               | I guess the analogy in this situation would be someone
               | taking a photo of a master artwork.
        
               | GTP wrote:
               | But then, that effort is rarely sustained by the "Ai
               | artist" himself. It is usually someone else that builds
               | and trains the model.
        
         | aredox wrote:
         | I think the problem is not for "art" artists, who will embrace
         | it as they embraced everything, but more for "commissioned"
         | artists, who paint or draw illustrations for money.
        
         | gilleain wrote:
         | It occurred to me the other day that there are (at least) 3
         | different meanings when referring to the value of a work of
         | art:
         | 
         | * Aesthetically pleasing - often there is a traditionalist idea
         | that only landscapes and portraits are 'real' art, and
         | everything else is rubbish
         | 
         | * Financially successful - the market sets the price of a work,
         | and that is the value, no matter what your personal idea of it
         | 
         | * Emotionally affecting - if the work is moving in some way, or
         | you get something from it, then it has value
         | 
         | Unfortunately, people using different definitions of value here
         | will likely never agree when these values clash when
         | considering a work of art.
         | 
         | I guess this is a long-winded way of saying that I reckon some
         | people have just defined generated images (or partly generated)
         | as 'not Art' so will never accept them. I know I have changed
         | how I think about some art/artists (such as single-colour
         | painters like Rothko) from 'this is bad' to 'I don't care for
         | this, I see that others do'.
        
           | lancesells wrote:
           | > * Emotionally affecting - if the work is moving in some
           | way, or you get something from it, then it has value
           | 
           | I suppose I fall into this camp and why I find most AI
           | generated images nothing even close to art. Art is truth, art
           | is a communication between the artist and the viewer, good
           | artists do things for their personal reasons. Generative AI
           | is cold and unfeeling. If anything, artists that use AI
           | should embrace that and stop trying to make so many
           | airbrushed, Penthouse style renderings that try to mimic so
           | much that has happened before. I mean you have the power of
           | Gandalf, so why are you making images that look like
           | something that's been done thousands of times over? Otherwise
           | it's content and illustration, which both have their place in
           | the world.
           | 
           | Looking at the spiral image thumbnails used in the article
           | look like something that an artist would have done 100 years
           | ago. I don't see an artist there. I see a content creator. If
           | they were painted by hand I would say the same thing, but be
           | slightly more impressed by the craft of it.
        
         | kranke155 wrote:
         | I find AI art interesting and also automated mass copyright
         | theft.
         | 
         | It is not settled law at all anywhere that somehow using
         | copyrighted data as training data is legal. The companies doing
         | this assumed it was and moved quickly as fast as possible. They
         | invented novel legal theories ("it's just like a human") to
         | justify what they did, then spread it all over the internet to
         | shut down artists questioning the legality.
         | 
         | If you allow AI to skirt copyright law but humans have to live
         | by it, then human labour becomes meaningless except as training
         | data for the next AI model, and all profit making will become
         | concentrated into AI, while humans make nothing or next to
         | nothing. Any innovation made by a person will be copied by the
         | next model, which being closed source will profit only a small
         | number of people.
        
           | pixl97 wrote:
           | >If you allow AI to skirt copyright law but humans have to
           | live by it
           | 
           | Huh? At least from the argument you're presenting you're
           | attempting to create "The Right to Read" world by RMS.
           | Copyright is about output, not input. If I output something
           | too close to your copyrighted content, that's the violation.
           | Not me getting a book and reading it and sharing it with
           | every one of my friends. Not looking by your art and being
           | influenced by in in my artworks.
           | 
           | > then human labour becomes meaningless
           | 
           | You're 150 years late for the storyline of John Henry.
           | 
           | The problem here isn't machines can do everything and make us
           | meaningless, where you're breaking is thinking that
           | capitalism can even begin to work under this paradigm shift.
        
             | kranke155 wrote:
             | I don't actually think capitalism can work under this
             | paradigm shift.
             | 
             | Unfortunately for me, that is a bleeding edge understanding
             | of reality that hasn't propagated to the billions of people
             | who live under capitalism.
             | 
             | That's the tragedy. AI is a dystopian technology under
             | current economics.
             | 
             | If you change the economics AI is utopian.
             | 
             | But we're electing neoliberal governments, for the most
             | part, in the West. Million $ question: what's to be done ?
        
         | JohnFen wrote:
         | It sounds like you're talking more about a specific art form,
         | collage, than art generally. Regardless, I am in the camp that
         | "art is what artists do".
         | 
         | I think that a lot of the rejection about generated art comes
         | from the fear that it would become the dominant artistic form
         | rather than just another kind of art.
         | 
         | I watched a YouTube video the other day that expressed a
         | sentiment that I share and that may apply here as well. He was
         | talking about Photoshop rather than generative art:
         | (Paraphrasing despite the quote marks) "As an artist, I love
         | photoshop for the power and flexibility it gives me. As an art
         | appreciator, though, I would never hang photoshop art in my
         | home because the aesthetic is not appealing to me."
        
         | blargey wrote:
         | "Found art" is a niche that's irrelevant to most 2d-image art,
         | as a producer or consumer. And that's all text prompting /
         | inpainting / etc is at this point. Vague, overbroad suggestions
         | to the AI that leaves all the interesting and meaningful
         | decisions and choices in the hands of latent noise.
         | 
         | I find illustrations, amateur or professional, interesting and
         | engaging because people's style heavily reflects what they
         | value in the imagery they create - deliberate choices made in
         | pursuit of depicting or conveying an aesthetic, a theme, a
         | subject-category, an idea, a notion. Paths taken in developing
         | their skill = style.
         | 
         | Current AI image generators are too blunt of an instrument to
         | be a part of that process.
         | 
         | The communication capabilities / concept space of image-gen AI
         | needs a couple more paradigm shifts before it can join the
         | pantheon of tools for "making better art". That means pursuing
         | what they really want to depict, not filling space on the
         | canvas with the AI's vague notions of it. Right now "style" in
         | AI art is just a shorthand for surface-level LORA-ripoffs of
         | existing artists, and attempts to statistically blend them
         | together.
        
         | night-rider wrote:
         | > art has always been about taking existing images and ideas
         | and tweaking them to make them your own
         | 
         | It's an open secret in the art world that modifying existing
         | works and putting your own spin on it is a common technique.
         | But blatant copies with no such 'spin' on the original need to
         | be called out. Also there are places like China who do clean
         | room reverse engineering of existing tech and make new tech in
         | the same likeness, but the engineering is completely different
         | from the original. It's how they avoid IP/copyright suits.
        
       | qwery wrote:
       | I'm not really convinced that the story of Nvidia's origin does
       | have the profound meaning the author seems to think it does.
       | 
       | > the Nvidia GPUs [...] were originally inspired by [...] the
       | needs of computer graphics artists in the gaming industry.
       | 
       | I think this passage demonstrates a misread of the quoted
       | section[1] from the interview with Huang. The RIVA 128 was a 3D
       | accelerator / video card for gamers, not game artists. Further,
       | it was pretty clear by 1997 that 3D graphics for games was not a
       | fad nor by that time was it a radical new approach -- Nvidia
       | successfully entered an established market.
       | 
       | [1] Huang liked video games and thought that there was a market
       | for better graphics chips. Instead of drawing pixels by hand,
       | artists were starting to assemble three-dimensional polygons out
       | of shapes known as "primitives," saving time and effort but
       | requiring new chips.
        
         | evanweaver wrote:
         | Yeah, this history is just wrong. What really happened is as
         | so:
         | 
         | Early 90s: SGI invented OpenGL to make realtime 3D graphics
         | practical, initially for CAD/CAM and other
         | scientific/engineering pursuits, and started shipping expensive
         | workstations with 3d accelerated graphics. Some game artists
         | used these workstations to prerender 3d graphics for game
         | consoles. Note that 2D CAD/CAM accelerators had already been in
         | market for nearly a decade, as had game consoles with varying
         | degrees of 2D acceleration.
         | 
         | Mid-90s: Arcades and consoles starting using SGI chips and/or
         | chip designs to render 3d games in real time. 3DFx, founded by
         | ex-SGI engineers, created the Voodoo accelerator to bring the
         | technology down market to the PC for PC games, which was a
         | rapidly growing market.
         | 
         | Late 90s: NVIDIA entered the already existing and growing
         | market for OpenGL accelerators for 3D PC gaming. This was a
         | fast-follow technical play. They competed with 3DFx on
         | performance and won after 3DFx fell behind and made serious
         | strategy mistakes.
         | 
         | Later 90s: NVIDIA created the "GPU" branding to draw attention
         | to their addition of hardware texture and lighting support,
         | which 3DFX didn't have. Really this was more of an incremental
         | improvement in gaming capability.
         | 
         | Early 00s: NVIDIA nearly lost their lead to ATI with the switch
         | to the shader model and DirectX 9, and had to redesign their
         | architecture. ATI is now part of AMD and continues to compete
         | with NVIDIA.
         | 
         | Mid 00s: NVIDIA releases CUDA, which adapts shaders to general
         | purpose computation, completing the circle in a sense and
         | making NVIDIA GPUs more useful for scientific work like the
         | original SGI workstations. This later enabled the crypto boom
         | and now generative AI.
         | 
         | Of course, along the way, OpenGL and GPUs have been used a lot
         | for art, including art in games, but at no point did anybody
         | say "hey, a lot of artists are trying to make 3D art, we should
         | make graphics hardware for artists". Graphics hardware was made
         | to render games faster with higher fidelity.
        
           | benbreen wrote:
           | Author here - thank you for this. I definitely don't claim to
           | be an expert on the history of 3d graphics, and you clearly
           | know a lot more than me about the detailed history of NVIDIA.
           | 
           | That said, starting in the early 1990s is missing the whole
           | first half of the story, no? Searching Google Books with a
           | 1980-1990 date range for things like "3d graphics" "art" or
           | "3d graphics" "special effects" yields a lot of primary
           | sources that indicate that creative applications were driving
           | demand for chips and workstations that focused on graphics.
           | For instance this is from a trade journal for TV producers in
           | 1987: "Perhaps the greatest dilemma facing the industrial
           | producer today is what to do about digital graphics...
           | because special effects, 2d painting, and 3d animation all
           | rely on basically the same kind of hardware, it should be
           | possible to design a 'graphics computer' that can handle
           | several different kinds of functions." [https://www.google.co
           | m/books/edition/E_ITV/0JRYAAAAYAAJ?hl=e...]
           | 
           | It's not hard to find more examples like this from the
           | 1985-1989 period.
        
             | sonicanatidae wrote:
             | Hi Ben,
             | 
             | It was mostly gamers. As a gamer from that time, the
             | hardware was marketed to gamers, hard. I don't doubt that
             | artists had an impact, but the world had many, many more
             | gamers, than artists and gamers spend money for the
             | best/mostest/etc.
             | 
             | I mainly know this from living through the
             | CGA/EGA/VGA/SVGA/3D add-on card/3D era.
             | 
             | Thank you for taking the time to delve into this. While I
             | may not agree with your conclusions, I respect your work,
             | and the effort put in. :)
        
               | benbreen wrote:
               | I think we agree, just define terms differently -- video
               | games are art! In other words, gamers are consumers of
               | artwork, and that consumer demand for a new kind of art
               | drove demand for the hardware to go with it. (Naturally
               | that wasn't the only source of demand - engineering and
               | research applications were there from the beginning too).
               | 
               | Edit: this discussion is interesting because I have
               | always just taken it for granted that video games are a
               | form of art. Clearly others don't see it that way, which
               | is fair! Nevertheless, I think a strong case can be made:
               | https://en.wikipedia.org/wiki/Video_games_as_an_art_form
        
               | evanweaver wrote:
               | Games are an outlet for artistic expression but saying
               | that 3D hardware was designed primarily to improve art
               | production is incorrect. It was designed to improve the
               | consumption experience of media that is a mix of
               | programming, game mechanics (which are both math and
               | psychology), and potentially various art forms including
               | visual, music, and narrative. It all needs to add up to
               | fun.
               | 
               | Gamers aren't primarily spending time or money for the
               | art and neither was NVIDIA.
        
             | evanweaver wrote:
             | The idea didn't spring fully formed from SGI. It was a
             | natural extension of 2D graphics accelerators which were
             | initially used for engineering (high value, small market)
             | and later for business applications generally and games
             | (lower value, large markets). 3D acceleration took the
             | exact same path, but the utility for gaming was much higher
             | than the general business utility.
             | 
             | Of course graphics hardware was also used for more creative
             | purposes including desktop publishing, special effects for
             | TV, and digital art, so you will find some people in those
             | communities vaguely wishing for something better, but
             | artistic creation, even for commercial purpose, was never
             | the market driver of 3D acceleration. Games were. The
             | hardware was designed for gamers first, game programmers
             | second, game artists a distant third, and for nobody else.
             | 
             | The closest thing to an "art computer" around that time was
             | the Amiga which targeted the design/audio/video production
             | markets.
        
         | sonicanatidae wrote:
         | Gamers drove the hardware, not artists. 100% agreed.
         | 
         | I was in IT when we started the transition from 2D cards to 2D
         | cards with a additional 3D card, to the final form of 1
         | graphics card.
         | 
         | These 3D cards were NOT marketed to professionals, they were
         | marketed to gamers, because gamers drove the tech.
        
         | RandomLensman wrote:
         | Game creators/designers as artists - not unreasonable.
        
       | swayvil wrote:
       | One big difference between IRL art and computer art is in the
       | breadth (bandwidth?) of the process.
       | 
       | IRL art process is a subtle thing. Analog, fuzzy and mysterious.
       | 
       | Computer art process is crass and pinhole-narrow in comparison.
        
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       (page generated 2023-11-30 23:01 UTC)