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MACHINE
CREATION
(Published
in IEEE Computer Graphics and Applications by Gary
Singh, September 2006)
Based
in Slovenia, Bogdan Soban earned his degree from
the faculty of mechanical engineering in Ljubljana
in 1974. He prefers to work with generative art
instead of computer-aided art because of the
former’s unique possibility to express the
unknown through mathematical formulas. “The
‘unknown’ has no form, has no color, has
nothing, but it becomes something during the
generative process,” he explained. He said that
as a schoolboy he discovered that all physical
phenomena and “natural legitimacy” could be
proved by mathematics. He then subsequently
developed a lifelong interest in the
transformation of impersonal mathematical formulas
into breathtaking graphical images. But mainly, he
developed a desire to orchestrate a situation in
which the machine creates the images itself,
rather than the artist massaging the machine as he
or she sees fit. He explained: my challenge was
how to rouse up the creativity of a machine, or
better, of a system programmed machine that has
nothing to do with a human being. The computer has
some abilities, which definitely surpass a
human’s, and why not use them to realize the
eternal dreams of humanity: make the machine
creative. It is true that the author of the
program is a human being, but the creative process
based on the same program could be so autonomous
and independent of any kind of outside
intervention or without predefined results that
the authorship of the creation is undefined.
Especially, the algorithmic approach with its
absolute unpredictability supports the thesis of
an artificial creativity.
Creating
and deforming
Soban’s
images are the result of autonomous processes
supported by computer programs he developed
himself in Visual Basic. “The algorithms are my
creative challenge and the emerging images are my
artist’s emotion,” he says on his Web site.
“This is my way of doing generative art.” Lady
with a Hat, the cover image, a segment of a larger,
more immense image, is a result of one of his own
programs, Design02. Conceptually, the program
contains three basic parts. One, a group of
algorithms based on Mandelbrot set calculations;
two, a group of algorithms that deform the results
of those Mandelbrot sets; and three, a group of
coloring algorithms. “The function of
deformation algorithms is they have the task to
partially eliminate the main fractal property—the
self-similarity,” Soban said. “Each cycle of
the program chooses its own way through the
algorithms group and in this way defines the image
type. Repeating the same image type generates a
different but similar image. ”After the image is
created, Soban then implements a magnification
parameter and dives down deeply into the image to
explore its depth. “The operation is not a
simple zooming but it opens a new view in the
basic image in the chosen position and depth,”
he said. “The new view is the consequence of the
inclusion of the depth parameter into the
deforming algorithm. Practically until the program
is alive inside the computer memory, I can
‘walk’ around the image up and down, left and
right until the deepness exceeds the number
greater than 10 to the 14th power. If I continue
submersion the program responds in its own way …
Going back I can return to the image and continue
exploring.” Figures 1 through 3 represent more
examples of this particular approach. All four
images were created using the same program called
Design02. But there is a difference between the
process used for the cover image and the process
for the other three. Soban created the other three
images using a decomposition process. Instead of a
common color palette, he used an entire image and
a decomposition algorithm to extract pixels out of
it and to integrate them with a diverse logic. For
more information about the concept, a paper Soban
presented at The Generative Art Conference is
available at http://www.generativeart.com/papers2005/06.BogdanSoban.htm
Art
or science
Philip
Galanter describes generative art as
“[referring] to any art practice where the
artist uses a system, such as a set of natural
language rules, a computer program, a machine, or
other procedural invention, which is then set into
motion with some degree of autonomy to or
resulting in a complex work of art.” Which makes
you immediately want to ask a question that
everyone seems to deal with differently: are you
an artist, a scientist, or both? Soban had this to
say: “Can a machine creation be an artwork
although it was ‘produced’ without author
consciousness, without his will and without his
emotional engagement during the creative process?
… During the whole of human history, art and
science were very close to each other. If we
consider mathematics as the queen of all sciences,
then we can deduce that mathematics is very close
to art. So if we can make mathematics visible then
the resulting image could be art.” But in the
end, he says he’d rather leave the final
judgment to someone else. “But all the same,”
he continued, “my role of artist is reduced to a
selection phase when I can demonstrate feeling for
composition, aesthetic, beauty, color
harmonization; in other words, my feeling or my
taste for art. So I consider myself more of a
scientist or researcher than an artist although
the results of my work are predominantly presented
as artworks.”
The
future
More
recently, Soban has been experimenting with
kinematics systems as a background for his
generative algorithms—for example, using data
from the solar system to disturb the generative
process in his programs. He also says he wants to
develop a decomposition principle, where the
program reads an existing image and decomposes it
into elementary particles, which can be pixels or
groups of them. Then the program integrates them
into a new image using a regrouping method based
on a randomly chosen mathematical formula. In any
event, Soban says he will keep plugging away with
generative art. “I intend to continue in this
way, inventing new ideas for new algorithms and
following the basic concept of artificial
creativity, introducing the creative ability of
mathematics, and using the algorithmic programming
approach,” he explained. “Previous results
definitely demonstrate what a computer supported
with a generative program can create.” According
to Soban, his future research in generative art
will carry on in two directions: creating
artistically aesthetic abstractions and developing
algorithms that can produce more worldly
recognizable objects. “Nowadays, images that are
reminiscent of the real world are created
absolutely by chance and they seldom appear. It is
a great challenge to ‘force’ mathematics to
more frequently ‘produce’ reality.”
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