Mass Participation:
Case study of AI Generative Art Projects
Kathy H. Zhou
Artist-Researcher in Learning Sciences
2009 BA Animation Design
2009- Designer in Game Industry
2017 BFA OCAD Drawing & Painting
2018- Founder of Artivition Inc.
2021 MA UofT Arts Education
2021- UofT Ph.D.Student Arts Education
Kathy and Her Dead Skills
Conceptual Art & Mass Participation
The Kusama Destruction Chamber 2002
A (Very)Brief History of Generative Art
https://hackernoon.com/generative-art-the-past-present-and-future
Desmond Paul Henry,
picture by Drawing Machine 1, c. 1962
1962: A. Michael Noll begins his computer art, combining randomness with order.
1965:
Late 1960s: Eduardo Mac Entyre and Miguel Ángel Vidal explore generative art using geometric abstract methods.
1970: The School of the Art Institute of Chicago establishes the Generative Systems department.
1972: Paul Neagu creates the Generative Art Group in Britain and gives a lecture titled 'Generative Art Forms' at Queen's University, Belfast Festival.
1988: Clauser highlights the significance of systemic autonomy in generative art.
1989:
1998: The "Generative Art" conference takes place in Milan, emphasizing dynamic artwork-systems.
1999:
Digital painting tools
2005: The Generator.x conference begins in Berlin.
2012: GASATHJ, Generative Art Science and Technology Hard Journal, is founded by Celestino Soddu and Enrica Colabella.
2011: Boden and Edmonds observe that the term "Generative Art" is still widely used within the artistic community.
Aidan Meller, Ai-Da, Robots, c.2019
2020s:
Wolf, S. (2018). Cyclegan: Learning to translate images (without paired training data). URL: https://towardsdatascience. com/cyclegan-learning-to-translate-images-without-paired-training-data-5b4e93862c8d.(Accessed 20.04. 2021).
600,000 by year of 2021
http://www.dabeiyuzhou.com/#/home
Adobe + AI.
https://www.cnbc.com/2023/03/21/adobe-firefly-generative-ai-lets-you-type-to-edit-images.html
Prompt Engineering
https://www.makeuseof.com/career-in-prompt-engineering/#:~:text=Bloomberg%20says%20the%20average%20prompt,%24175%2C000%20to%20%24335%2C000%20per%20annum.
Our Research
Zhou, K.H. & Slotta, J. D. (submitted to 2024) A Critical Action Game: Fall of Artica Investigating new
forms of collective inquiry for critical action for 2024 Annual Meeting of the American Educational
Research Association (AERA).
Zhou, K.H., Pullen, C. Holmes, J. & Slotta, J. D. (2023) Supporting collective inquiry in a critical action
Game: A role for open AI conversational agents. Proceedings of the 17th International
Conference of the Learning Sciences-CSCL 2023. International Society of the Learning Sciences.
Zhou, K.H. & Slotta, J. D. (2023) A Dystopian Game for Change: Building Asynchronous Learning
Network through Co-design Partnerships Across Disciplines. Poster presentation of the 17th
International Conference of the Learning Sciences-ISLS 2023. International Society of the Learning Sciences.
Supporting Collective Inquiry
in a Critical Action Game:
A Role for Open AI Conversational Agents
Kathy H. Zhou, Charlie Pullen, Jeff Holmes and James D. Slotta
Ontario Institute for Studies in Education
University of Toronto
AI Generative Tools
Text
Image
Video
music
Midjourney for FoA Concept Art
https://ludo.ai/blog/how-to-use-ai-generated-art-for-your-video-games
Technology Innovation: ConvAI chatbots for NPCs
ConvAI offers proprietary technology that gives CHATGPT a “backstory”
Using this technology, we could create NPCs that interact naturalistically with students (“AMA”)
Other NPCs could advance quests within the community(e.g., the bard can give guidance)
ChatGPT4 for FoA Interactive Storylines
Storyboarding for FoA Video…
https://vimeo.com/groups/821268?gclid=CjwKCAjw29ymBhAKEiwAHJbJ8o6qp6b5cc5SoiUYaQdDfSrN2pnsIrn3IsjaXqQ-ZJvqITjXvYTbTxoCTYcQAvD_BwE
Thank You !