With the evolution in technology, there is a huge debate on the replacement of humans with artificial intelligence and machine-learning to generate art.
A model called GAN, short for “generative adversarial network” has been used to create AI-Generated artworks, where deep neutral networks are taught to replicate and generate data which resemble image in real world.
The rise of artificial intelligence and the scope of what artificial intelligence and machine learning can accomplish more efficiently than humans has created a new wave in the art world that is recognizing the creativity and market potential of AI-generated art.
Although AI can produce images that are on par or exceed the level of a human artist’s comprehension of creativity, AI does not need to be seen as a threat but a tool to facilitate artistic expression and augment human endeavours in the field of creativity.
Jason Bailey, Founder Artnome, spoke with Mario Klingemann, a pioneer in computer learning in the arts and Robbie Barrat, a 19 year-old generating headlines with his surreal nudes and landscapes to explore AI and Artistic Creation. Jason also explored the use of AI for augmented reality, forecasting art trends, attribution and authentication with RunwayML, Thread Genius (acquired by Sotheby’s early 2018) and Artrendex and uncovered copyright issues on AI Generated works with KlarisLaw.
The accelerating development of virtual reality, the immersive technology that transcends people to different worlds is making huge strides in realism and revolutionizing the art world. Today’s Museums are turning to virtual reality to create more dynamic and interesting exhibits and displays as well as a more interactive environment that furthers education of the arts and attracts new audiences, particularly, the Generation Z, who are more interested in social interaction, participation and self-discovery than more traditional learning.
Kevin Joyce, CEO and Editor-in-Chief of VRFocus explored with Vastari, dslcollection, The Kremer Collection and Khora Contemporary on how VR is a game changer for the arts and how new audiences, business models and creativity through 360 experiences can be achieved through VR with both collectors and museums.