Art
generative.
Generative art refers to art that has been generated,
composed, or constructed in an algorithmic manner through
the use of systems defined by computer software algorithms,
or similar mathematical or mechanical or randomised
autonomous processes.
Generative art is a system oriented art practice where the
common denominator is the use of systems as a production
method. To meet the definition of generative art, an artwork
must be self-contained and operate with some degree of
autonomy. The workings of systems in generative art might
resemble, or rely on, various scientific theories such as
Complexity science and Information theory. The systems of
generative artworks have many similarities with systems
found in various areas of science. Such systems may exhibit
order and/or disorder, as well as a varying degree of
complexity, making behavioral prediction difficult. However,
such systems still contain a defined relationship between
cause and effect. Wolfgang Amadeus Mozart's "Musikalisches
Würfelspiel" (Musical Dice Game) 1757 is an early example of
a generative system based on randomness. The structure was
based on an element of order on one hand, and disorder on
the other.
An artist or creator will usually set down certain ground-rules
or formulae and/or templates materials, and will then set a random
or semi-random process to work on those elements. The results will
remain somewhat within set limits, but may also be subject to subtle
or even startling mutations. The idea of putting the art making
process in the place of a pre-generated artwork is a key feature in
generative art, highlighting the process-orientation as an essential
characteristic. Generative artists such as Hans Haacke have explored
processes of physical and biological systems in artistic context.
Generative art can also evolve in real-time, by applying feedback
and generative processes to its own created states. A generative
work of art would in this case never be seen to play in the same way
twice. Different types of graphical programming environments (e.g.
Max/Msp, Pure Data or vvvv) are used in real-time for generative
audiovisual artistic expressions for instance in the Demoscene and
in VJ-culture.
Artificial intelligence and automated behavior have introduced
new ways of seeing generative art. The term behavior is particularly
useful when describing generative qualities in art because of the
associations to biology and evolution, for example with the virus
models used by the digital artist Joseph Nechvatal. Autopoiesis by
Ken Rinaldo includes fifteen musical and robotic sculptures that
interact with the public and modify their behaviors based on both
the presence of the participants and each other.
The term generative art does not describe any art-movement or
ideology. It's a method of making art. The term refers to how the
art is made, and does not take into account why it was made or what
the content of the artwork is.
Artworks, in generative art, can be identified in the creative
processes and not only in the results. Also because the results of
each generative process are endless variations belonging to the same
idea. Generative Art create an artificial DNA able to generate
individuals of the same species. In 1987 Celestino Soddu created the
artificial DNA of Italian Medieval towns able to generate endless 3D
models of cities identifiable as belonging to the idea.