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Mar Canet Sola

Publications and source records attributed to Mar Canet Sola.

13 recordsLinked to original sources

Spook the Machine: Gamified Exploration of Human Imagination of Machine Fear

What happens when AI machines express fear? Do humans engage differently depending on how they express it? And what does it take to design for affective human-AI interaction? We present Spook the Machine, a gamified platform where participants generate images to frighten AI agents endowed with personality-driven phobias. Machines respond with emotional reactions ranging from calm analysis to begging for mercy, and a gallery of successful scares becomes visible to subsequent users. In a public deployment during Halloween 2024, 832 participants created 15,719 artifacts across 89 machines in a $2\times2$ design varying the machine's emotional expressiveness (neutral vs. high-emotion) and reward structure (rewarding scariness alone vs. scariness plus novelty). Emotionally expressive machines deepened engagement at moments of failure: users deliberated longer even when the machine did not express fear, and learned faster from the gallery, yet their creative output remained unchanged across all measures. Rewarding novelty sustained collective creative diversity over time; without it, users increasingly repeated what had previously worked. Each machine developed its own trajectory through accumulated social learning, with the gallery shaping what participants created next. These findings show that emotional expression and reward design are complementary levers for steering collective human-AI interaction: emotional expression shapes how deeply users engage, while reward structure shapes how they explore.

cs.HC↗

How to be Non-Human : A Thematic Analysis of Animal Embodiment in VR Games

This study employs a reflexive thematic analysis to systematically examine the design patterns of 48 first-person Virtual reality (VR) animal avatar games. The research identifies four primary design themes: Animal Biomimicry, Limited Animal Simulation, Hybrid HumanAnimal Features, and Human Behavior with Animal Avatar. The analysis reveals that approximately 77 percent of the games remain grounded in human-centered interaction logic, with animal forms primarily serving as visual representations. The study highlights the core tension between authenticity and usability in current VR animal avatar design, and points toward design opportunities for achieving more authentic animal avatar's interactive experience through directions such as controller innovation, unconventional body mapping, and dynamic feedback. This research provides a thematic classification framework for understanding the representation of non-human perspectives in VR games.

cs.HC↗

Artism: AI-Driven Dual-Engine System for Art Generation and Critique

This paper proposes a dual-engine AI architectural method designed to address the complex problem of exploring potential trajectories in the evolution of art. We present two interconnected components: AIDA (an artificial artist social network) and the Ismism Machine, a system for critical analysis. The core innovation lies in leveraging deep learning and multi-agent collaboration to enable multidimensional simulations of art historical developments and conceptual innovation patterns. The framework explores a shift from traditional unidirectional critique toward an intelligent, interactive mode of reflexive practice. We are currently applying this method in experimental studies on contemporary art concepts. This study introduces a general methodology based on AI-driven critical loops, offering new possibilities for computational analysis of art.

cs.AI↗

Expertise elevates AI usage: experimental evidence comparing laypeople and professional artists

Generative AI's novel capacities raise questions about the future role of human expertise: does AI level the playing field between professional artists and laypeople, or does expertise enhance AI use? Do the cognitive skills experts make use of in analyzing and drawing visual art also transfer to using these new tools? This pre-registered study conducts experimental comparisons between 50 professional artists and a demographically matched sample of laypeople. Our interdisciplinary team developed two tasks involving image replication and creative image creation, assessing their copying accuracy and divergent thinking. We implemented a bespoke platform for the experiment, powered by a modern text-to-image AI. Results reveal artists produced more accurate copies and more divergent ideas than lay participants, highlighting a skill transfer of professional expertise - even to the confined space of generative AI. We also explored how well an exemplary vision-capable large language model (GPT-4o) would fare: on par in copying and slightly better on average than artists in the creative task, although never above best humans. These findings highlight the importance of integrating artistic skills with AI, suggesting a potential for collaborative synergy that could reshape creative industries and arts education.

cs.HC↗

Why Open Small AI Models Matter for Interactive Art

This position paper argues for the importance of open small AI models in creative independence for interactive art practices. Deployable locally, these models offer artists vital control over infrastructure and code, unlike dominant large, closed-source corporate systems. Such centralized platforms function as opaque black boxes, imposing severe limitations on interactive artworks, including restrictive content filters, preservation issues, and technical challenges such as increased latency and limited interfaces. In contrast, small AI models empower creators with more autonomy, control, and sustainability for these artistic processes. They enable the ability to use a model as long as they want, create their own custom model, either by making code changes to integrate new interfaces, or via new datasets by re-training or fine-tuning the model. This fosters technological self-determination, offering greater ownership and reducing reliance on corporate AI ill-suited for interactive art's demands. Critically, this approach empowers the artist and supports long-term preservation and exhibition of artworks with AI components. This paper explores the practical applications and implications of using open small AI models in interactive art, contrasting them with closed-source alternatives.

cs.AI↗

Cultural Alien Sampler: Open-ended art generation balancing originality and coherence

In open-ended domains like art, autonomous agents must generate ideas that are both original and internally coherent, yet current Large Language Models (LLMs) either default to familiar cultural patterns or sacrifice coherence when pushed toward novelty. We address this by introducing the Cultural Alien Sampler (CAS), a concept-selection method that explicitly separates compositional fit from cultural typicality. CAS uses two GPT-2 models fine-tuned on WikiArt concepts: a Concept Coherence Model that scores whether concepts plausibly co-occur within artworks, and a Cultural Context Model that estimates how typical those combinations are within individual artists' bodies of work. CAS targets combinations that are high in coherence and low in typicality, yielding ideas that maintain internal consistency while deviating from learned conventions and embedded cultural context. In a human evaluation (N = 100), our approach outperforms random selection and GPT-4o baselines and achieves performance comparable to human art students in both perceived originality and harmony. Additionally, a quantitative study shows that our method produces more diverse outputs and explores a broader conceptual space than its GPT-4o counterpart, demonstrating that artificial cultural alienness can unlock creative potential in autonomous agents.

cs.AI↗

Quantum est in Libris: Navigating Archives with GenAI, Uncovering Tension Between Preservation and Innovation

"Quantum est in libris" explores the intersection of the archaic and the modern. On one side, there are manuscript materials from the Estonian National Museum's (ERM) more than century-old archive describing the life experiences of Estonian people; on the other side, there is technology that transforms these materials into a dynamic and interactive experience. Connecting technology and cultural heritage is the visitor, who turns texts into inputs for a screen sculpture. Historical narratives are visually brought to life through the contemporary technological language. Because the video AI models we employed, Runway Gen-3 and Gen-4, have not previously interacted with Estonian heritage, we can observe how machines today "read the world" and create future heritage. "Quantum est in libris" introduces an exciting yet unsettling new dimension to the concept of cultural heritage: in a world where data are fluid and interpretations unstable, heritage status becomes fragile. In the digital environment, heritage issues are no longer just about preservation and transmission, but also about representation of the media, machine creativity, and interpretive error. Who or what shapes memory processes and memory spaces, and how?

cs.DL↗

Alien Recombination: Exploring Concept Blends Beyond Human Cognitive Availability in Visual Art

While AI models have demonstrated remarkable capabilities in constrained domains like game strategy, their potential for genuine creativity in open-ended domains like art remains debated. We explore this question by examining how AI can transcend human cognitive limitations in visual art creation. Our research hypothesizes that visual art contains a vast unexplored space of conceptual combinations, constrained not by inherent incompatibility, but by cognitive limitations imposed by artists' cultural, temporal, geographical and social contexts. To test this hypothesis, we present the Alien Recombination method, a novel approach utilizing fine-tuned large language models to identify and generate concept combinations that lie beyond human cognitive availability. The system models and deliberately counteracts human availability bias, the tendency to rely on immediately accessible examples, to discover novel artistic combinations. This system not only produces combinations that have never been attempted before within our dataset but also identifies and generates combinations that are cognitively unavailable to all artists in the domain. Furthermore, we translate these combinations into visual representations, enabling the exploration of subjective perceptions of novelty. Our findings suggest that cognitive unavailability is a promising metric for optimizing artistic novelty, outperforming merely temperature scaling without additional evaluation criteria. This approach uses generative models to connect previously unconnected ideas, providing new insight into the potential of framing AI-driven creativity as a combinatorial problem.

cs.AI↗

Loading Ceramics: Visualising Possibilities of Robotics in Ceramics

This article introduces an artistic research project that utilises artist-in-residency and exhibition as methods for exploring the possibilities of robotic 3D printing and ceramics. The interdisciplinary project unites artists and architects to collaborate on a proposed curatorial concept and Do-It-With-Others (DIWO) technological development. Constraints include material, specifically local clay, production technique, namely 3D printing with a robotic arm, and kiln size, as well as an exhibition concept that is further elaborated in the next chapter. The pictorial presents four projects as case studies demonstrating how the creatives integrate these constraints into their processes. This integration leads to the subsequent refinement and customization of the robotic-ceramics interface, aligning with the practitioners' requirements through software development. The project's focus extends beyond artistic outcomes, aiming also to advance the pipeline of 3D robotic printing in clay, employing a digitally controlled material press that has been developed in-house, with its functionality refined through practice.

cs.RO↗

Visions of Destruction: Exploring a Potential of Generative AI in Interactive Art

This paper explores the potential of generative AI within interactive art, employing a practice-based research approach. It presents the interactive artwork "Visions of Destruction" as a detailed case study, highlighting its innovative use of generative AI to create a dynamic, audience-responsive experience. This artwork applies gaze-based interaction to dynamically alter digital landscapes, symbolizing the impact of human activities on the environment by generating contemporary collages created with AI, trained on data about human damage to nature, and guided by audience interaction. The transformation of pristine natural scenes into human-made and industrialized landscapes through viewer interaction serves as a stark reminder of environmental degradation. The paper thoroughly explores the technical challenges and artistic innovations involved in creating such an interactive art installation, emphasizing the potential of generative AI to revolutionize artistic expression, audience engagement, and especially the opportunities for the interactive art field. It offers insights into the conceptual framework behind the artwork, aiming to evoke a deeper understanding and reflection on the Anthropocene era and human-induced climate change. This study contributes significantly to the field of creative AI and interactive art, blending technology and environmental consciousness in a compelling, thought-provoking manner.

cs.HC↗

We Are The Clouds: Blending Interaction and Participation in Urban Media Art

Since the early 2000s, cultural institutions have been instrumental in reshaping public spaces, fostering community engagement, and nurturing artistic innovation. Central to these initiatives are audience interaction and participation concepts, yet their definitions and applications in urban media art remain nebulous. This article endeavours to demystify these terms, examining the distinct characteristics and intersections of interactive and participatory art within urban contexts. A particular emphasis is placed on artworks that harmonise both elements, exploring the motivations and outcomes of this synthesis. The case study of We Are The Clouds serves as a focal point, exemplifying how strategic integration of interaction and participation can enhance community connection and reinvigorate public spaces. Through this analysis, the paper underscores the transformative power of urban media artworks in redefining neighbourhood experiences, empowering local voices, and revitalising the essence of public realms.

cs.HC↗

Visions Of Destruction: Exploring Human Impact on Nature by Navigating the Latent Space of a Diffusion Model via Gaze

This paper discusses the artwork "Visions of Destruction", with a primary conceptual focus on the Anthropocene, which is communicated through audience interaction and generative AI as artistic research methods. Gaze-based interaction transitions the audience from mere observers to agents of landscape transformation, fostering a profound, on-the-edge engagement with pressing issues such as climate change and planetary destruction. The paper looks into early references of interactive art history that deploy eye-tracking as a method for audience interaction, and presents recent AI-aided artworks that demonstrate interactive latent space navigation.

cs.CY↗

Artistic Strategies to Guide Neural Networks

Artificial Intelligence is present in the generation and distribution of culture. How do artists exploit neural networks? What impact do these algorithms have on artistic practice? Through a practice-based research methodology, this paper explores the potentials and limits of current AI technology, more precisely deep neural networks, in the context of image, text, form and translation of semiotic spaces. In a relatively short time, the generation of high-resolution images and 3D objects has been achieved. There are models, like CLIP and text2mesh, that do not need the same kind of media input as the output; we call them translation models. Such a twist contributes toward creativity arousal, which manifests itself in art practice and feeds back to the developers' pipeline. Yet again, we see how artworks act as catalysts for technology development. Those creative scenarios and processes are enabled not solely by AI models, but by the hard work behind implementing these new technologies. AI does not create a 'push-a-button' masterpiece but requires a deep understanding of the technology behind it, and a creative and critical mindset. Thus, AI opens new avenues for inspiration and offers novel tool sets, and yet again the question of authorship is asked.

cs.HC↗