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Mick Grierson

Publications and source records attributed to Mick Grierson.

At least 19 recordsLinked to original sources

Vertigo Vertigo: Reconstructing a Cinematic Ideal through its Predictive AI Double

Vertigo Vertigo is a scene-for-scene AI reconstruction of Hitchcock's Vertigo (1958), generated from only 2.78% of the original film's frames. Using this sparse set of keyframe anchors, we perform first-last frame interpolation via a large video diffusion model to predict the intervening sequences. Vertigo is itself a film about the obsessive reconstruction of an artificial ideal; Vertigo Vertigo extends this logic to the material of the film, treating the canonical text as a probe for the normative conventions of classical cinema encoded within generative systems. Evaluated through computational analysis and critical feedback from media theorists (Lev Manovich, Shane Denson, Kevin L. Ferguson), the artifact demonstrates remarkable structural fidelity: 73.1% of frames are recognizable as plausible renditions of Vertigo and only 3.6% fail catastrophically. This fidelity suggests that cinematic norms are deeply compressed within the model's latent priors. Aesthetically, the reconstruction is rendered as an unstable overlay between the original film and its predictive shadow, fueling a persistent doubt in the viewer's perception of authenticity -- a 21st-century vertigo. The work argues that generative media is not a paradigm shift from cinema but an acceleration of its logic of desire and false authenticity, extending from classical Hollywood through to the predictive media environments now reshaping contemporary perception.

cs.MM

World Simulator: Queer Erotica and the Absurdity of AI Video Models That Promise the World

Increasingly, AI video models are marketed as "world simulators," suggesting their ability to model infinite realities. Despite such claims, these models systematically exclude significant aspects of embodied human experience, particularly sexuality. World Simulator is a video installation exploring the poetic friction between these universal claims and the models' inherent blindness. To do so, the work feeds explicit gay erotica into an AI video-to-video pipeline. Lacking the training data to recognize these images, the system hallucinates surreal alternatives, transforming intimate acts into banal scenes of kitchen appliances, strange architectures, and abstract flesh. By visualizing the limits of synthetic knowledge, the work challenges the hubris of the "world simulator" label, asking how a system, trained primarily on large filtered video datasets, can claim to simulate the world while remaining structurally blind to the body. Beyond this critique, we question the value of simulation itself, asking what forms of sensual representation might offer more expansive, life-affirming possibilities.

cs.MM

Real-Time AttentionBender: Granular Interactive Network Bending of Video Diffusion Transformers

Generative video models have achieved remarkable visual fidelity, yet their prompt-only interface offers thin creative agency and obscures the model's material process from the artists working with it. We present Real-Time AttentionBender, a tool that extends the practice of network bending across the full depth of the video diffusion transformer (DiT) and brings it into live, interactive generation. Built as a plugin within the DayDream Scope ecosystem and wrapping open-source real-time Wan pipelines, the tool exposes self-attention, cross-attention, and the feed-forward network as independently manipulable surfaces, with targeting down to individual diffusion steps, DiT layers, prompt tokens, and hidden neurons. The immediacy of live manipulation affords what we call "material intimacy" with the model: a responsive, near-mechanistic feel for how specific layers and neurons shape generated video. We position the tool as simultaneously an XAIxArts probe into transformer internals and an expressive instrument for discovering aesthetics outside the model's default representational space.

cs.GR

AttentionBender: Manipulating Cross-Attention in Video Diffusion Transformers as a Creative Probe

We present AttentionBender, a tool that manipulates cross-attention in Video Diffusion Transformers to help artists probe the internal mechanics of black-box video generation. While generative outputs are increasingly realistic, prompt-only control limits artists' ability to build intuition for the model's material process or to work beyond its default tendencies. Using an autobiographical research-through-design approach, we built on Network Bending to design AttentionBender, which applies 2D transforms (rotation, scaling, translation, etc.) to cross-attention maps to modulate generation. We assess AttentionBender by visualizing 4,500+ video generations across prompts, operations, and layer targets. Our results suggest that cross-attention is highly entangled: targeted manipulations often resist clean, localized control, producing distributed distortions and glitch aesthetics over linear edits. AttentionBender contributes a tool that functions both as an Explainable AI style probe of transformer attention mechanisms, and as a creative technique for producing novel aesthetics beyond the model's learned representational space.

cs.MM

Attention of a Kiss: Exploring Attention Maps in Video Diffusion for XAIxArts

This paper presents an artistic and technical investigation into the attention mechanisms of video diffusion transformers. Inspired by early video artists who manipulated analog video signals to create new visual aesthetics, this study proposes a method for extracting and visualizing cross-attention maps in generative video models. Built on the open-source Wan model, our tool provides an interpretable window into the temporal and spatial behavior of attention in text-to-video generation. Through exploratory probes and an artistic case study, we examine the potential of attention maps as both analytical tools and raw artistic material. This work contributes to the growing field of Explainable AI for the Arts (XAIxArts), inviting artists to reclaim the inner workings of AI as a creative medium.

cs.AI

Guiding Generative Storytelling with Knowledge Graphs

Large language models (LLMs) have shown great potential in story generation, but challenges remain in maintaining long-form coherence and effective, user-friendly control. Retrieval-augmented generation (RAG) has proven effective in reducing hallucinations in text generation; while knowledge-graph (KG)-driven storytelling has been explored in prior work, this work focuses on KG-assisted long-form generation and an editable KG coupled with LLM generation in a two-stage user study. This work investigates how KGs can enhance LLM-based storytelling by improving narrative quality and enabling user-driven modifications. We propose a KG-assisted storytelling pipeline and evaluate it in a user study with 15 participants. Participants created prompts, generated stories, and edited KGs to shape their narratives. Quantitative and qualitative analysis finds improvements concentrated in action-oriented, structurally explicit narratives under our settings, but not for introspective stories. Participants reported a strong sense of control when editing the KG, describing the experience as engaging, interactive, and playful.

cs.CL

Coral Model Generation from Single Images for Virtual Reality Applications

With the rapid development of VR technology, the demand for high-quality 3D models is increasing. Traditional methods struggle with efficiency and quality in large-scale customization. This paper introduces a deep-learning framework that generates high-precision 3D coral models from a single image. Using the Coral dataset, the framework extracts geometric and texture features, performs 3D reconstruction, and optimizes design and material blending. Advanced optimization and polygon count control ensure shape accuracy, detail retention, and flexible output for various complexities, catering to high-quality rendering and real-time interaction needs.The project incorporates Explainable AI (XAI) to transform AI-generated models into interactive "artworks," best viewed in VR and XR. This enhances model interpretability and human-machine collaboration. Real-time feedback in VR interactions displays information like coral species and habitat, enriching user experience. The generated models surpass traditional methods in detail, visual quality, and efficiency. This research offers an intelligent approach to 3D content creation for VR, lowering production barriers, and promoting widespread VR applications. Additionally, integrating XAI provides new insights into AI-generated visual content and advances research in 3D vision interpretability.

cs.CV

Avoiding an AI-imposed Taylor's Version of all music history

As future musical AIs adhere closely to human music, they may form their own attachments to particular human artists in their databases, and these biases may in the worst case lead to potential existential threats to all musical history. AI super fans may act to corrupt the historical record and extant recordings in favour of their own preferences, and preservation of the diversity of world music culture may become even more of a pressing issue than the imposition of 12 tone equal temperament or other Western homogenisations. We discuss the technical capability of AI cover software and produce Taylor's Versions of famous tracks from Western pop history as provocative examples; the quality of these productions does not affect the overall argument (which might even see a future AI try to impose the sound of paperclips onto all existing audio files, let alone Taylor Swift). We discuss some potential defenses against the danger of future musical monopolies, whilst analysing the feasibility of a maximal 'Taylor Swiftication' of the complete musical record.

cs.CY

Antagonising explanation and revealing bias directly through sequencing and multimodal inference

Deep generative models produce data according to a learned representation, e.g. diffusion models, through a process of approximation computing possible samples. Approximation can be understood as reconstruction and the large datasets used to train models as sets of records in which we represent the physical world with some data structure (photographs, audio recordings, manuscripts). During the process of reconstruction, e.g., image frames develop each timestep towards a textual input description. While moving forward in time, frame sets are shaped according to learned bias and their production, we argue here, can be considered as going back in time; not by inspiration on the backward diffusion process but acknowledging culture is specifically marked in the records. Futures of generative modelling, namely in film and audiovisual arts, can benefit by dealing with diffusion systems as a process to compute the future by inevitably being tied to the past, if acknowledging the records as to capture fields of view at a specific time, and to correlate with our own finite memory ideals. Models generating new data distributions can target video production as signal processors and by developing sequences through timelines we ourselves also go back to decade-old algorithmic and multi-track methodologies revealing the actual predictive failure of contemporary approaches to synthesis in moving image, both as relevant to composition and not explanatory.

cs.HC

Active Divergence with Generative Deep Learning -- A Survey and Taxonomy

Generative deep learning systems offer powerful tools for artefact generation, given their ability to model distributions of data and generate high-fidelity results. In the context of computational creativity, however, a major shortcoming is that they are unable to explicitly diverge from the training data in creative ways and are limited to fitting the target data distribution. To address these limitations, there have been a growing number of approaches for optimising, hacking and rewriting these models in order to actively diverge from the training data. We present a taxonomy and comprehensive survey of the state of the art of active divergence techniques, highlighting the potential for computational creativity researchers to advance these methods and use deep generative models in truly creative systems.

cs.LG

Network Bending: Expressive Manipulation of Deep Generative Models

We introduce a new framework for manipulating and interacting with deep generative models that we call network bending. We present a comprehensive set of deterministic transformations that can be inserted as distinct layers into the computational graph of a trained generative neural network and applied during inference. In addition, we present a novel algorithm for analysing the deep generative model and clustering features based on their spatial activation maps. This allows features to be grouped together based on spatial similarity in an unsupervised fashion. This results in the meaningful manipulation of sets of features that correspond to the generation of a broad array of semantically significant features of the generated images. We outline this framework, demonstrating our results on state-of-the-art deep generative models trained on several image datasets. We show how it allows for the direct manipulation of semantically meaningful aspects of the generative process as well as allowing for a broad range of expressive outcomes.

cs.CV

Amplifying The Uncanny

Deep neural networks have become remarkably good at producing realistic deepfakes, images of people that (to the untrained eye) are indistinguishable from real images. Deepfakes are produced by algorithms that learn to distinguish between real and fake images and are optimised to generate samples that the system deems realistic. This paper, and the resulting series of artworks Being Foiled explore the aesthetic outcome of inverting this process, instead optimising the system to generate images that it predicts as being fake. This maximises the unlikelihood of the data and in turn, amplifies the uncanny nature of these machine hallucinations.

cs.CV

Guru, Partner, or Pencil Sharpener? Understanding Designers' Attitudes Towards Intelligent Creativity Support Tools

Creativity Support Tools (CST) aim to enhance human creativity, but the deeply personal and subjective nature of creativity makes the design of universal support tools challenging. Individuals develop personal approaches to creativity, particularly in the context of commercial design where signature styles and techniques are valuable commodities. Artificial Intelligence (AI) and Machine Learning (ML) techniques could provide a means of creating 'intelligent' CST which learn and adapt to personal styles of creativity. Identifying what kind of role such tools could play in the design process requires a better understanding of designers' attitudes towards working with AI, and their willingness to include it in their personal creative process. This paper details the results of a survey of professional designers which indicates a positive and pragmatic attitude towards collaborating with AI tools, and a particular opportunity for incorporating them in the research stages of a design project.

cs.AI

Learning to See: You Are What You See

The authors present a visual instrument developed as part of the creation of the artwork Learning to See. The artwork explores bias in artificial neural networks and provides mechanisms for the manipulation of specifically trained for real-world representations. The exploration of these representations acts as a metaphor for the process of developing a visual understanding and/or visual vocabulary of the world. These representations can be explored and manipulated in real time, and have been produced in such a way so as to reflect specific creative perspectives that call into question the relationship between how both artificial neural networks and humans may construct meaning.

cs.CV

Deep Meditations: Controlled navigation of latent space

We introduce a method which allows users to creatively explore and navigate the vast latent spaces of deep generative models. Specifically, our method enables users to \textit{discover} and \textit{design} \textit{trajectories} in these high dimensional spaces, to construct stories, and produce time-based media such as videos---\textit{with meaningful control over narrative}. Our goal is to encourage and aid the use of deep generative models as a medium for creative expression and story telling with meaningful human control. Our method is analogous to traditional video production pipelines in that we use a conventional non-linear video editor with proxy clips, and conform with arrays of latent space vectors. Examples can be seen at \url{http://deepmeditations.ai}.

cs.CV

Searching for an (un)stable equilibrium: experiments in training generative models without data

This paper details a developing artistic practice around an ongoing series of works called (un)stable equilibrium. These works are the product of using modern machine toolkits to train generative models without data, an approach akin to traditional generative art where dynamical systems are explored intuitively for their latent generative possibilities. We discuss some of the guiding principles that have been learnt in the process of experimentation, present details of the implementation of the first series of works and discuss possibilities for future experimentation.

cs.LG

Transforming the output of GANs by fine-tuning them with features from different datasets

In this work we present a method for fine-tuning pre-trained GANs with features from different datasets, resulting in the transformation of the output distribution into a new distribution with novel characteristics. The weights of the generator are updated using the weighted sum of the losses from a cross-dataset classifier and the frozen weights of the pre-trained discriminator. We discuss details of the technical implementation and share some of the visual results from this training process.

cs.LG

Calligraphic Stylisation Learning with a Physiologically Plausible Model of Movement and Recurrent Neural Networks

We propose a computational framework to learn stylisation patterns from example drawings or writings, and then generate new trajectories that possess similar stylistic qualities. We particularly focus on the generation and stylisation of trajectories that are similar to the ones that can be seen in calligraphy and graffiti art. Our system is able to extract and learn dynamic and visual qualities from a small number of user defined examples which can be recorded with a digitiser device, such as a tablet, mouse or motion capture sensors. Our system is then able to transform new user drawn traces to be kinematically and stylistically similar to the training examples. We implement the system using a Recurrent Mixture Density Network (RMDN) combined with a representation given by the parameters of the Sigma Lognormal model, a physiologically plausible model of movement that has been shown to closely reproduce the velocity and trace of human handwriting gestures.

cs.CV