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    <article-meta>
      <title-group>
        <article-title>Exploring Unstable AIs for Creative Expansion</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Laura Devendorf</string-name>
          <email>laura.devendorf@colorado.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ATLAS Institute &amp; Information Science University of Colorado</institution>
          ,
          <addr-line>Boulder</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This workshop proposal explores a concept for engaging AI in a non-deterministic manner in order to collaboratively produce physical artworks with a digital system. It draws from a lineage of “games” played by artists, from Surrealists to Situationists, that were targeted towards automatism and creative exploration as opposed to the expression of a preconceived idea.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Copyright © 2017 for this paper is held by the author(s).
Proceedings of MICI 2017: CHI Workshop on Mixed-Initiative Creative
Interfaces.</p>
    </sec>
    <sec id="sec-2">
      <title>Author Keywords</title>
      <p>Creative practice, non-determinism, AI,
humancomputer collaboration</p>
    </sec>
    <sec id="sec-3">
      <title>ACM Classification Keywords</title>
      <p>H.5.m. Information interfaces and presentation (e.g.,
HCI): Miscellaneous;</p>
    </sec>
    <sec id="sec-4">
      <title>Introduction</title>
      <p>
        Descriptions of creative practices offered by designers,
artists, and crafts people alike often highlight the
nonlinear and non-deterministic elements of a creative
practice. For instance, ideas often come from chance
encounters in the everyday world or stem from
accidents. In order to expand their space of ideas and
sensitivities, many artists turn away from a pre-existing
goal or vision and instead, look for ways to work with
his or her materials (be they digital or physical) in
open-ended, exploratory ways that may give rise to
unexpected or serendipitous outcomes or “happy
accidents.” In such practices, technology does not
necessarily need to be enrolled as an assistant or
instrument of productivity. Instead, I have argued that
digital systems for creative practice can be thought of
as “translations” [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] —tools that allows creative
practitioners to experience their idea though a new
symbolic and technical frame, for instance, exploring
how a 3D printing can map 3D models to sonic profiles,
or how a machine learning algorithm might see an
image [6]. In the role of translator, a computational
system needn’t only “assist” the creative practitioner or
advance them closer to some predetermined goal state,
but can actively resist the maker, push back, or “break”
their ideas in ways that may reveal new creative
potentials. As such, engaging the concept of translation
in design leads to tools that are unstable in the sense
that they preserve risk and unpredictability. These
unstable tools are to be used for inspiration, providing
the maker with a new way of seeing or understanding
their particular object of inquiry that they can take up
and fold into their practice in whatever way they
choose [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ].
      </p>
      <p>While I have studied AI and computer science formally,
I have yet to engage advanced algorithmic techniques
in the unstable prototypes that I have created to date. I
used to see these advanced algorithms as mechanisms
that reduced engagement in the physical world, or
eliminated the “risk” that I and others find so valuable
in a creative practice. I would like to attend this
workshop to explore alternative engagements of AI and
machine learning in what I have be calling “unstable
tools,” thus, unstable AI’s. At a broad level, this project
joins wider calls for exploring where technology can
participate within non-linear and chance-based creative
practices. On a more specific level, it seeks a mode of
engagement with AI that can give rise to surprising and
beautiful results.</p>
    </sec>
    <sec id="sec-5">
      <title>Unstable &amp; Collective AIs</title>
      <p>At the workshop, I would like to present a concept for a
future MICI or unstable tool that is informed by
“games” historically played by artists called AI Reverb.</p>
      <sec id="sec-5-1">
        <title>Artists Games</title>
        <p>
          Artists games are unstable by design and typically bring
multiple creative actors together to produce objects
unique to the situation of production, a form of extreme
collaboration where “players” correspond in an open
field of creative possibility. For instance, Surrealist
artists created several games for generating artwork
automatically and in a stream of consciousness fashion,
“Solitary and collective automatic techniques, and the
exploitation of chance are central to many surrealist
games…automatic techniques may be used as a
beginning of a creative activity, to stimulate and
encourage spontaneity of utterance or image-making”
[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. The most famous of these games is “exquisite
corpse,” a procedural game in which one artists draw a
head, hides what he or she draws, and invites another
to fill in the remaining body and legs. The result is an
outcome that neither artist could plan or anticipate. It
is an artistic product born from a collective, creative
intelligence.
        </p>
        <p>
          Led by the writings of Guy Debord, The Situationist
International extended surrealist games into the ream
of everyday life, developing tactics for engaging the
everyday that could denature the habitual and lead to
experiences to allow someone to see beyond spectacle
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. As such, these games turned away from a concrete
artistic product and into a mode of sensitizing the
player. Furthermore, they fused games with life,
suggesting ludic engagements in everyday space. Such
themes resonate through related art movements, like
the chance inspired “event scores” of Fluxus artists
Yoko Ono [7] and La Monte Young [8] which prompt
aesthetic engagements in the more mundane
happenings of the everyday. For instance, one of Ono’s
event scores, entitled Tunafish Sandwich Piece,
requires its viewers/actors to:
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Imagine one thousand suns in the sky at the same time.</title>
      </sec>
      <sec id="sec-5-3">
        <title>Let them shine for one hour.</title>
      </sec>
      <sec id="sec-5-4">
        <title>Then, let them gradually melt into the sky.</title>
      </sec>
      <sec id="sec-5-5">
        <title>Make one tunafish sandwich and eat. [7]</title>
        <p>Ono’s event score fuses poetry with practice, creating a
prompt for a sensory engagement in sun and
sandwiches alike. The goal of the work is less oriented
around a “thing” produced, and more focused on how
the execution of the instructions shaped the person
who executed them.</p>
        <p>While each example is targeted towards different
outcomes and audiences, whether it be an
automatically generating thing, a critique of spectacle,
or an attempt at anti-art, they share in common a
vision of making where control extends beyond an
individual maker or audience. They position the artist
as one of many numbers of forces capable of producing
creative work, not necessarily the individual who stands
above controlling what is produced. As such, these
games tend to be oriented towards sensitization and
understanding as opposed to a particular creative
“object” outcome.</p>
      </sec>
      <sec id="sec-5-6">
        <title>AI Reverb: Fusing AI and Artists’ Games</title>
        <p>Drawing from this lineage of artists’ games or event
scores, I imagine a system called AI Reverb that
prompts an artist to take action in response to
directives supplied by an artificial intelligence agent. In
keeping with my interest in engaging with the everyday
and materials, I imagine a system composed of a
camera and text output screen. The camera captures
the present scene, say, the maker sketching on a piece
of paper. That scene (i.e. the paper) is processed as
input to an AI that classifies what the object that the
maker is drawing (much like Google’s Quick Draw
application 1.) Based on how the AI identifies the
object (for instance, if it thinks the artist is drawing a
cat), it can supply instructions for the maker to perform
on the drawing (e.g. draw multiple tails on cat, throw
away drawing of cat and draw a dog instead, etc.). As
the artist performs the command, the drawing changes,
the classification of the drawing changes and a new set
of commands is born ad infinitum. The outcome of such
a system represents a reverberation between an artist
and a machine, a surrealist drawing born out of a
collective human-machine intelligence.</p>
        <p>In AI Reverb accuracy and the correctness no longer
function as meaningful bounds for the design space of
interaction. Like a game of telephone, the pleasure
emerges from the moments in which the AI makes an
incorrect prediction or works in an imperfect manner.
And while I have illustrated the concept within the
relatively simplistic realm of drawing, one could
1 https://quickdraw.withgoogle.com/</p>
        <p>imagine a mode of AI reverb that more readily
embraced everyday life. For instance, an AI agent that
feeds back on signage in shop windows and billboards
in order to direct artists to take different actions within
public space.</p>
        <p>The tension with a project AI Reverb this is
differentiating between a system that “breaks” well and
a system that is just plain broken. At the present
concept stage, I cannot predict exactly where those
lines will be drawn. I see the sketch provided here as a
benchmark for a new way of thinking about AI more
than a set of plans for a system that I plan to enact.
One of my goals for the workshop, then, is to refine
this direction, learn more about the tools and
techniques available, and hopefully gather feedback
from artists in the group about how such a system
might adapt into exploratory phases of their own
practice.
Computing Systems (CHI ’15), 2477–2486.</p>
        <p>https://doi.org/10.1145/2702123.2702547
6. Lucian Leahu. 2016. Ontological Surprises: A
Relational Perspective on Machine Learning. In</p>
      </sec>
      <sec id="sec-5-7">
        <title>Proceedings of the 2016 ACM Conference on</title>
      </sec>
      <sec id="sec-5-8">
        <title>Designing Interactive Systems (DIS ’16), 182–186.</title>
        <p>https://doi.org/10.1145/2901790.2901840
7. Yoko Ono and John Lennon. 2000. Grapefruit: A</p>
      </sec>
      <sec id="sec-5-9">
        <title>Book of Instructions and Drawings by Yoko Ono.</title>
        <p>Simon &amp; Schuster, New York.
8. La Monte Young (ed.). 1963. An Anthology of
Chance Operations. La Monte Young &amp; Jackson Mac
Low.</p>
      </sec>
    </sec>
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