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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Coimbra (PT) / Online
" m.koutsomichalis@cut.ac.cy (M. Koutsomichalis)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A Hyperstitional Machine Appropriating Human Culture in an Evolutionary Fashion</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marinos Koutsomichalis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Multimedia and Graphic Arts, Cyprus University of Technology</institution>
          ,
          <addr-line>30 Arch. Kyprianou, 3036, Limassol</addr-line>
          ,
          <country country="CY">Cyprus</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>This paper presents an account of an ecosystemic evolutionary pipeline for the generation of original multimedia content without employing fitness functions or other evaluation schemata. It examines an ongoing art/research endeavour that concerns an experimental creative machine to be 'plugged-in' to human culture through the WWW and in order to produce own multimedia content autonomously and unattendedly. The machine employs natural language graphs, as well as intelligent Comprehenders that analyse the retrieved media to further the evolutionary cycle with new queries. It also features a series of algorithmic Composers that mashup and manipulate the retrieved media in various fashions. The overall system is being designed to empirically probe the hypothesis of genuine nonhuman creativity that is built computationaly upon the re-synthesis and the re-appropriation of human culture (through its WWW footprint). The project and the underlying method are announced herein, and a series of technical idiosyncrasies are examined in some detail. Theoretical considerations to the overall approach are further drawn with reference to critical post-humanism.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Ecosystemic Evolution</kwd>
        <kwd>Nonhuman Creativity</kwd>
        <kwd>Hyperstition</kwd>
        <kwd>Creative Machine</kwd>
        <kwd>Multimedia</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Recent literature features numerous resources discussing algorithmic systems for the unattended
composition of multimedia content. These range from art/creative endeavors that may or may not
involve interaction [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], to bioinformatics [5] and robotics research [6]. The question of
unattended and self-generative evolutionary composers has been researched in various contexts such
as genre-specific music composition [7], or evolutionary painters [8]. Literature and creative practice
is also abundant in algorithmic pipelines synthesising or reappropriating existent (third-party)
media content. These range from (historical) examples of music composition employing prepared/found
melodies and/or audio snippets [9] to image mashups [10] and multimedia meta-creative systems [11].
      </p>
      <p>Evolutionary creative systems of sort traditionally involve a fitness function or some evaluation
schema. They are typically dealt with as meta-heuristics optimization systems, i.e., systems meant to
discover those heuristics that are necessary for another subsystem to solve an optimization problem.
As discussed in [12], most evolutionary algorithms (EA) for art still follow this approach despite it
often being hard, irrelevant, or altogether impossible to define meaningful fitness/evaluation
functions in such cases. In genuine artistic contexts, the goal is, more often than not, to generate new and
original (or otherwise aesthetically or poetically intriguing) content for the sake of it. In this vein,
while ‘selection of the fittest’ approaches do provide valid and readily available means to implement
or evaluate art-related EAs, it remains debatable whether they eventually succeed in generating
genuine artistic value in real-life contexts. This is further discussed in [13] and [14], where fitness-based</p>
      <p>EAs are generally shown to concern imitation rather than originally creative behaviour.</p>
      <p>While evaluation and selection still govern evolutionary systems study, biological evolution is not
exhausted in Darwinian/Lamarckian processes of selection or mutation—see, e.g., [15]—and not all
cultural phenomena can be always understood, or described, in terms of meta-heuristics optimisation
or problem solving. Insofar as art EAs are concerned, there are some documented cases that eschew
or undermine the idea of fitness altogether. Consider, e.g., Biles’ jazz melody composer that pivots on
an intelligent crossover operator [16], or Dorin’s ‘interactive’ approach that relies on human-driven
selection [17]. Another trend is to rather rely on ‘endogenous’ fitness functions—that is, ones that
are defined, and that operate, in some local context rather that with respect to the aesthetic outcome.
Even if fitness is still sustained here—both as a concept and as a technical means—a system of sort can
no longer be thought of as evolving towards ‘fittest’—that is, ‘better’ in any subjective sense—works
of art. A relevant example is Bird’s drawing robot where a fitness function rewards local behaviour
with respect to pen position [18].</p>
      <p>Most importantly, an entirely new paradigm has emerged over the last couple of decades: that of
‘ecosystemic’ evolution where the focus shifts to the design of an environment, an array of
components therein, and carefully designed interactions between the former and latter as well as in-between
the components. Components within an ecosystem are typically interconnected so that they can
change their environment in some fashion. To give an example, in the Audible Eco-Systemic
Interface (AESI) project a network of interdependencies is enacted among individual sound-synthesis
subsystems and the external physical space hosting the artistic performance [19]. Accounts of several
other art/creative ecosystemic evolution systems can be found in [14] and [20].</p>
      <p>All the above mentioned approaches, and in general any algorithmic system for art that is intended
as genuinely creative, are still largely thought of with respect to human creativity (even if there is still
no consensus on what exactly the latter may stand for, or consist of). The question of a genuinely
‘nonhuman’ computational creativity—i.e., one that dismisses human notions of creativity altogether—has
not been a major research concern hitherto and still lacks integrated treatment. This is, nevertheless,
the research focus of this endeavour: to investigate (through design) the hypothesis of a machine that
draws upon human culture in order to generate ‘nonhuman’ art of its own. Hypersition Bot is an
experimental system that ever-crawls the WWW in order to produce own digital content autonomously
and unattendedly. It loosely draws inspiration from the concept of ‘hyperstition’, brought forth by
CCRU’s Nick Land and referring to “narratives able to efectuate their own reality through the
workings of feedback loops, generating new sociopolitical attractors” (Williams, 2013 as quoted in [21])
or “[. . . ] as ideas [that] function causally to bring about their own reality [. . . ] transmuting fictions
into truths”1. There have been some other attempts to creatively explore this concept and in various
fashions—not always artistic, however. Examples are discussed throughout [22].</p>
      <p>Hypersition Bot aspires to mashup, transfigure, re-synthesise, remmediate, and re-appropriate—
that is, utilise for a diferent purpose than the intended one—human cultural content with respect
to emergent cybernetic orderings and in a hyperstitional fashion. From a technical perspective, the
system is an complex multi-modal ecosystemic EA. It does not does employ a fitness function nor any
evaluation schemata. It rather comprises a several hardware and software components that intertwine
and cross-interact with one another to further the evolution cycle while simultaneously generating
multimedia content of various kinds. From an artistic lens, the process is envisioned as speculative
(being a hypothesis for how nonhuman creativity could look like), meta-phenomenological (it cannot
be reduced merely to phenomenological experiences thereof), and post-geographical (since content
1Nick Land in an interview by Delphi Carstens retrieved December 15, 2019 from http://xenopraxis.net/readings/
carstens_hyperstition.pdf)
utilised may be of all possible geographical origins).</p>
      <p>Having contextualised the project, the following section outlines the machine in question, overviews
the specifics of its implementation, and presents the first incarnation of the work. A Discussion
section follows. This treatise sums up with a concluding remarks and notes on future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Method</title>
      <p>The multimedia output of Hypersition Bot is the emergent outcome of a complex cybernetic ecosystem
that is distributed over several hardware and software modules. Fig. 1 illustrates the main software
submodules that have been implemented in a series of programming languages (Python,
SuperCollider, Bash). The overall architecture draws on a complex evolutionary database management
system that is discussed in great depth in [23]. It additionally features several submodules to perform
multimedia synthesis and maintenance. The evolutionary cycle is as follows: a series of Crawlers
iterate a genome to retrieve natural language queries and use them to download digital media from
User-Generated-Content (UGC) repositories of interest; then, a series of Comprehender submodules
analyse the retrieved media to generate a new generation of genotypes, while a series of Composer
modules process and mash-up the former to generate multimedia output unattendedly.</p>
      <p>In formal terms, the  ℎ generation genotypic population   is</p>
      <p>Gn ∶=
{
⋃ ΦΛ(  −1) ∶  ∈ ℕ&gt;1
⟨ ⟩ ∶  = 1
where ⟨ ⟩ indicates the seed—the very first user-defined genome—   −1 the phenotypic population of
the previous generation (the digital files retrieved over the WWW in the previous evolution cycle), and
(1)
data set [25], (2) Φ
genomes.
ΦΛ ∶ Λ
Comprehenders are of varying complexity/intelligence with respect to the media type Λ they are
+ →  + a Comprehender submodule mapping phenotypic content of type Λ to new genomes.
designed to understand. Three modules of sort are already implemented: (1) Φ
Inception-v3 Deep Convolutional Network [24] and trained on the ImageNet LSVRC-2012 challenge
employing the
relying on the Rapid Automatic Keyword Extraction (RAKE) algorithm [26] to
‘understand’ and summarise natural language text, and (3) Φ
that just converts tags/keywords into</p>
      <p>
        Individual genomes—as well as populations thereof—are weighted undirected graphs comprising
natural language tokens. They have the form 
≡ ( ,  , 
), where  is a set of vertices { 1,  2, … ,   }
set), 
with  ∈ ℕ&gt;0,   ∈  ∗ ∧   ≠ ∅ ( ∗ denoting all finite (sequences of) words over the unicode character
is their scalar weight attributes { 1,  2, … ,   },   ∈ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ], and  is a (possibly empty) set
of pairs {  ,   } for some   ,  
∈ 
and
 
≠  
. All ΦΛ generate genomic graphs of sort for
each one of the files they visit. As explain in detail in [23], at the end of each cycle all available
individual genomes are combined to a uniform merger thereof ( 
between their individual edges and weights are resolved. Such a architecture makes it possible to
) so that any cross-associations
retrieve and manipulate content in many diferent native languages.
series of Crawler submodules  0,  1, … ,
      </p>
      <p>While ΦΛ
are responsible for generating a new genomic population from a given phenotype   , a
  ∶ G , 
+
→ ⋃ Λ</p>
      <p>+
, 
↦ 
(2)
content of several diferent types (thus mapping content to
are responsible for producing the latter. They do so employing natural language queries  retrieved
over a given genome</p>
      <p>to download digital media from the WWW ( ), so that the resulting  ℎ
generation phenotype  is:   ∶= ⋃  (  −1) Note that an individual Crawler   may retrieve digital
⋃Λ+ rather than Λ+), so that, e.g.,  
retrieves audio, video, and text (user-comments and meta-data). As of writing the system comprises
 
,   
,  ℎ
,  
,  
,  
,   ℎ
,   
,   
,   
comprise content from all [
the evolution cycle in pseudo-code.
that download audio, video, images, music, prose, lyrics, tags, lemmas, and 3D
models from those
will most likely return diferent results for the same input  if called at diferent times.
repositories. It should be noted that Eq. 2 is time-dependent. UGC repositories are volatile so that</p>
      <p>The above described evolutionary process is implemented in a local network comprising four
microcomputers. One of them is responsible for retrieving digital content over WWW, ‘comprehending’ it,
renewing the genome population  for each generation  , and distributing the resulting phenotype  
among all four. Each of the latter features a series of local helper submodules that handle I/O operation
and disk maintenance as needed. Multimedia synthesis is then carried out by a series of Composer
new content is pushed to the various hardware nodes, older generation  Λ
 
modules   ∶  Λ+ → Ψ that manipulate Λ type content to generate new original Ψ type content. As of
writing, in all implemented   , Λ ≡ Ψ; there are, however, concrete plans for multi-modal composers.
typically process all the available digital files and not just that of the last  ℎ generation. While
ifles are eventually deleted
by local maintenance routines. Nevertheless, once the machine has been online for a few evolution
cycles, some   will almost certainly work on a local pool  Λ ∶= ⋃ = −  Λ with , 

∈ ℤ
+ ∧  &lt;  .  
− ,  ] phenotypic populations. The left part of Alg. 1 is an overview of</p>
      <p>While the genome mutates in this fashion, a number of Composer submodules mashup or
otherwise manipulate the retrieved media files to generate new content. Implementation features a few
such submodules, namely:  
, a  
,  
, and  3
. If Σ is a stochastic operation to select
  ∶= Σ(⋃ −</p>
      <p>video content starts playing back at frame  +  ),</p>
      <p>∈ ℤ
an element   from  , a simplified model for the video Composer is:  
( ) ∶=   (
+  ), where
,  ),  ∈ ℤ
+ denoting discrete time,  ∈ ℤ being a random discrete ofset (so that
+ a random discrete time duration after which a
with  ,  , 
new   is to be selected for playback—it should also hold that  + + ≤ ‖  ‖ (the length of   . The upper
right half of Alg. 1 describes this simple mash-up process in pseudo-code. In the actual
implemenon the synthesis pipeline described in [27]. A simplified formal model is  3
tation, Σ is of some complexity, combining chance operations with some hard-coded synthesis rules.
The lower right half of Alg. 1 presents  3 —an experimental Composer for solid 3D models drawing
∶=
⋃ =0 ( ◦ ◦ )(  )
being linear transformations in 3D space that randomly translate, scale, and rotate
(respectively) a random selection of individual solid models { 0,  1, … ,   } ⊆ ⋃ −  3

.</p>
      <p>Algorithm 1 Evolution cycle,  
, and  3 in pseudo-code
 ←</p>
      <p>a random ⊆  3
 ← []
for  = 0 to ‖ ‖ do
 ←</p>
      <p>[ ]
random translate 
random scale 
random rotate</p>
      <p>←←←←←←←←←←←←←←←←←←←←← 
end for
return ⋃</p>
      <p>a complex stochastic operation
Σ ←
loop
end loop
 ←
 ←
 ←</p>
      <p>Σ(⋃ −</p>
      <p>,  )
a random number in (0, ‖ ‖)
a random number in (, ‖ ‖)
playback  from  to  + 
 ←
for  = 0 to ‖ ‖ do</p>
      <p>←←←←←←←←←←←←←←←←←←←←←   ( )
′
end for
 ← []
for  = 0 to ‖ ‖ do</p>
      <p>′</p>
      <p>←←←←←←←←←←←←←←←←←←←←←  Λ( [ ])
end for
 ←
end loop
⋃</p>
      <p>′</p>
      <p>is an experimental adaptation of a rather complex system for algorithmic mashups that is
described in great detail in [28]. The architecture, inter alia, comprises a non-real-time machine
listening pipeline performing onset detection and spectral feature extraction on all available content.
For each audio file  ∈</p>
      <p>, it generates a vector ⃗ registering the particular moments of some
notable change (in pitch, rhythm, or timbre), and a feature matrix  ⃗ ≡ [⃗, ⃗, ⃗] with weighted mean
frequency ⃗ ≡ [ 1,  2, … ,   ], magnitude-weighted variance ⃗ ≡ [ 1,  2, … ,   ], and spectral
complexity ⃗ ≡ [ 1,  2, … ,   ] ( ∈ ℤ+) per some regular time interval. Individual generative ‘sonic events’  
of various diferent kinds ( e.g., (non-)deterministic sequences of shorter sounds, or ‘sustained sonic
atmospheres’) are defined employing audio file fragments and with respect to their associated
breakpoints in  ⃗ and its origin (the UGC repository they were downloaded from). While  
added to a scheduling queue, an intelligent composition submodule juxtaposes them in real-time and
are dynamically
with respect to the feature matrices associated with the audio snippets in use. In this fashion, the
particular patterns governing the temporal appearance, the repetition, the duration, and the acoustic
localisation are all configured employing features from
from this experimental Audio Composer can be listened to at https://tinyurl.com/t-audio-examples.
 ⃗ . Some example output (stereo versions)</p>
      <p>utilises the ‘textgenrnn’2 system for intelligent character-level text synthesis that is based on
a Multiplicative Recursive Neural Network (MRNN) topology. This method is described in great detail
in [29]. Given a sequence of input vectors ( ⃗1,  ⃗2, … ,  ⃗ ) a sequence of predictive softmax distribution
 (  +1| ≤  ) is obtained at the output vectors ( ⃗1,  ⃗2, … ,  ⃗ ). The language modelling objective is
to maximise the total log probability of the training sequence ∑ =−01  (  +1| ≤  ). This MRNN
topology is ever-trained on every  iteration on some small  ⊆   .   is then scheduled to
generate new strings of original text at irregular time intervals.</p>
      <p>Fig. 2 illustrates the machine in its eventual realisation, with the various hardware submodules
hosted in a block of concrete and several cables to interfaces with the WWW, monitor screens,
loudspeakers, and other terminals. The machine also features a built-in thermal printer. The overall design
is hybrid and rough-hewn, also embodying a certain kind of ‘material dialectics’—such an approach
towards interface design is further discussed in [30]. Fig. 4 illustrates the machine in its first public
showcase in the context of the Children of Prometheus international group exhibition that took place in
NEME Gallery (Limassol, CY) 2019. In this particular incarnation multimedia synthesis is carried out
by just three distinct   and a   printing out algorithmically generated text every few minutes.</p>
      <p>Seen through an ecosystemic lens, Hypersition Bot comprises several individual software
components of varying complexity that interact with one another and an external environment. This
external environment is, in reality, three diferent overlaid ones: (1) a local network comprising various
intertwined hardware and software submodules, (2) the WWW, and (3) the physical space
accommodating the Hypersition Bot and its generated multimedia content. Accordingly, the proposed architecture
is principally grounded on a complex cybernetic network of cross-interactions, inter-dependencies
and intertwinments so that its output is emergent, hybrid and distributed—the system’s operation
cannot be traced, or reduced, to the specifics of its software or hardware modules alone.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Discussion</title>
      <p>Hypersition Bot has been designed to interrogate and appropriate (i.e. using otherwise than intended)
the human culture’s WWW footprint in a computational and creative fashion. It is envisioned as
creative machine that may be plugged-in to a largely human-oriented WWW and creatively re-synthesise
media content to bring forth its own alternate, non-human and ‘hyperstitional’ one. UGC
repositories are an excellent way to account both for human culture in its immense trans-geographical and
trans-socio-political contingency, as well as for the ways it may be cybernetically ‘comprehended’
and re-appropriated by machines. YouTube features a few billions of videos of all possible subjects,
2Retrieved December 15, 2019 from http://github.com/minimaxir/textgenrnn
themes, and genres uploaded for all possible kinds of purposes by all possible kinds of individuals.
Maybe more importantly, it also features meta-data and long threads of structured user comments
that further articulate the numerous possible cultural connotations and ramifications of the featured
content. Wikipedia is an immense codified and structured database of user-contributed knowledge
that covers pretty much all aspects of human existence, from science to popular culture, from history
to poetry, and from esoteric religions to design. Soundcloud comprises millions of music works of all
possible styles and by all professional, semi-professional, and amateur creators. Music content is
further embellished with meta-data and (timeline defined) user comments. UGC of sort unconditionally
represent human culture in its sheer eclecticism as well as in the particular ways in which humans
themselves interpret, understand, and reflect thereof in all (in)formal, (non)casual and (un)structured,
fashions—still, they far-exceed our capacity engage with some significant dimension of them. Without
the aid of machines and sophisticated algorithmic techniques it is largely impossible for humans alone
to ever make sense of such complex/broad cybernetic phenomena while it is, of course, debatable to
what extend we can do so even with the aid of the former.</p>
      <p>The creative machine described here is destined to manoeuvre and to appropriate human-oriented
cultural content the way it resonates over the WWW, yet in ways humans alone would not be able
to pursue. It does so in an ecosystemic fashion, establishing the necessary conditions for emergent
cybernetic behaviour to arise. In this vein, Hypersition Bot is not meant to imitate human creativity
(even if it may accidentally do so at times). It rather celebrates a certain approach towards
‘computational poetics’—i.e., an inherently deliberate computational and nonhuman take on multimedia
synthesis. But if this so, what would originality and creativity mean in such a context? And how
would they relate to human notions thereof? While such afairs cannot be substantially elaborated
upon here, there are two important concerns that ought be immediately outlined.</p>
      <p>Firstly, the cybernetic method described hereinbefore is primarily meant as an experiment
questioning the human authority/exclusivity in both establishing own media culture and in building upon
it. As such, Hypersition Bot stands together with several other eforts of sorts, that range from
likeminded artistic endeavours to the entire philosophical project of critical post-humanism in its various
manifestations. Despite their breadth and disparity, the cornerstone of nearly all flavours of critical
post-humanism is that humans are ever prosthetic, distributed, and ever produced by, and in relation
to, social, environmental, technological, and other nonhuman traits [31, 19–22]. It follows that to
further trust/allow machines to re-purpose our own cultural production in computational and
nonhuman fashions is actually a very ‘human’ thing to do—it is what casts us humans in the first place
through a post-human lens. The machine’s attempt to establish an ouevre of its own can be said
to aid to the formulation of a broader and more critical way to understand our species. In the case
of Hypersition Bot such a stance is deeply echoed to the algorithmic design and its operation that
functionally embed the post-human thesis. It is argued that this is only possible through a
decentralised ecosystemic design approach that accelerates cross-interactions in between several diferent
‘species’, modalities, and (sub)domains. This trait reverberates the herein described machine in all
bottom-up and top-down fashions: its made of hybrid and intertwined algorithmic, electronic, and
physical components and in a way that brings forth ‘material dialectics’ of some sort and its operation
is emergent and contingent, resonating across digital, analogue, and physical domains and through
acoustic, visual, haptic, semantic, and other modalities.</p>
      <p>
        The second concern to delineate relates with the notion of Hypersition. Land’s original inspiration
traces to Dawkins and his acolytes who popularised the idea that ‘memes’—i.e. mental elements—
control a carrier’s thought and behaviour in an ontogenetic fashion and much like genes do to
biological bodies [32]. The validity of such a hypothesis is, notwithstanding, questionable in the first place.
For instance, Ingold shows that the very claim that some genealogical/inheritance-based mechanism
(exclusively) governs the development of a (biological) organism to some significant extent is feeble: it
succumbs altogether under closer examination in that it requisites suitable environmental conditions
in the first place [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">33, 1–17</xref>
        ]. Accordingly, he suggests that it is upon the latter we should primarily
focus upon when it comes to understand, or to control, how organisms end up being what they are.
      </p>
      <p>It is beyond the scope of this paper to delve in such a debate, of course. Yet, Hypersition Bot’s
operation is ascribed an additional dimension if seen through a genealogical-contra-ecosystemic prism.
The system is specifically designed to fuel a hyperstitional mode of operation: it probes retrieved
content to identify and isolate semantic/symbolic links that would link it to other content and so
forth, until a hitherto latent (or merely fictional) narrative concretely emerges. The overall system
can be said to succeed in such a hyperstitional expedition—at least to some plausible extent—in that
it does pursue the cybernetic bearings of our WWW presence and in that it does produce original
content re-synthesising them in a generative fashion. However, at the very same time and in tandem
with this, it explores the hybrid environmental conditions that cast such a hyperstitional excursion
possible: these are, its very own design, WWW and certain UGC topologies within it, the particular
cybernetic infrastructures it relies upon to access and to retrieve content of interest, and so on. The
machine simultaneously pursues arbitrary congenital bearings waiting to be unfolded, and
investigates the conditions that cast such an unfolding possible. It can be then said, that it is made to operate
at the crux where ontogenesis and ecosystemic conditioning meet.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>Hypersition Bot is a creative multimedia system distributed over a complex hybrid network of
software/hardware subsystems that creatively explores and re-appropriates the digital footprint of human
culture over the WWW in a ‘hyperstitional’ manner. It autonomously and unattendedly synthesises
original multimedia content in a generative fashion and showcases it in-situ. ‘Original’ here stands
for appropriated, manipulated and remixed content that attains agency based on how the machine
re-purposes it in a cybernetic fashion. The system’s architecture is ecosystemic so that its
multimedia output is emergent and contingent; it cannot be explained merely in terms of the constituent
subsystems. It pivots on technology that is largely designed to ‘defy’ human creativity in pursue of
experimental and nonhuman ‘computational poetics’—even if it is yet unclear what it means to be
creative in a nonhuman fashion.</p>
      <p>The specifics of the various comprising submodules as well as of their interplays and
intertwinements are discussed in some detail heretofore. The overall operation is shown to pivot on an
ecosystemic evolutionary paradigm that does not employ fitness function or other evaluation schemata of
sorts. A couple of concerns surface critical reflection upon the process and the particular poetics at
play: (a) the question of challenging human authority/exclusivity in building upon human culture,
and (b) the question of ‘hyperstitional’ behaviour at the crux of ontogenetic and ecosystemic tactics.
Afairs of sort are open research questions that call for thorough investigation in both critical and
analytical fashions, and, maybe most importantly, speculatively and through the design of relevant
creative pipelines. Hypersition Bot is such a experimental endeavour, being designed to fumble about
the hypothesis of genuine nonhuman creativity.</p>
      <p>Considering (a), while it is indeed suggested that Hypersition Bot challenges human
authority/exclusivity in accessing and building upon human culture in a straightforward manner, and while such
a claim is to some certain extent supported pragmatically by means of the machine’s overall
architecture and multimedia output, this is still a rather bold claim to make and should be taken with a
grain of salt. What exactly human authority/exclusivity may stand for in an advanced digital age
is still rather vague—if not ill-formulated. Important investigations in this vein are still an ongoing
afair in several subdisciplines such as computational aesthetics, or critical post-humanism.
Implementing bidirectional functionality so that Hypersition Bot may contribute back content of its own
(rather than merely ‘consume’ human culture) is an important future step towards better formulating
the question. So is the design of more complex creative machines of sort. The working hypothesis is
that of a machine that (following a long tradition of autonomous algorithmic/generative art) would
eventually succeed in transcending human-specific notions of art/creativity altogether, setting out
a counter-culture of its own species. In principle, this is the scope of this endeavour: to
speculatethrough-design on this hypothesis.</p>
      <p>Considering (b), it is herein argued that Hypersition Bot pivots on the inter-dependency between
the exploration of congenital ‘genotypic’ bearings that wait be unfolded (the ontogenetic dimension),
the environmental conditions that cast such an unfolding possible, and the particular ways in which
they presuppose, appropriate and establish one another. The overall endeavour could be, therefore,
thought of as a structured experiment that both relies upon, and at the same time interrogates, the
very conditions that cast ‘hyperstitional’ creativity possible. Still, what exactly such a creativity is
and how it relates with known paradigms of human creativity cannot be answered now—not even
properly speculated at. It remains an open research question that needs to be properly formulated
and treated in an integrated fashion, both theoretically, and empirically.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Future Work</title>
      <p>Future research primarily zooms in the implementation of additional Composers, Comprehender, and
to a lesser extend, Crawler submodules.   and  3 are still in-development and largely
experimental. There are concrete plans for a more intelligent  3 pivoting on AI and point-cloud
representations of solid geometry that would be inspire by the method described in [34]. There are also plans
for cross-modal Composers, e.g.   → or   →3 . Comprehenders submodules Φ and
Φ are also needed—even if it is not the latter are rather complex and involved to design. A few
additional Crawler modules, e.g.,    or    , would also be nice additions. Most importantly,
future research zooms in an entirely new class of submodules, that is Uploaders   , that would make
possible the bidirectional interaction with selected UGC repositories. First priority is for   and
   , with more to follow. When this feature is implemented, Hypersition Bot would be granted
the right to claim its place in our world, pollinating it with cultural content of its own species.
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the arts, Digital Creativity 21 (2010) 215–231. doi:10.1080/14626268.2011.550029.
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and cultural change, Behavioral and brain sciences 23 (2000) 131–146. doi:10.1017/
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[17] A. Dorin, Aesthetic fitness and artificial evolution for the selection of imagery from the mythical
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[22] CCRU, CCRU Writings 1997-2003, Urbanomic, Falmouth, U.K., 2017.
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retrieve and ever-renovate related media web content, in: Intelligent Computing-Proceedings
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