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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Misembodied Experiences of Artificial Art</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tom McClelland</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of History and Philosophy of Science</institution>
          ,
          <addr-line>Free School Lane, Cambridge, CB2 3RH</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ICCC'22 Workshop: The Role of Embodiment in the Perception of Human &amp; Artificial Creativity</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Engagement with art typically rests on the co-embodiment of the artist and the audience. The artist is an embodied being - they have a body through which they act in the world - and their embodiment is reflected in their work. A painting, for example, contains information about the specific movements the painter made with their brush, and those implied movements are in turn suggestive of particular mental states. The viewer is able to extract this information from the artwork because they too are embodied and can use their own body to simulate the movements of the artist along with the mental states indicated by those movements. AI can be used to generate sophisticated works of art without that AI being embodied. But are our responses to such artworks still embodied? And what might this mean for the value of such AIgenerated art? I argue that viewers will typically misembody AI art. That is, we typically respond to these artworks as if they were produced by an embodied artist. However, I also argue that the fact we misembody such artworks need not count against their aesthetic value.</p>
      </abstract>
      <kwd-group>
        <kwd>AI art</kwd>
        <kwd>creativity</kwd>
        <kwd>embodiment</kwd>
        <kwd>illusion</kwd>
        <kwd>value</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Embodiment is an integral part of our engagement with art. The artist’s embodiment is reflected in
the artwork they produce. Each brushstroke is the product of a specific action and contains information
about the precise movement of the artist’s body. And insofar as the artist’s movements reflect their own
mental states, those brushstrokes can contain information about the artist’s cognitive and affective
processes. The viewer is able to extract this information from the artwork because they too are
embodied. Having a body relevantly similar to that of the artist allows you to understand how the artist
moved to create those brushstrokes, and to understand the
mental states expressed by those
brushstrokes. These layers of comprehension and appreciation are thus possible because of the
coembodiment of artist and audience.</p>
      <p>AI systems for generating original works of art are becoming increasingly sophisticated and their
impact on the artworld cannot be ignored. Unlike flesh-and-blood artists, these artificial systems are
disembodied. Although the AI is physically realised on some computer hardware it does not have a
physical body through which it acts on the environment. When an AI generates an image it does not
physically put marks on a surface. And when it creates a piece of music, it does not physically strike an
instrument. Rather, these systems generate strings of code. But if embodiment is so integral to our
engagement with artworks, how do viewers experience the products of these disembodied systems?</p>
      <p>In this paper I argue that our experience of AI artworks typically misembodies the originator of the
artwork. That is, we experience the artworks as if they were created by an embodied artist. Even when
we know that they are the product of a disembodied AI, our embodied responses to the artwork make
it seem as though the artwork were created through an embodied process. This then raises another
question: does it matter that our embodied responses to AI-generated artworks are in some sense
erroneous? It might be argued that our embodied responses constitute a problematic illusion that counts
* Corresponding author</p>
      <p>2022 Copyright for this paper by its author.
against the value of the artworks. I argue, however, that the value of an ordinary human-made artwork
has little to do with whether our embodied responses to it are accurate and that AI-generated artwork
should not be held to different standards.</p>
      <p>My paper proceeds in three stages. First, I pin down the relevant sense of the term ‘embodiment’
and summarise the key features that characterise our embodied engagement with artworks. Second, I
consider whether our responses to AI-generated artworks are embodied and argue that we typically
misembody AI art. Third, I explore what this means for the value of AI-generated art by comparing it
to other cases in which our embodied responses to artwork are erroneous and argue that such responses
are unproblematic.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Action and Imitation</title>
      <p>
        Guckelsberger, Kantosalo, Negrete-Yankelevich &amp; Takala [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] point out that the term ‘embodiment’
is polysemous and suggest that work on embodied and disembodied computation must be explicit in
how it uses the term. I use the term to characterise ‘…systems with a physical body that can interact
with the environment by being subjected to and by exercising physical force’ ([
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], p. 2). I will also talk
of ‘embodied responses’ in which an agent uses their own embodied abilities to simulate the movements
of others. Being physically embodied is a pre-requisite of having such embodied responses. This
relatively modest conception of embodiment is neutral on some of the more contentious issues
surrounding the term, such as whether cognition is ultimately skull-bound. Similarly, this modest
conception is not bound to theoretically loaded concepts in the vicinity such as ‘structural coupling’
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>So what role does our embodiment play in our engagement with art? There are good reasons for
thinking that our own embodiment plays a central role in how we respond to works of art. We
understand the embodied process through which a work of art is created by utilising our own embodied
nature. Art engagement is thus built on the co-embodiment of the artist and the viewer: the viewer is
embodied, the artist is embodied, and this shared embodiment is integral to the viewer’s experience of
the artist’s work.</p>
      <p>
        To appreciate the role of embodiment in our engagement with art, we should first turn to the role of
embodiment in our engagement with the world in general. Understanding the actions of others is far
from straightforward. Our senses might tell us how an agent’s body is moving, but that isn’t always
enough to tell us what they are doing. Consider seeing someone drinking a cup of tea. You can perceive
that the hand holding the cup is moving to the agent’s mouth, but why do you interpret this as the agent
drinking from the cup? After all, there are any number of other actions that are consistent with what
you’ve seen. The agent might be warming their lips with the cup, smelling the cup’s content or even
sending a secret signal to a friend. One promising and well-supported suggestion is that our
understanding of this action relies on simulation. When you see the agent’s hand move, your motor
system ‘mirrors’ what you see and the motor neurons involved in lifting a cup yourself are activated
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This process occurs ‘off-line’ meaning that you don’t overtly imitate the movement. However, the
covert activation of this motor process can than trigger other states associated with that movement.
Specifically, it recalls information about what you were doing when you engaged in those movements.
Because you make those movements when you’re drinking the simulation suggests that the agent is
drinking too. So here, your understanding of another person’s actions rests on your underlying ability
to simulate their movements, and your ability to simulate their movements rests on you both being
embodied agents.
      </p>
      <p>
        Although there is much more that could be said about the role of motoric simulation in action
understanding, the foregoing gives us enough to shed light on our engagement with art. Consider the
experience you have of viewing the ballet. Far from just witnessing the movements of the dancer, your
brain simulates those movements. And those simulations can feed into various aspects of your overall
experience of the ballet, including your enjoyment of them. In a study by Kirsch, Dawson &amp; Cross [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
participants were shown a video of a ballet move that they couldn’t do. They were then taught how to
do that movement and shown the video again. Participants’ assessment of how much they enjoyed the
video increased after learning the move. Kirsch et al interpret these results in terms of neural simulation.
Before learning how to do the move, participants were not able to neurally simulate the relevant motor
processes. Once they learned how to do it, this simulation became possible. The fact that their
enjoyment of the video increased after learning the move indicates that simulating a dancer’s
movements contributes to your enjoyment of those movements. So again, your co-embodiment with
the performer plays an important role in your aesthetic appreciation of their performance.
      </p>
      <p>Interestingly, this extends to static representations of bodily movement. A painting might offer a
snap-shot of a body in motion, and we are able to simulate the movement of the depicted figure. When
you look at a Degas painting of a ballet dancer, you might simulate their movement. And this movement
can contribute to your understanding and appreciation of the artwork just as it does in the case of the
real ballet-dancers. This is particularly important to your affective response to a painting, as captured
by Renaissance thinker Leon Battista Alberti:</p>
      <p>
        The painting will move the soul of the beholder when the people painted there each clearly
shows the movement of his own soul...we weep with the weeping, laugh with the laughing, and
grieve with the grieving. These movements of the soul are known from the movements of the
body. ([
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], p. 80)
      </p>
      <p>Contemporary neuroscience allows us to capture this thought with greater precision. When we see
someone weeping we simulate the weeping behaviour and then feel the emotion that we would feel
were we to be behaving that way ourselves. Our co-embodiment with a depicted figure thus plays a
central role in how we respond emotionally to that figure.</p>
      <p>
        Another important dimension of our engagement with paintings is our simulation of the implied
actions of the painter themselves. Besides simulating the movements of any figures in a painting, we
simulate the movements made by the artist to create the painting. Consider Jackson Pollock’s painting
‘Number 31’ at the Museum of Modern Art. The painting is a huge cream canvas splattered with thick
layers of black, white and grey. It is alive with movement: great grey splashes, intricate dribbles of
white and black. Pollock worked by laying his canvas on the floor and dripping the paint onto it from
above using dried out brushes, sticks and – on occasion – turkey basters. As we look at the painting, we
simulate the movements Pollock made. Taylor, Witt and Grimaldi wryly note ‘…if one is to simulate
Jackson Pollock’s actions it must be done indirectly, as he has been quite dead since 1956, and is
therefore inanimate. Fortunately, his paintings persist as a historical record of his actions.’ ([
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], p. 27)
The paint on the canvas is inert but, through embodied simulation, we can experience the long-past
movements that created the artwork. And this simulation can play a central role in our aesthetic
experience of the painting. Our neural simulation of the actions that produced the Pollock painting
might tell us that there was anger in those movements, leading us to experience the painting as
expressive of anger. Once more, our co-embodiment with the artist is integral to our experience of their
work.
      </p>
      <p>
        As with the ballet case above, our embodied simulation of the implied actions of the painter
contribute to our enjoyment of the painting. In a study by Leder, Bär and Topolinski [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] participants
were presented with pointillist paintings and asked how much they like them. This was done under three
conditions. In the first condition, participants looked at the paintings whilst dabbing a pencil up and
down on a surface – an act congruent with the implied actions of the artist. In the second condition,
participants looked at the paintings whilst making a brushing motion with a pencil – an act incongruent
with the implied actions of the artist. In a control condition, participants looked at the painting without
making a motion with a pencil. The congruent group appraised the painting more positively than the
control group, and the incongruent group appraised the painting less positively than the control group.
This can again be interpreted in terms of our embodied simulation of the artist’s movements playing a
central role in our enjoyment of the artwork. In the incongruent case, the motor process behind the
brushing motion impeded the embodied simulation of the artist’s actions which then had a negative
effect on the enjoyment of the painting. In the congruent case, the motor process behind the
dabbingmotion boosted the embodied simulation and had a positive effect on the enjoyment of the painting.
Our co-embodiment with the artist is once more integral to our appreciation of their work.
      </p>
      <p>The simulation of the implied actions of the artist is of particular interest because it captures
something about our embodied responses to both figurative and non-figurative art. As we move on to a
discussion of AI-generated art, this aspect of our embodied response to paintings will be given particular
attention.</p>
    </sec>
    <sec id="sec-3">
      <title>3. AI and Embodiment</title>
      <p>
        AI programs for generating art are becoming increasingly sophisticated. Programs such as Dall-E 2
allow users to type in detailed text-prompts that rapidly generate appropriate results [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. They can also
take an image as an input and generate variations of that image within specified parameters, or alter an
image in response to text prompts. Many of the images produced are of astonishing quality and align
impressively with the user’s commands. But unlike a flesh-and-blood artist, such programmes are not
embodied. That is, they do not have a physical body through which they act on their environment. It is
a piece of software that generates strings of code. In cases like these, the AI that generates a work of art
is disembodied.
      </p>
      <p>Some conceptual clarifications are in order here. Programs like Dall-E 2 are disembodied in the
specific sense specified. Embodiment is, as we have a seen, a polysemous term so there might well be
senses of the term on which the program is embodied. For instance, it is embodied in the sense that it
is physically realised in some computer hardware rather than somehow existing non-physically.
Furthermore, when the program produces a new image, this too is physically encoded in some hardware.
But this is not the same as the program having a body through which it acts in the world to create the
artwork. The image could, of course, be physically printed out. But this still would not be a case of the
program using a physical body to create the artwork. What it creates is a string of code, and the image
encoded can in turn be physically realised on paper.</p>
      <p>To say that the program that generates a work of art is disembodied is not to say that the art was
produced without the role of any embodied agent. Embodied agents wrote the program. Embodied
agents created many of the images on which the program was trained. And embodied agents prompt
the program to generate particular images. Nevertheless, each specific image is generated by an AI that
is disembodied and not by an agent using their body to form that image. Here I do not commit to who
(if anyone) the artist is in this process. Is it the programmer, the user, the AI itself or some combination
of the three? Even if the embodied user qualifies as an artist, it remains the case that the specific image
is generated by the program and not be the user deploying their body to form the image. To say that the
program is disembodied is not to say that all AI-generated art is disembodied. Robot artists such as
Aidan Meller’s Ai-Da and Denial Berio’s Graffitizer use robotic limbs to put marks on a surface.
Whether a program that controls robotic arms really qualifies as embodied is a difficult question, but it
is not one that need concern us here. My concern is with AI that generates art without the use of a
robotic body.</p>
      <p>There are thus AI systems that generate art and that are (in the relevant sense) disembodied. When
we view images generated by such systems, we are not co-embodied with generator of the art. We are
embodied but the thing that generated the image is not. Given that our co-embodiment with the artist
plays such a central role in our engagement with human-made art, what happens when such
coembodiment is absent? There are two broad possibilities:</p>
      <sec id="sec-3-1">
        <title>The Disembodied View: Because the AI is disembodied, we do not have embodied responses in which we simulate movements used to create the artwork.</title>
      </sec>
      <sec id="sec-3-2">
        <title>The Misembodied View: Despite the AI being disembodied, we respond to AI art as</title>
        <p>if it were produced by an embodied agent.</p>
        <p>On the Disembodied View, an AI can do many impressive things but it cannot do what an embodied
artist can do. When a flesh-and-blood artist paints a picture, their embodiment plays an ineliminable
role in the creation of the artwork. The viewer then responds the artwork as the product of an embodied
process. When an AI generates an image, no embodiment is manifest in the artwork produced.
Accordingly, the viewer does not respond to the artwork as the product of an embodied process. This
is not to say that viewers will have no embodied response to the AI-generated image. If the image
contains a figure of a ballet dancer, for example, the viewer might simulate the movements of the
dancer. However, there is no simulation of any implied movements of an artist. The co-embodiment of
viewer and artist is absent, and any viewer responses premised on that co-embodiment will be absent
too. When we see a streak of colour on a work of AI art, for instance, there is no implied motion for us
to simulate – no bodily action to be mirrored by our own motor system. This then has a knock-on effect
on various other dimensions of our response: our interpretation of what we see; our affective responses;
our appraisals. On this view, the fact that AI is disembodied places a boundary on the artistic capacities
of even the most sophisticated AI.</p>
        <p>I argue that this Diesmbodied View is implausible. If AI systems create works of art that are
fundamentally different in kind to those created by human artists, it should be easy to tell whether the
originator of an artwork is human or artificial. If we look at an artwork and have the relevant embodied
responses, we would be able to immediately tell that the artwork must have been created by someone
embodied like us. Conversely, if we look at an artwork and the relevant embodied responses are absent,
we could infer that the artwork probably was not made by an embodied artist. Put another way, the
marks of embodiment in an artwork could act as a shibboleth that reliably indicates whether the artwork
was created by an embodied artist or a disembodied AI. In reality though, we often cannot tell whether
a work of AI art was created by a human or an AI. One of the things that is so impressive about recent
art-generating software is that many of the images they generate can pass as human-made art. When
giving lectures on the topic of creativity, I have presented my classes with a series of images and asked
them to identify which ones were human-made and which ones were generated by AI. In many cases
students identified AI-generated images as human-made. Although these informal tests were not done
under experimental conditions, the results fit with a clear trend in online discussions of the quality of
AI-generated art.</p>
        <p>So why can’t we always tell when an image is created by a disembodied AI? Programmes like
DallE 2 are trained on a vast data-set of images. When you type in a prompt such as ‘painting of an afternoon
tea in the Impressionist style’, the program is able to generate an appropriate image because it has
learned the features characteristic of the Impressionist style. And the images on which it is trained are
images of paintings by flesh-and-blood artists. Since those images show the marks of the embodiment,
the images created by a suitably trained program will also show marks of embodiment. Consider Figure
1 created using Dall-E 2:</p>
        <p>Although the program does not actually apply paint to canvas, the image looks as if it were made
through a series of physical movements with a brush. Put another way it looks like it was made by an
embodied artist. And the reason for this is simple: the program has learned how pointillist paintings
look, and those paintings look like they were made through a series of physical applications of a brush.
We can have an embodied response to those brushstrokes, simulating the actions that an embodied agent
would have made to make those marks. This might then feed into the affective response that we have:
our body tells us that the paint was applied with care and we feel an emotion congruent with that. It
could also feed into our appraisal of the artwork: we might evaluate the artwork positively precisely
because of the way it moves us. Furthermore, knowing that the artwork was created by an AI artist
wouldn’t change the effect. Even if we believe it to be created by a disembodied programme, it still
looks like the creation of an embodied artist and this is enough to drive our automatic simulation of the
implied movements of the artist.</p>
        <p>To respond to an image as if it were created by an embodied artist is to misembody the generator of
the artwork. Your experience of the artwork is then premised on an illusory co-embodiment between
you and the generator of the artwork. I call this illusion of co-embodiment with the artist
‘fauxembodiment’. It is as if the image were created by something that is embodied much like you are, but
in reality the AI is not embodied at all. The foregoing suggests that such misembodiment of
AIgenerated art is ubiquitous and straightforwardly explicable. We can now turn to the question of whether
it matters.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. The Value Question</title>
      <p>When AI-generated artworks lead viewers to misembody the work does that constitute a
shortcoming of the artwork? Do aesthetic experiences built on faux-embodiment have less value than
aesthetic experiences built on genuine co-embodiment? There are again two broad possibilities:
The Luddite View: Misembodiment is a bad thing that renders the artwork, and the
aesthetic experiences produced by that artwork, less valuable.</p>
      <p>The Innocent View: Misembodiment is not a bad thing and does not render the artwork, or
the aesthetic experiences produced by that artwork, less valuable.</p>
      <p>The Luddite View can be motivated by the thought that there’s something deceptive about artworks
that seem to be produced by an embodied artist when they are not. This might tie into broader worries
about AI being used to mislead and to obscure reality. Consider a case where you are using an online
chat function and take yourself to be talking to a human when actually you are talking to a chatbot. The
chatbot could be regarded as a kind of fake conversationalist and the exchange could be regarded as a
troubling simulacrum of genuine human interaction. You are victim to an illusion and illusions are a
bad thing. This is not to say that there is anything wrong with what the chatbot says. Rather, the fact
that the conversation is artificial is a negative feature regardless of the quality of the words used. By
the same token, when we misembody an AI-generated artwork we are victim to an illusion. Even if our
aesthetic experience is positive, it has occurred in error. Our simulation of the implied movements of
the artist were meant to be veridical, but since the image was created by a disembodied system those
responses will inevitably be erroneous.2</p>
      <p>Other cases of artworks with deceptive appearances might be used to lend further support to this
Luddite verdict. Take the notorious Vermeer forgeries by Dutch artist Hans Van Meegeren. Many
experts were taken in by the forgeries and prized them as great works of art. But once it emerged that
they were cleverly forged, the value of the artworks was utterly undermined. The enjoyment that people
had of the artworks was built on a deception, and because their experiences were illusory they were less
valuable. The experience of a genuine Vermeer would be more valuable because this element of
deception is absent. AI-generated artworks are analogous to forgeries in that they have a deceptive
appearance. And like the forgery, this element of deception compromises their value.</p>
      <p>Some might advocate this kind of Luddite View wholeheartedly while others may be more conflicted
and have Luddite intuitions in amongst intuitions that are more positive about AI-generated art. Either
way, I think the Luddite View is a mistake. While I agree that misembodiment involves a kind of
illusion, I reject the idea that such illusions are problematic. To see why, we should reflect on other
cases in which artworks provoke embodied responses that are illusory i.e. artworks that encourage the
simulation of implied movements that the artist did not really make.
2 In talking of embodied responses being veridical I do not mean to imply that those responses are representational states with straightforward
accuracy conditions. A less committal way to put it is that they have aptness conditions and that embodied simulations are apt just in case
they successfully mirror the bodily movements of the relevant agent.</p>
      <p>
        As the study by Leder et al suggests, our embodied response to the pointillist painting tells us that
the painting was produced by dotting the brush onto the canvas [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. However, this embodied response
is not always veridical. Pointillist paintings can include different densities of dot. Once the dots become
sufficiently dense, the eye cannot discern one dot from another. This means that the impression of a
dense region of dots can be achieved by doing a messy squiggle with the brush rather than by dotting
the brush. In an online guide to pointillist drawing, Megan Eckman writes ‘This is where I normally
cheat and begin to draw squiggles instead of dots because after a certain point, the human eye can no
longer distinguish individual dots’ [9]. So if the viewer has an embodied response in which they
simulate a dabbing motion here, that response would be non-veridical i.e. the simulation would not
match the movements actually made to produce the image.
      </p>
      <p>Yet here I don’t think that we would generally regard it as a problem that our embodied responses
are non-veridical. It does not count against the value of the artwork that it encourages this non-veridical
embodied response. And it does not count against the value of the aesthetic experience of the artwork
that it is premised on a non-veridical embodiment response. Why, then, should we worry about
nonveridical embodied responses in the case of the AI-generated images?</p>
      <p>A possible Luddite response here is that the error is too small to constitute a problem. After all, it is
only the dense squiggles that we respond to incorrectly so our embodied response to most of the dots in
the pointillist picture would probably be accurate. The error in the case of AI-generated images,
however, is comprehensive and cannot be brushed away as unproblematic. Against this response I
would argue that increasing the scale of the error in an embodied response makes no difference. To see
why, let’s consider some cases in which an embodied response invited by an artwork is more inaccurate.
A pointillist style can be achieved by graffiti artists using a spray can. A device can be attached to the
top of the can that makes it produce short sharp bursts of paint that leave a dot on the surface. This can
then be used to create a larger image in the pointillist style. Presumably looking at such an image under
the right conditions would produce the same kind of embodied response as a pointillist painting does
i.e. one in which a dabbing motion is simulated. But such a response would be inaccurate. And, unlike
in the case of the squiggle-cheat described above, the error would be comprehensive. None of the dots
were made by dabbing paint onto the surface. Yet there are no worries about these non-veridical
responses counting against the value of the artwork or the value of the aesthetic experience it produces.</p>
      <p>The Luddite might respond that the error in the spray can example is still not comprehensive. Even
though the marks were not made in the way our body says they were made, they were at least made by
through an embodied process. So our embodied responses are at least right about something. But when
we have embodied responses to the AI-generated image, our embodied responses are wholly wrong.
However, cases can be found in which embodiment is removed from the process entirely. Applications
such as Photoshop allow users to upload a photograph then convert the image so that it appears to have
been painted. In Figure 1 the user has uploaded a photograph of some boats then used Photoshop to
give it the appearance of a pointillist painting [10]. Again, our embodied response to the resulting image
would tell us that the image was made through a series of dabbing motions. But in reality the image
was generated through a wholly disembodied process. Here I would again suggest that the inaccuracy
of our embodied responses would not count against the value of the artwork.</p>
      <p>I’ve focused here on images in the pointillist style. But the conclusions reached apply much more
broadly. Painters use many techniques that imply particular movements without those movements
actually being made. Think again of Jackson Pollock and his turkey baster! Whatever embodied effect
those paint dribbles achieve, it won’t involve simulating a squeeze of the baster. Similarly, a sculpture
might feel like it was bent and twisted by the artist when actually it was carefully chiseled to achieve
that way. And an amplifier might make it seem as if the musician is thrashing their guitar with
superhuman force when in reality they are gently plucking it with a plectrum. All of these cases encourage
non-veridical embodied simulations, and may achieve their effect precisely because of that simulation.
But in none of those cases is the non-veridicality a problem. To object to the non-veridical nature of
our embodied responses to AI-generated art would be to apply a kind of double-standard: to ask
something of AI-generated art that we don’t ask of art created by flesh-and-blood artists.</p>
      <p>The Luddite might argue that their standards are consistent by putting more weight on the analogy
with forgery. In the case of the Van Meegeren forgeries, for example, we really do value the artwork
less when we realise that it is deceptive. However, such an analogy would not be apt. Our evaluation of
a painting by an Old Master involves a complex interplay of aesthetic value and historical value. The
Van Meegeren forgeries appeared to have great historical value – they seemed to be the long lost works
of a hugely influential artist – but this value was deceptive. The aesthetic value of the paintings,
however, is not the same as its historical value. It might even be argued that whatever aesthetic value
the painting has is intrinsic to the painting and is not affected by who painted it. So what’s problematic
about the forgeries is that they were used to mislead people about their historical significance. If AI was
used to create images with a deliberate intent to mislead people about the historical status of that image,
then we would indeed have a problem. But the kind of misembodiment discussed does not involve any
historical deception. And if we move from cases in which an artwork misleads us about its historical
status to cases in which an artwork misleads us about the embodied process used to create it, it is clear
that the problem disappears.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Acknowledgements</title>
      <p>Many thanks to Laura Herman and Caterina Moruzzi for organising the ICCC’22 Workshop ‘The
Role of Embodiment in the Perception of Human &amp; Artificial Creativity’ and to the participants in the
workshop for their invaluable feedback.</p>
    </sec>
    <sec id="sec-6">
      <title>6. References</title>
      <p>[9] M. Eckman. How to Create a Hand-Drawn Pointillism,
URL:https://design.tutsplus.com/articles/how-to-create-a-hand-drawn-pointillism-portrait-vector-23626
[10] S. Patterson. Photoshop Pointillism Painting Effect, 2022.
https://www.photoshopessentials.com/photo-effects/photoshop-pointillism-effect/</p>
      <p>URL:</p>
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