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인공생명과 예술 : Artificial Life and Art

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Authors

김진엽; 이재준

Issue Date
2007
Publisher
서울대학교 인문대학 인문학연구원
Citation
인문논총, Vol.58, pp. 117-143
Abstract
Artificial Life(ALife) is the studies of all possible living things(life and
lifelike) that are produced mainly by techniques in computer science. As is
well known, life is complex system, and its behavior processes emerge
synthetically from interaction of its low level parts. Like life, the behavior
of ALife is the synthetic processes. ALife includes three or four prime
techniques: Cellular Automata, Lindenmayer System, and Genetic
Algorithms, or Neural Network.
Artificial Life Art bases on the idea of ALife and its techniques. We analyze
phenomena of ALife Art in general as M. Whitelaw has aptly pointed out,
and classify three groups from the forms of phenomena: a) works of ALife Art
that are bred in computing machine, b) works of ALife Art that interact with
its environment, c) works of ALife Art that behave as an individual entity in
their world. Group a) includes Karl Sims's 『Panspermia』(1990). To our
knowledge, Sims is the notable artist and computer graphic designer in
early ALife Art. According to Sims, 『Panspermia』 are the virtual living
things that are assumed as sperms from the universe. These virtual sperms
are bred in computer abstract spaces.
Group b) includes Robb Lovell and John Mitchells' 『EIDEA』(1994), Christa
Sommerer and Laurent Mignonneaus' 『A-Volve』(1994) and 『Verbarium』
(1999). Overall, these works bred in computer are interaction with their
environment, for examples, real weather conditions, users in internet spaces,
and visitors in gallery.
Group c) includes Kenneth Rinaldos 『Autopoiesis』(2000). Rinaldo
influenced from Rodney Brooks, Humberto Maturana and Francisco Varela
has worked with lifelike-robots since 1990s. His 『Autopoiesis』 is also
robotic art, its 6 large robot arms as an individual living entity interact
with itself and visitors.
The interaction of works-visitors as one of the participant art phenomena
has been appreciated in the post-modern culture. The interactivity of digital
art is also the important aesthetic property. The behaviors of ALife
maintain some relations with its environments. These relations can be
understood as an autonomous interactions of work-environment of ALife
Art. The autonomy of interactivity are new meaningful themes of digital
aesthetics and discourses about human-machine relation in our technoculture
era.
ISSN
1598-3021
Language
Korean
URI
https://hdl.handle.net/10371/29711
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