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ARTIFICIAL AESTHETICS

Preface

Suppose you are a designer, an architect, a photographer, a video maker, a


musician, a writer, an artist, or a professional or student in any other creative
eld. Or perhaps you are a digital creator making content in multiple media.

You may be wondering how AI will affect your professional area in general
and your work and career. This book does not aim to predict the future or tell
you exactly what will happen. Instead, we want to offer you a set of intellec-
tual tools to help you better navigate any changes that may come along.

These tools come from several different elds: aesthetics, philosophy of art
and psychology of art (Emanuele), and media theory, digital culture studies,
and data science (Lev). As far as we know, our book is the rst to bring to-
gether all these different perspectives in thinking about creative AI.

We started the work on the book in summer 2019, exchanging numerous


messages, commenting on each other ideas, and sharing drafts of sections.
The nal book is a result of this process. Although each chapter is written by
one author, it re ects the discussions we had over 27 months.

The book is released one chapter at a time on manovich.net, academia.edu,


and medium.com.

Lev Manovich and Emanuele Arielli

November 2021

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Chapter 1

Arti cial Aesthetics: A Critical Guide to AI, Media and Design

Copyright © 2021 Lev Manovich and Emanuele Arielli.


All rights reserved.

Proofreading: Julian Sunley.


Design and cover: Lev Manovich.
Chapters titles font: Baskeville.
Quotes font: Open Sans.
Body font: PT Sans.

The Public Fonts (PT Fonts) are a family of free fonts, designed by Alexandra Ko-
rolkova with with Olga Umpelova and Vladimir Ye mov (Russia). The fonts are in-
cluded in macOS and available in Google Fonts. PS Sans was the rst font in this
family released in 2009.

Lev Manovich is a a Presidential Professor of Computer Science at  The Graduate


Center, City University of New York (CUNY). He is the author and editor of 14 books
including  Cultural Analytics,  AI Aesthetics,  Instagram & Contemporary Image,  and  The
Language of New Media described as "the most suggestive and broad-ranging media
history since Marshall McLuhan.” His publications are available at https://
manovich.net.

Emanuele Arielli is Professor of Philosophy and Aesthetics at IUAV University, De-


partments of Architecture and Arts, Venice, Italy. His research interests include aes-
thetics, art theory, semiotics, cognitive science, and philosophy of mind. Arielli most
recent books are The Aesthetics and Multimodality of Style (with M. Siefkes, 2018)
and Idee Virali (with P. Bottazzini, 2018). For full publications list, see
https://iuav.academia.edu/EmanueleArielli.

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ARTIFICIAL AESTHETICS

Chapter 1
Emanuele Arielli
___________________________________

“Even an AI could do that”

What is aesthetics? Consider the many aesthetic choices that we make in our
everyday life – picking out and matching clothes, liking photos, choosing a
hairstyle, makeup, places to visit, objects to purchase, music to listen to, and
so on. In all of these examples, aesthetics refers to pleasurable experiences
mediated by our senses. The term can also include concepts such as style
and aesthetic judgments that assess the value of an artwork, although the
nature of the relationship between aesthetics and art has become an object
of debate in contemporary times. We also make everyday aesthetic decisions
when creating graphs, capturing and editing photos and videos, drawing im-
ages, and designing spaces and buildings. Aesthetics covers both natural and
human-made objects and experiences.

Since the beginning of the 21st century, computation, data analysis, machine
learning, neural networks, and arti cial intelligence (AI) - an all-encompass-
ing and catchy label with a shifting de nition - have all gradually entered the
aesthetic realm. For example, music streaming services such as Spotify, Apple

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Music, and Pandora automatically recommend music we may like. Instagram’s


Explore tab automatically curates photos and videos in a way that is person-
alized for each user. Automatic one-button photo improvement is a standard
feature in all mobile and desktop apps for editing photos. Large online fash-
ion retailers offer automatic suggestions for additional clothing items, and so
on.

These systems rely on increasingly sophisticated methods to predict what


people might like. Deep neural networks, for example, learn principles of aes-
thetic quality by directly observing people's aesthetic choices. Earlier predic-
tions of image quality ratings were based on classical compositional rules
(such as the rule of thirds, aspect ratio, saturation, and so on) as well as on
the programmers' intuition of aesthetic value, which derived from their ob-
servation of the most liked photographs.1 Later, neural networks were pro-
gressively used to assign semantic labels (“meanings”) and to automatically
extract aesthetically relevant features through the analysis of large databas-
es of liked images.2

In addition to recommendations and automatic editing, AI is now widely used


to generate new synthetic artifacts, including artworks, music, designs, and
texts. For instance, in 2016, a deep-learning algorithm was trained to learn
Rembrandt’s style by analyzing his 346 known paintings. The algorithm was
subsequently given the task of generating a brand-new portrait, the result of
which looked uncannily like a real Rembrandt. In the same year, researchers
at the Sony Computer Science Laboratories in Paris developed a neural net-
work, called DeepBach, that produces choral cantatas in the style of J.S.
Bach.3 Since then, other music-generating algorithms have been created.
Even YouTube videos invite viewers to participate in musical “Turing tests,”
challenging them to distinguish AI-penned compositions from human ones.
For people with some musical training, the task still seems straightforward,
but for inexperienced listeners, this is not always the case.4 In 2019,
Deutsche Telekom put together a team of international experts in music and
AI to complete Beethoven's un nished 10th symphony, thus celebrating the
250th anniversary of his birth. The completed symphony, "Beethoven X - The
AI Project," premiered on October 9, 2021 in Bonn. It can be challenging to

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keep pace with such quick progress as incremental technological changes


yield continually improved results: in 2019, an AI used the computing power
of a new smartphone model to nish Schubert's "Un nished Symphony” (n. 8,
1822),5 although this was accomplished with the help of a composer who
cherry-picked the best generated melodies. In 2020, an undergraduate stu-
dent at Princeton University used a so-called Generative Adversarial Network
(GAN) to produce traditional Chinese landscape paintings that were capable
of fooling humans in a visual Turing test.6

The encounter between AI and aesthetics is crucial because aesthetics is


considered a quintessentially human domain. Its intractability and complexi-
ty have long appeared as insusceptible to algorithmic reduction. For some,
art, aesthetics, and creativity are the pinnacle of human abilities and there-
fore represent a nal bulwark against the seemingly unstoppable advances
of AI. In other words, this complex eld becomes the ultimate testing ground
for AI’s possibilities and limitations.

Still, a prevailing opinion holds that developments like those mentioned


above just mimic existing styles and are not creative at all. In those in-
stances, computers receive pre-existing examples and generate variants con-
forming to their patterns, while trying to introduce some level of variation.
Sometimes they are uncannily similar to genuine artworks, but this can also
mean that they seem a bit off to a trained eye, lacking the nal touches that
would make them convincingly human. These algorithms do not generate
styles of music or painting that are entirely new, instead they are instances of
what we might call computational mannerism.

However, it could be just a matter of time until even the experts are deceived
and an AI produces artworks that are judged as aesthetically superior to their
human variants. One should bear in mind that the examples mentioned
above involve artwork sets with a good amount of repetition and low vari-
ability: qualities that enable neural networks to extract general features and
generate new examples easily. In other words, it seems particularly straight-
forward to produce traditional or classical artworks as they tend to display a
clear, recognizable style and follow the speci c patterns of an artist, school,

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___________________________________
The encounter between AI and aesthetics is
crucial because aesthetics is considered a
quintessentially human domain

or tradition. Machine learning systems are ideally suited to analyze numer-


ous occurrences of an object type with slight variations and extract the rele-
vant features and patterns. It would, on the contrary, be very dif cult to re-
produce something like a Duchamp-style body of work, since the AI would
have to start with the very heterogeneous dataset of this artist’s oeuvre, en-
compassing Fountain, Bottle Rack, the Large Glass, the late Étant donnés, and
so on. Typically, conservative views on art consider technical mastery as a cri-
terion for “real art,” and many people still don’t consider something that
doesn’t require technical ability to be art. However, technical ability means
procedural knowledge, and AI are designed to deal with precisely this kind of
knowledge. Clearly recognizable styles are well-de ned problems that can be
reduced to computational tasks, while the generation of variants that don’t
follow compositional rules (like Duchamp’s works) results in ill-de ned tasks
that have no easy procedural solution.7 “My kid could have done that!”, the
popular cliché directed at contemporary art, seems now, in an ironic reversal,
to turn against the great and stylistically complex - but computationally scal-
able - art of cultural tradition: even an AI could do that. It is the Duchamp
that remains outside of AI’s creative abilities, at least for now.

Here is a brief overview of the main issues that we would like to deal with.

An investigation of the impact of AI and machine learning on aesthetics re-


quires, at the outset, a general mapping of the areas where aesthetics and
computational methods meet and relate to one another (see next section, “A
simple map”). Then, further on, we will show some points of contact between
so-called experimental aesthetics and computational applications, showing

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how some limits and critical points found in the former can be transferred to
approaches undertaken by the latter (section “Computation and psychology”).

Technology is the development of tools extending our reach and power. We


have biologically limited physical strength: thanks to levers, gears, and even-
tually engines, we managed to overcome these limits. We have biologically
limited visual acuity, but microscopes and telescopes allowed us to amplify
the realm of the visible. Similarly, our cognitive skills such as calculation and
memory have upper limits, but calculators and computers augmented those
skills. Following this line of argumentation, one could suggest that aesthetic
capacity has human limits as well, that there could be a point at which peak
creativity, or peak aesthetic sensibility, is reached. Limits would be deter-
mined by both the individual, who has their own supply of sensitivity, creativ-
ity, and skills, and by the culture as a whole, which delimits what is possible
within a speci c artistic medium. Arti cial aesthetics can be described as an
augmentation of our aesthetic skills, deepening both our creative processes
and our understanding and sensibility of cultural artifacts. Advanced systems
would then be a further evolution of devices that are already used in creative
disciplines, such as graphic programs, computer-aided design technology,
music software, and so on (see later chapters on creativity, media theory, and
digital culture). If in a traditional sense media are extensions of human sens-
es, then AI is a further extension of human capabilities in mediating between
us and the world.

Our engagement with technology expands and modi es how we create and
ultimately shapes our cultural evolution. The question arises as to whether
all this has the potential to push the boundaries of our knowledge about
human cultural and artistic heritage. In a futuristic scenario, machines could
acquire a precise understanding of human aesthetic preferences, eventually
registering how we perceive and react in front of an aesthetic object with
greater accuracy than is available to humans. Machines could learn to pro-
duce aesthetic artifacts and generate new creative styles and genres. By ana-
lyzing human aesthetics and the diversity of aesthetics in human culture,
they may even be able to create new “cultures” - that is, to create genuinely
new types of art and aesthetics.

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In discussions around AI, we often hear how machines “solve” domains that
we thought were uniquely human or achieve better performances than their
human competitors. On each occasion, the bar of what should be considered
truly human and intelligent behavior is raised and moved to other domains.
We see - not without some concern - how the area of what we consider unre-
producible by machines seems to shrink. One may wonder whether we are
now witnessing this narrowing process in the aesthetic eld. This raises
questions such as: could machines reach a point at which we consider them
truly creative? How could machines tackle the conceptual turn in contempo-
rary art movements? What role could they have in helping us to understand
“good taste” and “bad taste”? Do systems using data analysis tap in to the
“unconscious” structure of our culture, or do we witness the emergence of an
entirely new form of cultural production?

The original de nition of aesthetics as a philosophical discipline was coined


in 1750 by German philosopher Alexander Baumgarten and referred to the
ancient Greek aesthesis, which means sensation or perception. Kant later re-
de ned the term in his Critics of Judgment (1790) as the domain of subjective
judgments of taste. This meant that aesthetics treated perception as a more
complex notion than just sensory experience (investigated today by the psy-
chology of perception), as it also sought to address our affective and cogni-
tive responses to perception. Machines learn to recognize increasingly com-
plex patterns in data that humans are not able to detect. All this raises the
following question: to what extent are machine perception and pattern
recognition mechanisms relevant for “aesthetic perception,” and what are the
typically human aspects of aesthetic sensibility that still need to be tackled
by arti cial systems?

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What unique aspects of human aesthetic
sensibility still need to be learned by
arti cial systems?

How AI relate to aesthetics: a simple map

As we saw, computational approaches to aesthetics cover a wide range of


applications, from analysis of cultural artifacts to their generation, dealing
with questions such as:

a) Can we develop systems that extract all relevant features of an artifact or


an image? Can we analyze/describe the aesthetic features of aesthetic arti-
facts from a given cultural tradition?8

From a different perspective, we are also interested in questions such as:

b) Can we use AI to understand (and predict) what people like?

We can see a distinction here between questions dealing with objects and
questions dealing with subjects. Concerning the rst, we focus on artifact's
formal and expressive features (for example, the style of a painting, its mo-
tifs, the organization of shapes and strokes, formal similarities to other
works), and their semantics and meaning. On the other hand, when we ad-
dress questions concerning subjects, we grapple with viewers' aesthetic ex-
perience and perception, including judgements of artistic value, appreciation,
affective and cognitive reactions, etc.

The objective/subjective pair distinguishes between two completely different


perspectives found in computational approaches: the rst concerns the
analysis of objects and aims to extract patterns and stylistic invariants by
starting with large databases of aesthetic artifacts and cultural products. The

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subjective analysis asks which properties of an artifact correlate with (and


predict) people’s aesthetic responses, feelings, and interpretations, both indi-
vidually and collectively.

There is another distinction to be made. Machine learning is used both to


extract patterns from data and to generate patterns after training with said
data. Therefore, developments in these technologies not only allow us to de-
scribe artifacts and predict people’s behavior, they can also be implemented
to generate artifacts and simulate people’s behavior. Therefore, other kinds of
questions should be added: Can we (re)produce what people like and gener-
ate aesthetically valuable new artifacts? Can we build computational models
of people’s aesthetic preferences that will allow us to simulate and automate
their judgment?

By crossing the two pairs of dimensions - object vs. subject and description vs.
generation - we can identify four different applications of machine learning
and AI in aesthetics:

  Pattern recognition Pattern generation

(analysis and description) (production and prediction)

Objects Studying objects Generating objects

Subjects Studying subjects Generating subjects

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To illustrate the different elds of this map, let's consider the work of Johann
Sebastian Bach. His music has been described as highly structured and
mathematical, the “chess of music” so to speak, and has been the object of
both algorithmic description and generation (like the project “DeepBach”
from 2016):

1) “Studying Objects”: the AI, using a dataset that contains all of Bach’s com-
positions, analyzes melodic patterns, tracking similarities between different
scores and extracting the characteristic style of the composer;

2) “Generating Objects”: the AI, having been trained with the dataset of
Bach’s compositions, is used to generate new Bach-sounding variants.

However, an essential aspect of aesthetic analysis would be missed if either


of these tasks (analysis of the formal features of a music composition and
the production of variants) failed to consider how people react and experi-
ence the music. This is where the issue of the subjects’ response comes in:

3) “Studying Subjects”: preferences are gathered and analyzed in order to


determine which musical features are especially preferred or which musical
qualities determine a speci c aesthetic reaction (a feeling, a mood, etc): think
about how online music platforms algorithmically track user preferences. If
variance among individual preferences is not too big, it is possible to build a
model of aesthetic evaluation in the domain of Bach’s compositions. The
model generates predictions of how a user would evaluate the new Bach’s
chorales. In turn, listeners hear these new compositions and provide the
model with further feedback. If the variance of user reactions is too big, we
can use cluster analysis to identify different types of preferences and gener-
ate different models that are suitable for each type. This approach would not
be dissimilar to companies that “segment” their market’s customers into
smaller groups based on demographics, interests, needs, behaviors, and/or
location. In fact, describing and predicting people’s aesthetic behaviors based
on previous listening choices constitute the evolution and re ning of tradi-
tional consumer preference analysis as marketing and sociological research
practice. Contemporary approaches, however, use data in a way that affords
new analytic capabilities. While traditional market and sociological surveys

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typically pool data, use aggregate statistical averages, and form clusters
based on theoretical sociological models of human types, algorithmic track-
ing and analysis of data are capable of generating personal pro les that use
individual behaviors as data, such as clicking or liking particular images on a
social network or listening to speci c music on Spotify or Youtube. Rather
than clustering data from many subjects, each pro le is unique to one indi-
vidual.

4) “Generating Subjects”: Recommendation systems on online platforms use


models that predict what a user would appreciate. However, by modeling a
person’s aesthetic judgment, it is also possible to generate behavior and
judgment. Modeling listeners’ preferences and aesthetic responses enables
us, in principle, to simulate how people would behave and react in front of
speci c objects. If a composer (or the AI itself) were to create a new variant
of Bach-like music, an arti cial system trained according to a subject’s aes-
thetic model could formulate evaluations on its own without needing to re-
fer to a human subject.

It is not hard to imagine that “arti cial judgment” systems might be increas-
ingly used in the future. These systems would autonomously evaluate cul-
tural objects, scoring a design artifact, fashion item, or image with a higher
or lower aesthetic value. An arti cial judge could do more than tell us “what
we may also like” (as in traditional recommendation systems). It could also
tell us “how much people would appreciate” a speci c aesthetic artifact that
has been submitted to the system, how people would judge it, even predict-
ing what people would tell us about it.

Automated systems for predicting image aesthetic score are a typical exam-
ple of arti cial judgment. These function by using a combination of objective
metrics (image quality, sharpness, optimal contrast, colors, etc.) and subjec-
tive evaluations. To create such a system, large numbers of people rate lots
of images. This data is then used to train a neural network, which can subse-
quently rate new images automatically.9 Moreover, we can add that these al-
gorithms could be able to identify aesthetic properties (on the side of ob-

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jects) and individual preferences (on the side of subjects) of which people
are not even aware, but that are manifested in their appreciative behavior.

Patterns of explanation, or what do we do when we talk


about aesthetics

Computational analysis may enable us to extract patterns and formal struc-


tures, but it does not provide an understanding of how such patterns affect
human perception, emotion, and cognition. Patterns considered in isolation
from human meaning are ultimately empty. Art historian Michael Baxandall
(in his 1985 book Patterns of Intention) has persuasively described the es-
sence of the critical language that we use when talking about any artwork or
cultural product. For Baxandall, any discourse that we create is neither a
merely factual description of features, nor a subjective report of a person's
reactions, but consists in highlighting the relationship between the object
and human responses (the meaning they give and the aesthetic reaction they
manifest). This relationship is further mediated by an understanding of the
object’s symbolic and cultural meanings. A critic, so to speak, tells the reader
what kind of reaction is expected (or would have been expected for people
in the past) in front of a speci c object. Expressed in the terms of the map
from the previous section, this would mean drawing a connection between
the description of the object and the description of the corresponding sub-
jective reactions.

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Following Baxandall, cultural and critical explanations in art are not mere
descriptions or classi cations: they are “primarily a representation of our
thoughts about it” (Patterns of intention, p. 10). What we describe is a “partially
interpretative description”: “one does not describe pictures, but our thoughts
of having seen pictures” or at least hypotheses on those thoughts. The ef ca-
cy of a critic’s argumentation lies in his or her ability to compellingly per-
suade the reader that the artifact elicits the kind of reactions and thoughts
that the critic is claiming to make explicit. Moreover, the critic’s use of words
and concepts, while sharpening the perception of an object, at the same time
deepens the meaning of the concept itself: “concepts and object reciprocally
sharpen each other” (Patterns of intention, p 34). For example, if we describe
The Scream by Edvard Munch (1893) as inspiring a sense of dread, then the
very concept of dread as an aesthetic notion will be made richer by using
Munch’s famous painting as a case in point.

Artifacts in synthetic media (images, songs, texts) are generated by networks


that have already been trained on large databases of similar, preexisting arti-
facts, as in following diagram:

However, if the generated content is expected to have aesthetic value, the


generative networks must take into account not only the formal dimension
(how artifacts are made), but also their corresponding subjective interpreta-
tion and reaction, including people’s aesthetic preferences. Otherwise, we
would be able to generate in nite variations of patterns, but not have a clue
on how they relate to our appreciation. If description of patterns without
meaning is empty, as we said, generation of patterns without human inter-
pretation is blind.

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In AI-media generation today, humans operate generative networks by se-


lecting, adjusting, and tweaking the process to obtain a desired result. This
result also depends on humans following their own aesthetic sensibility: for
example, a music expert had to evaluate and lter the different generations
of Schubert's "Un nished Symphony”. Only algorithmic analysis of subjective
responses (“Studying subjects”) would allow a progressive automation of this
evaluative step.

Moreover, “Studying subjects” would involve both individual and collective


reactions. The latter involves analyzing historically sedimented responses
towards cultural objects. Ideally, an AI capable of creating meaningful art and
design would take into account the history of what exists, not only to extrap-
olate patterns from the artifacts, but also to interpret their collective recep-
tion, that is, how people over time have reacted to these artifacts. Thus, using
an AI to generate new cultural artifacts (and assist human creators) will re-
quire using an AI for cultural analysis. This would necessitate bringing arti -
cial aesthetics into contact with the various elds that deal with this issue:
philosophical aesthetics, art history, psychology of art, anthropology and so-
ciology of culture, and so on. Granted, new technical developments can gen-
erate entirely new kinds of artifacts that need not resemble the cultural pro-
duction of the past. However, if we want to better grasp how these artifacts
could affect people, an understanding of how we typically react and give
meaning to aesthetic objects could save us from wandering in the dark. The
near future may hold entirely new aesthetic artifacts, but it is unlikely to hold
an entirely new human nature.

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Computation and psychology

Aesthetic phenomena involve a complex relationship between all human


faculties, from low-level perceptual mechanisms to higher-level affective and
cognitive processes. It is no coincidence that by the end of the 19th century
Gustav Fechner, the father of experimental psychology, had already identi ed
aesthetics as the most critical challenge for his new methods in scienti c
psychology.10 In fact, researching how people react and behave during an
aesthetic experience (the domain we de ned as “Studying people”) has long
been a tradition in so-called psychological experimental or empirical aes-
thetics. Fechner investigated, for example, whether people prefer shapes that
follow the golden ratio rule. While Fechner’s ndings seem to con rm the
rule, later studies failed to replicate the same results. This line of research
continued steadily for almost a century: for instance, Birkhoff’s Aesthetic Mea-
sure11 tried to capture in a quanti able formula the optimal aesthetic rela-
tionship between a shape’s complexity and order: high order with high com-
plexity would correlate, according to him, to a higher aesthetic pleasure. In
the 1970s, Daniel Berlyne’s new experimental aesthetics12 introduced moti-
vational factors as a key component in aesthetic pleasure and appreciation:
aesthetic value is not only a function of an object’s features, but also of the
hedonic tone of a subject, namely his or her level of interest and stimulation.
His inverted-U relationship between complexity and enjoyment suggests an
optimal middle point between too little and too much complexity in a stimu-
lus. This has been empirically investigated as well, albeit with divergent re-
sults. At the turn of the new century, researchers felt that it was necessary to
move from aseptic psychophysical experiments based on simple abstract
patterns to observing how people react in front of real artworks, artifacts, or
natural entities.13 Neuropsychological approaches have recently become
popular in this eld, extending their focus to issues such as creativity and the
mechanisms of reception and interpretation in speci c art forms (visual art-
works, music, movies, literature).

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A researcher in this eld typically conducts experiments with small groups of


people under carefully controlled conditions, using statistical techniques to
analyze the collected data. For example, in many experiments in visual aes-
thetics, a group is shown a particular set of images (the dataset can be pre-
existing or created specially for the experiment), and people are asked to ex-
press their preferences in some way, such as rating all images on a numerical
scale. Decades of investigation in experimental aesthetics led to many nd-
ings. For example, psychologists showed that more prolonged exposure to a
stimulus leads to a growing familiarity with the object, inducing a preference
for it as well as for prototypes in the object’s category. That is, we like what is
more typical, and that overall uency, the ease in processing an experience,
correlates with aesthetic preference. Furthermore, research ndings showed
a preference for symmetry in facial features, a preference for smooth and
curved shapes over angular ones; speci c preferences for natural landscapes
over man-made scenes, and for architectural scenes with naturalistic aes-
thetics.14 Numerous studies have tested the classical rules of harmony, bal-
ance, and “good composition,” such as the “rule of thirds” or the principles de-
scribed by Gestalt-theory (which were rst applied to art by Rudolf Arnheim
in his 1954 classic work, Art and Visual Perception).

We should note that these experiments often use college students as their
test subjects. Their aesthetic judgment could mirror a speci c taste, without
being representative of the judgments of artists, designers, or critics. Differ-
ent studies have repeatedly con rmed a signi cant difference between ex-
perts and non-experts in aesthetic evaluation. It should be noted, moreover,
that most of the research does not point to conclusive ndings, showing in-
stead that aesthetic preference depends on numerous underlying variables,
like context and subjective attitudes. One example of a contextual factor
would be the verbal description of an artwork: titles change our appreciation
of paintings and how we look at them.15 The order of presentation (which
object do we see rst? Which next?), spatial disposition (which object is on
the left? Which on the right?) and juxtaposition (do we compare similar or

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_____________________________________

Big data does not require us to assume a


universal human aesthetic subject

very different objects?) also affects how people judge objects.16 The envi-
ronment also in uences how we evaluate and appreciate art.

For instance, our reception of an artwork may differ depending on whether


we look at it in a typical “white cube” space or in a more informal context.
Variations exist depending on the observer's characteristics: factors such as
one's emotional state and level of arousal, expertise, personality traits and
culture all contribute to the aesthetic experience and judgment. Instead of
looking for generic universal rules – like the golden ratio, “unity in multiplici-
ty,” and Berlyne’s inverted-U model – experimental research investigates very
subtle mechanisms while considering contextual, personal, and culturally
speci c factors. In summary, the eld has generated and tested many inter-
esting theories to account for human aesthetic experiences, demonstrating at
the same time that none of them seem to hold universally.17

There are two crucial differences between today’s computational methods


and traditional experimental aesthetics. First, experimental aesthetics mostly
focuses on subjects, while arti cial aesthetics focuses on objects. Further-
more, experimental aesthetics uses specially selected and highly controlled
stimuli, while arti cial aesthetics uses “big data” from real life human behav-
ior, which is often collected through digital platforms.

While experimental aesthetics usually produces stimuli in controlled settings


and looks at people’s responses, computational methods make use of large,
available datasets of expressed preferences, like Photo.net or Dpchallenge.-
com (used for computation studies in the late 2000s), allowing researchers to
explore how people give their “likes” on social platforms. In other cases, they
capture and measure people’s actual consumer behavior on online platforms,

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Chapter 1

like streaming services for music and lm, with the aim of inferring features
from the most popular artifacts.

In experimental aesthetics, a subject-focused approach emphasizes the


analysis of so-called “dependent variables”. These include the controlled re-
sponses of subjects, measured through judgments on well-calibrated scales,
as well as physiological reactions (heart rate, skin conductance, pupil dilation
etc.) and brain activity, measured with EEG or fMRI, which theoretically obvi-
ate the problems associated with verbal evaluation. Computational analysis
of aesthetic behavior, on the other side, is an object-focused approach and is
particularly strong at describing “independent variables”, i.e., the aesthetic
contents that are consumed and judged by people every day. This strength
stems from its capacity to gather and analyze large numbers of features from
images, music and other cultural artifacts. As previously mentioned, the key
advantage of computational approaches to aesthetics is the fact that they
are not bound to seek aesthetic universals or to take the common responses
of (relatively small) groups of subjects to be representative of general atti-
tudes. Instead, algorithms can track individual preferences and behavior
without needing to model aesthetic responses based on aggregated aver-
ages. Big data does not require us to assume a universal human aesthetic
subject.

Despite these advantages, an arti cial aesthetics that focuses on aesthetic


preferences still has to deal with the methodological challenges that charac-
terize all experimental approaches. We shall brie y mention two of them,
concerning 1) the dif culty of isolating the features linked to our aesthetic
evaluation, and 2) the dif culty of determining what kind of response we are
trying to describe.

Concerning the rst point, features of aesthetic objects are hard to isolate.
For example, to study how variations in the shape of a design item in uence
aesthetic appreciation, an experiment should use a controlled setting that
analyzes the effect of minimal variations in the shape and avoids confound-
ing multiple variations at once (e.g., changing shape and color, or shape and
texture etc.). However, aesthetic variables can also interact with each other.

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ARTIFICIAL AESTHETICS

Consequentially, this set-up would not allow us to draw a one-to-one corre-


spondence between the feature and the aesthetic responses to the feature
on this particular object. It is certainly possible to determine general trends
in people's preferences: e.g., we could observe that a certain musical style is
more popular than another one with a particular demographic in a given
country. However, it is not always easy to reach greater granularity and com-
prehend the precise role of each factor in the nal aesthetic effect: what ex-
actly makes the one musical style more appealing than the other? In order to
achieve this level of understanding, we would need a large number of similar
aesthetic artifacts that present only small variations from each other.

In some cases, digital platforms allow us to study a vast number of different


but not too heterogeneous stimuli which are available on the web. For ex-
ample, in a study from 201418, the authors used hundreds of features from
micro-videos (up to six seconds’ duration) on Vine, a former media sharing
platform, to predict whether people would judge them as “creative” or “non-
creative”. The study used a crowdsourcing platform to have 284 people judge
3800 videos. Each video received evaluations from multiple people, the aver-
age agreement of which was calculated to be 84%. The features covered
scene content, lmmaking techniques, photographic techniques, composition,
visual affect, audio affect, and novelty. All these features were de ned math-
ematically and calculated automatically from the videos through an analysis
of their frames and soundtrack. The authors report the classi cation accuracy
for each group of features, concluding: “The best results are achieved when
we combine novelty features with aesthetic value features, showing the use-
fulness of this twofold de nition of creativity.” Used separately, composition
and photographic techniques outperform scene content (classi cation accu-
racy is 77% vs 73%), while novelty video features outperform novelty audio
features (74% vs 63%). To get these kind of results, it is necessary to have a
suf ciently wide data set whose features are manageable (like a short six-
second lm), which is not always the case with human cultural production.

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Chapter 1

_____________________________________

What are we actually measuring when we


ask a subject about her aesthetic
experience?

Concerning the second point, human aesthetic responses (i.e., dependent


variables in a psychological experiment) also pose their own challenges.
What are we actually measuring when we ask a subject about her aesthetic
experience? Our relationships with aesthetic objects have many layers and
dimensions. They can range from sub-personal physiological reactions to
complex critical formulations, from a “like” given to an image in a social net-
work, to actual consumption behavior, up to sophisticated critical judgment.
We get a different answer depending on whether we ask someone if she
“likes” a movie or if she considers it a masterpiece, or if we simply observe
her physiological reactions while watching that movie. Moreover, we should
distinguish between value judgement and mere subjective preference/desire:
in general, we can say that value judgments are more stable than momentary
preferences or desire for a certain object. I can consider song X to be a mas-
terpiece (and superior to song Y), but lack the desire to listen to X at present,
instead experiencing a greater desire to listen to Y, maybe because of my
emotional state or because I listened to X too many times. This means that
my consumption behavior can reveal preferences that do not necessarily ex-
press my general idea of aesthetic value: I may be an avid consumer of ac-
tion movies and yet consider arthouse lms aesthetically superior, even
though I watch them more rarely. Arti cial systems that gather data about
human aesthetic consumption should take these issues into consideration if
we want to avoid overly simplistic models of human aesthetic experience
and judgment, both of which are used in arti cial evaluative and generative
algorithms.

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ARTIFICIAL AESTHETICS

1Datta et al. propose 56 different rules and features. Datta, Ritendra, et


al. “Studying aesthetics in photographic images using a computational
approach.” European Conference on Computer Vision. Springer, 2006, pp.
288-301.
2 Kao, Yueying, et al. “Deep aesthetic quality assessment with seman-
tic information.” IEEE Transactions on Image Processing, vol. 26, no. 3,
2017, 1482-1495. IEEE Xplore, https://doi.org/10.1109/
TIP.2017.2651399.
3 Hadjeres, Gaëtan, et al. “DeepBach: a Steerable Model for Bach
Chorales Generation.” Proceedings of Machine Learning Research, vol. 70,
2017. arXiv, https://arxiv.org/abs/1612.01010; Emerging Technology
from the arXiv. “Deep-Learning Machine Listens to Bach, Then Writes
Its Own Music in the Same Style.” MIT Technology Review, 14 December
2016, technologyreview.com/2016/12/14/155416.
4 “Can You Tell the Difference between AI and Human Composers?”
YouTube, uploaded by TwoSetViolin, 23 September 2020, youtu.be/Pm-
L31mVx0XA; “Bach vs AI: spot the difference.” YouTube, uploaded by
Orchestra of the Age of Enlightenment, 22 November 2019, youtu.be/
lv9W7qrYhbk.
5 Davis, Elizabeth. “Schubert’s ‘Un nished’ Symphony completed by ar-
ti cial intelligence.” Classic FM, 6 February 2019, classicfm.com/com-
posers/schubert/un nished-symphony-completed-by-ai.
6Xue, Alice. "End-to-End Chinese Landscape Painting Creation Using
Generative Adversarial Networks." Proceedings of IEEE WACV, 2021, pp.
3863-3871. arXiv, https://arxiv.org/abs/2011.05552.
7 By using well-de ned and ill-de ned problems, we are referring to the
crucial distinction made by Herbert Simon in 1973 regarding arti cial
intelligence. See Simon, Herbert. “The structure of ill structured prob-
lems.” Arti cial Intelligence, vol. 4, 1973, pp. 181-201. ScienceDirect,
https://doi.org/10.1016/0004-3702(73)90011-8.

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Chapter 1

8 The practical applications of such analysis include designing interac-


tive online interfaces for museum collections. For example, when a
person chooses a particular artwork, the system shows other artworks
in the collection that are most similar. Further applications can be
found in digital art history: changes in any extracted feature or a com-
bination of features can be plotted over time to analyze the evolution
of a single artist or entire historical periods.
9 See Djudjic, Dunja. “The Rise Of The Machines: Google’s AI Will De-
cide If Your Photos Are Aesthetically Pleasing.” DIY Photography, 26 De-
cember 2017, diyphotography.net/rise-machines-googles-ai-will-de-
cide-photos-aesthetically-pleasing; and Mikhailiuk, Aliaksei. “Deep Im-
age Quality Assessment.” towards data science, 15 March 2021, to-
wardsdatascience.com/deep-image-quality-assessment-30ad71641-
fac.
10 Fechner, Gustav. Vorschule der Aesthetik. Breitkopf und Härtel, 1876.
11 Birkhoff, George D. Aesthetic Measure. Harvard University Press, 1933.
12Berlyne, Daniel E. Studies in the New Experimental Aesthetics. Wiley,
1974.
13 Leder, Helmut, et al. “A Model of Aesthetic Appreciation and Aesthet-
ic Judgements.” British Journal of Psychology, vol. 95, 2004, pp. 489-508.
14For an overview, see Locher, Paul L. “Contemporary Experimental
Aesthetics: Procedures and Findings.” Handbook of the Economics of Art
and Culture, edited by Victor A. Ginsburgh and David Throsby, vol. 2,
North Holland, 2013; The Cambridge Handbook of the Psychology of Aes-
thetics and the Arts, edited by Pablo P. L. Tinio and Jeffrey K. Smith,
Cambridge University Press, 2014.
15Leder, Helmut, et al. “Entitling Art: In uence of Title Information on
Understanding and Appreciation of Paintings.” Acta Psychologica, vol.
121, 2006, pp. 176-198.
16Khaw, Mel W., and David Freeberg. “Continuous Aesthetic Judgment
of Image Sequences.” Acta Psychologica, vol. 188, 2018, pp. 213-219.

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17 Even the assumption that beholders would universally associate par-


ticular forms with speci c qualities or “aesthetic effects” has been put
into question. See Specker, Eva, et al. “Warm, Lively, Rough? Assessing
Agreement on Aesthetic Effects of Artworks.” PLOS One, 13 May 2020,
https://doi.org/10.1371/journal.pone.0232083.
18Redi, Miriam, et al. "6 Seconds of Sound and Vision: Creativity in Mi-
cro-videos." IEEE Conference on Computer Vision and Pattern Recognition,
2014, pp. 4272-4279, https://doi.org/10.1109/CVPR.2014.544.

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