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Big Data and Creativity

Published online by Cambridge University Press:  15 July 2019

Palle Dahlstedt*
Affiliation:
Division of Interaction Design, Department of Computer Science and Engineering, Chalmers University of Technology & University of Gothenburg, SE-412 96 Göteborg, Sweden. Email: palle.dahlstedt@gu.se. Also Department of Communication & Psychology, Aalborg University, Rendsburggade 14, DK-9000 Aalborg, Denmark
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Abstract

Big data and machine learning techniques are increasingly applied to creative tasks, often with strong reactions of both awe and concern. But we have to be careful about where to attribute the creative agency. Is it really the machine that paints like van Gogh, or is it a human that uses a high-level tool to impart one pattern upon another, based on her aesthetic preferences? In this paper, the author analyses the problem of machine creativity, focusing on four central themes: the inherent convergence of machine learning and big data techniques, their dependence on assumptions and incomplete data, the possibility of explorative search as a new creative paradigm, and the related problem of the opacity of results from such methods. The Google Deep Dream project is brought in as an example to illustrate the discussion. Information and complexity are brought into the discussion as central concepts for both creative processes and the resulting artefacts, concluding that the complexity of the interaction between the creative agent and the environment during the creative process is a crucial parameter for meaningful creative output. Based on the exposed limitations in current technologies, the author concludes that the principal creative agency still lies in the developers and users of the tools, not in the data processing itself. Human effort and input still matters. But we can take a constructive approach, regarding big data techniques as tools one order of magnitude more complex than what was available before, allowing artists to work with abstractions previously unfeasible for computational work.

Information

Type
Articles
Copyright
© Academia Europaea 2019 
Figure 0

Figure 1. The first few bars of each of J.S. Bach’s 15 Two-Part Inventions16.

Figure 1

Figure 2. A hypothetical diagram of the set of ideas constituting (from left to right): Bach’s First Invention, Inventions 1 and 2, the five first Inventions, and finally, all 15 Inventions, with a circle showing the complete set of ideas of the whole collection.

Figure 2

Figure 3. The online version of Google Deep Dream associating on a musical score without ‘understanding’ it. It seems to detect focal points and generates its familiar dog faces with these points as eyes and nose. The point of the exercise is to show that it is designed to work with bitmaps containing certain kinds of figurative images, not with symbolic content contained in bitmaps. Representation is crucial, and the choice of representation a particular algorithm works with makes it very domain-specific.

Figure 3

Figure 4. An illustration of how the Google Deep Dream system (by design) treats everything as a two-dimensional image. The original image is to the left, followed by two processed images of gradually increasing processing depth. Configurations that could be dog faces, even if they are coincidental as a result of overlapping of objects of different depths, are reinforced, and the depth of the image disappears. This inability causes misinterpretations and could be considered one of the characteristic traits of the Deep Dream generative system, its personal signum.

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