Yesterday, I wrote about the history and future of AI in general. Today, I am continuing my explorations by examining the role of AI in the arts and the impact of the arts on AI. The exploration is based on this notebook, with 60 sources collected by NotebookLM.

AI in the Arts

AI has a multi-generational history in the arts, transitioning from centuries-old mechanical automatons to symbolic rule-making and eventually to deep learning-based approaches. In the following, I will go through some of the works picked out by NotebookLM. Some of them I know well, others I hadn’t heard about before. A complete list of detected works is at the end of the post.

Fine and Visual Arts

Early AI art was pioneered by Harold Cohen, who developed AARON beginning in the late 1960s to codify the act of drawing through symbolic rules. I still remember a weeklong workshop with Harold Cohen while I was studying at Chalmers in Göteborg in the early 2000s. We had good discussions about the possibilities and limitations of rule-based systems and how he had gradually developed his system over decades. Here are examples of how AARON paints:

In the modern era, Generative Adversarial Networks (GANs) have become central, with artists like Refik Anadol creating immersive “data paintings” from massive datasets and Anna Ridler using GANs to explore financial speculation through AI-generated imagery. I hadn’t heard about Ben Snell before, but I love his sculpture Dio, which was first developed by a computer model and then cast using the ground-up remains of the computer that designed it.

Dance

I have been highly inspired by choreographer Merce Cunningham in my dance studies and even tried his LifeForms software back in the days. I hadn’t made the connection to AI before, though, but recall how he used a machine to “sketch” movement ideas that his aging body could no longer create, leading to the discovery of “impossible” movements for his live dancers.

Similarly, Wayne McGregor collaborated with Google and other labs to create generative choreographic tools and a living archive of movement.

Theatre and Acting

I don’t have a good overview of theatre and acting in general, and even less so when it comes to theatre and acting. NotebookLM brought up examples of how AI has been used to generate scripts, such as the surreal short film Sunspring (2016) written by an LSTM model named “Benjamin.”

There are fewer historical references to the use of AI in theatre, but, of course, today, AI supports all parts of the process, from casting through voice analysis, automates complex lighting and sound cues, and even provides “live-scripts” to actors via earbuds in real time.

Music

There are many examples of AI in music, so I am surprised that NotebookLM didn’t find much beyond the most obvious ones. It starts with what is arguably the first computer-composed piece, the Illiac Suite, written in 1957, which used probabilistic rules. Another “classic” is David Cope’s EMI project (Experiments in Musical Intelligence), which successfully mimicked the styles of classical masters like Mozart and Bach.

When it comes to real-time performance, composer–performer George E. Lewis developed the interactive improvisation system Voyager, modeling real-time musical dialogue between human performers and software. That system is primarily rule-based, as far as I know. When it comes to learning-based human–computer interaction, I think Francois Pachet’s Flow Machines are great examples:

More recently, Suno enables the creation of complete music tracks with simple prompts.

Film, TV, and animation

I was surprised that NotebookLM didn’t find many references to old film and animation. Instead, it points to relatively new systems and productions, including Massive, which uses AI agents and “fuzzy logic” to simulate realistic, large-scale battle scenes involving hundreds of thousands of autonomous individuals, most famously in The Lord of the Rings. AI is also used for de-aging actors (e.g., The Irishman) and creating hyper-realistic digital humans and digital actors via motion capture. Tools like Tilt Brush (Google) is a VR painting and sculpting platform used to create immersive 3D artworks.

Again, these are just a few examples highlighted by NotebookLM. Check the complete list below for more.

The impact of art on AI development

While AI has indeed been used to create art over the years, I think it is also interesting to reflect upon how artistic use—and misuse—has fed back into AI development, pushing technical boundaries and advancing theoretical frameworks.

By attempting to encode the artistic process, like in AARON for painting and Voyager for music, artist–researchers gained insights into how human artistic decision-making can be translated into code. Those systems were developed by the artists themselves, though. Other examples, including the development of LifeForms, were influenced by Merce Cunningham’s discussions with the developers.

I need to dig deeper into whether it is true, but NotebookLM claims that the development of “fuzzy logic” was directly inspired by the challenges of creating realistic crowds in films within Massive. This software allowed AI agents to move from binary true/false reactions to a spectrum of “shades of gray,” enabling digital entities to interact in unpredictable, lifelike ways that traditional programming could not.

Story generation remains an exploratory research stage in AI. Creating narratives is easy for humans but difficult for machines. Early attempts, such as James Meehan’s TALE-SPIN, helped researchers identify the “brittleness of symbolic AI.” Bizarre outcomes in these generated tales highlighted that AI required vast, “mundane” real-world knowledge to simulate human-like reasoning.

One of my big arguments for working on creative AI is that artistic projects are excellent “laboratories” for exploring human–computer interaction. You can quickly get a sense of whether something “works” and test it in real-life settings, such as installations or performances.

Key challenges in art and AI

Artistic work on and with AI both creates and exposes numerous challenges, many of which we will address in MishMash. Some key challenges include:

  • Authorship: Who is actually responsible for an artwork created (largely) by AI? What are the relationships between the underlying data and algorithms and the human and machine creators? How does an audience perceive these uncertainties?
  • Ethical and legal issues: Many of today’s large AI models are trained on copyrighted data without the consent or compensation of the original artists. There are also numerous challenges related to privacy, and questions about ownership of one’s own voice, appearance, and expression.
  • Cultural bias and homogenization: Given the skewness in training material, current large models are skewed towards Western, popular cultural expressions. Thus, new artistic outputs will carry this bias. There is also the risk of “aesthetic convergence,” in which AI models reinforce dominant norms in their training data, potentially erasing minority or radical voices.

These challenges are not easy to solve, but it helps to begin by identifying and criticizing them. Focusing on human–machine co-creation also helps. Such a “human-in-the-loop” approach ensures the human remains in control while leveraging AI-based tools to handle repetitive tasks or generate initial “sketches” for further refinement.

In sum, while I think we should remain critical, I also see significant potential in using AI in artistic projects. Ultimately, artistic (ab)use can also help AI in general move forward.

Catalogue of AI art

Here is a list of all the AI-based artworks NotebookLM found for me. This is undoubtedly not complete, and probably biased, but I keep it here for reference.

YearProject NameCreatorArtistic DomainKey TechnologyMilestone or Impact
1940NimatronEdward U. Condon, Willard A. Derr and Gereld L. TawneyGamesElectromechanical relaysMachine constructed for the New York World’s Fair that could play two game strategies of Nim against a human competitor.
1948Cathode Ray Tube Amusement DeviceThomas T. Goldsmith Jr., Cedar Grove and Estle Ray MannGamesCathode ray tube with overlayA conceptual shooting game where a point on a tube served as a bullet to hit targets on a transparency overlay.
1948Nim machineRaymond RedhefferGamesElectrical circuitsA small, five-pound machine for playing the game of Nim; a precursor was planned in 1941-42 with relays.
1950Sketchpad (precursor concepts)Ivan SutherlandVisual Art / Digital GraphicsDigital graphics foundationLaid the groundwork for digital graphics and interactive computer design.
1950Turing TestAlan TuringPoetryImitation Game (Logic-based benchmark)Conceptualized artificial intelligence and whether machines could convincingly mimic human conversation, laying seeds for machine creativity.
1951Ferranti NimrodJohn Bennett and Raymond Stuart-WilliamsGamesDigital computer (480 tubes)Exhibited at the Festival of Britain as an ’electronic brain’ to demonstrate the computing capacities of automatic computers.
1952Love-lettersChristopher StracheyPoetry/LiteratureMarkov-like random selection from databaseUsed a Ferranti Mark I to combine words from a selection of Roget’s Thesaurus into billions of different possible letters.
1952OXO (Tic Tac Toe)Alexander S. DouglasGamesEDSAC mainframe computerFirst game to use a monitor presentation (cathode ray tube) as a central part of the interface.
1957Illiac SuiteLejaren Hiller and Leonard IsaacsonMusicMarkov chains (Probabilistic rules)First piece of music composed by a computer; a string quartet coded on the ILLIAC I computer.
1958Tennis for TwoWilliam HiginbothamGamesAnalog computer and oscilloscopeEarly interactive game representing a tennis court side-view; used for a visitors’ day at Brookhaven National Laboratory.
1958The Seventh Voyage of SinbadRay HarryhausenCGI/Digital EffectsStop-motion animation (manual precursor to digital)Pioneered mythological creatures and scale disparity effects later used in The Lord of the Rings.
1959Stochastic TextsTheo LutzPoetry/LiteratureStochastic proceduresGenerated sentences with a correct syntax using a database of 100 words from Franz Kafka’s novel ‘The Castle’.
1960Stochastic AlgorithmsIannis XenakisMusicProbability-based systemsPioneered the use of probability-based musical architecture to manage massive sets of sonic variables.
1961First CGI AnimationEdward E. Zajac at Bell LabsFilm / AnimationComputer-generated imagery (CGI)The first tangible application of CGI technology in film animation.
1962Spacewar!Stephen R. Russell, Martin Graetz, and Wayne WytanenGamesPDP-1 minicomputer (vector graphics)First widely recognized computer-based shooter game; included gravity effects and influenced early joystick development.
1963Jason and the ArgonautsRay HarryhausenCGI/Digital EffectsStop-motion animation (manual precursor to digital)Early milestone in creature effects and theatrical reveals matches against giant monsters.
1964Computer-programmed choreographyJeanne Beaman and Paul Le VasseurDance ChoreographyRandom generation of movement parametersFirst known use of computers to generate random, performable dance sequences (70 dances produced).
1966ELIZAJoseph WeizenbaumPoetryPattern matching and rule-based frameworkFirst chatbot; demonstrated how procedural generation could create the illusion of understanding in conversational dialogue and poetic language.
1966Poemfield No.2Stan VanDerBeek and Kenneth C. KnowltonCGI/FilmBEFLIX (mosaic patterns)Produced complex digital animations where text and patterns dissolved into entropic fields; part of a series of ten films.
1967HummingbirdCharles Csuri and James P. ShafferVisual Art/FilmFORTRAN-based line transformationEarly example of computer-aided ‘morphing’ where a digitised drawing of a bird was fragmented and reconstructed through 14,000 frames.
1967Stick figure animationMichael NollDance and FilmRandom selection of movementThree-minute animated film of stick figures performing movement selected randomly by computer; compared AI art to Mondrian.
1968Cybernetic SerendipityJasia Reichardt (Curator)Multi-domain (Visual Art, Music, Poetry, Film)Cybernetic systems and algorithmsLandmark international exhibition exploring the relationship between computing and art; showcased animation and computer-composed music.
1968SAM (Sound Activated Mobile)Edward IhnatowiczCybernetic SculptureHydraulic controlled vertebraeExhibited at ‘Cybernetic Serendipity’; moved its reflector towards quiet sounds recognized by microphones.
1970AARONHarold CohenVisual ArtRule-based autonomous drawing systemPioneering computer painter that could make pictures autonomously; exhibited at the Tate, Victoria and Albert Museum, and LACMA.
1970SeekArchitecture Machine Group (Nicolas Negroponte)CGI/Digital InstallationInterdata Model 3 computer and sensorsAn environment for gerbils where a robot arm replaced blocks based on movements; anticipated ‘architectural intelligence’.
1970The SensterEdward IhnatowiczCybernetic SculptureElectro-hydraulic servo systems (Philips P 9201)Large steel structure that reacted to visitors’ motions and sounds; considered a precursor to artificial intelligence.
1971Computer SpaceNolan Bushnell (Nutting Associates)GamesArcade cabinet with TTL logicThe first commercially sold arcade game; an adaptation of ‘Spacewar!’.
1972OdysseyRalph Baer (Magnavox)GamesHome game consoleFirst home video game console connected to televisions; included a tennis game that was a successor to ‘Tennis for Two’.
1972Scape-matesEd EmshwillerVideo ArtSCANIMATE (analog computer)Introduced a new vocabulary of video image-making using 3D sculptural illusions and real-time colorization.
1973Novel WriterSheldon KleinPoetryRule-governed state changes and micro-simulationFirst storytelling system on record; generated 2100-word murder mystery stories in less than 20 seconds.
1974Labanotation InterpreterZella WolofskyDanceSymbolic notation translationM.Sc. thesis project for computer interpretation of selected Labanotation commands.
1976Labanotation Graphics EditorBrown and SmoliarDanceInteractive graphics editorAmong the first to develop an interactive graphics editor for entering and storing Labanotation symbols.
1977CHOREOSavage and OfficerDanceInteractive computer modelIncluded an animator which simulated a moving two-dimensional figure based on notation scores.
1977Star WarsGeorge Lucas / LucasfilmFilm ProductionRudimentary computer effectsIncorporated early computer effects alongside traditional techniques to enhance storytelling.
1977TALE-SPINJames R. MeehanPoetryGoal-directed planning (Planboxes)Interactive program that wrote stories by simulating rational behavior of woodland creatures; noted for ‘mis-spun’ tales revealing system brittleness.
1978Keyframe ChoreographyJohn LansdownDancePositional orientation keyframesComputer composed dancer’s positional keyframes at specific points in time.
1981AUTHORNatalie DehnPoetrySimulating authorial meta-goalsAimed to simulate the author’s mind as she makes up a story by achieving a complex web of author goals.
1982TronSteven Lisberger (Walt Disney Productions)Film Production / CGIProcedural rule-based generationFeatured extensive CGI, including the 30-minute Light Cycle scene; an early milestone in algorithmic animation for visual effects.
1983Benesh EditorRyman, Singh, Beatty, and BoothDanceInteractive user interface with graphical iconsFirst movement notation editor to be ported to a personal computer system (Apple Macintosh in 1984).
1983UNIVERSEMichael LebowitzPoetryPlanning and plot snippet reuseModeled the generation of scripts for TV soap opera episodes; first system to focus on independent character creation.
1984afternoon: a storyMichael JoycePoetry/LiteratureStoryspace (Hypertext)A seminal 1987 hyperfiction (early development 1984) consisting of 539 lexia; readers follow multilinear paths.
1984RACTERWilliam Chamberlain and Thomas EtterPoetry / ProseMarkov chains / Pre-coded templatesProduced a full book titled The Policeman’s Beard Is Half Constructed, the first book attributed to a computer program.
1984STANZARoger Carl SchankPoetryKnowledge representation systems (Frames)One of the first integrations of knowledge representation in NLP; claimed to be able to narrate stories.
1985Money for NothingSteve BarronMusic VideoBosch FGS-4000 and Quantel PaintboxDire Straits music video featuring computer-animated characters made of stereometric volumes; won MTV ‘Video of the Year’.
1986EMI (Experiments in Musical Intelligence)David CopeMusicAugmented transition networks (ATN)Successfully mimicked classical composers’ styles; produced sonatas in the style of Mozart and Bach that fooled listeners.
1986LifeFormsDr. Thomas W. Calvert / Merce CunninghamDance and CGIInverse Kinematics and 3D animationCompositional tool used to compose ‘Trackers’; allowed the discovery of ‘impossible’ movement sequences in choreography.
1987afternoon: a storyMichael JoycePoetry/LiteratureStoryspace (Hypertext)A seminal hyperfiction consisting of 539 lexia and 905 links; readers follow multilinear paths to uncover the story.
1989Animate TokensBradford and Cote-LawrenceDanceHigh-level abstract movement patternsVisualized dancers as patterns of energy rather than human forms to facilitate creative exploration.
1989The Legible CityJeffrey ShawDigital InstallationSilicon Graphics Workstation and bicycle interfaceInteractive installation where observers ‘ride’ a bicycle through a virtual city made of architectural-sized letters.
1991Artificial Evolution VideosKarl SimsVisual ArtArtificial life and genetic programmingSims won the Golden Nica at Prix Ars Electronica in 1991 and 1992 for videos utilizing artificial evolution.
1991Terminator 2: Judgment DayJames CameronFilm ProductionLiquid metal effects (CGI)Showcased realistic liquid metal CGI effects that significantly advanced the medium.
1993Doomid SoftwareGamesRaycasting engineRevolutionary first-person shooter that set new standards for 3D graphics and fostered an internet-based player subculture.
1993MINSTRELScott R. TurnerPoetryTransform Recall Adapt Methods (TRAMs)Simulated creative re-use of prior material to generate stories about King Arthur and the Knights of the Round Table.
1994Evolving Virtual CreaturesKarl SimsCGI/Digital EffectsGenetic Algorithms and Artificial IntelligenceInfluenced crowd simulation logic; agents evolved to walk or swim in simulated environments.
1994GNARLPeter J. AngelinePoetryGenetic algorithmDevised to engender poetic compositions through evolutionary mutation and selection processes.
1994JAPEKim Binsted and Graeme RitchiePoetrySymbolic pattern-matching and WordNetSuccessfully generated pun-based riddles consistently evaluated as humorous by young children.
1995Toy StoryJohn Lasseter (Disney-Pixar)Film/CGI3D Computer AnimationThe first feature-length movie completely animated by computer-based image processing.
1996MassiveSteven Regelous (Weta Digital)CGI/Digital EffectsFuzzy Logic / Autonomous Multi-Agent SimulationSoftware explaining ‘fuzzy logic’ as a method for creating autonomous character decisions; used for 200,000 Uruk-hai in The Lord of the Rings.
1997Deep BlueIBMStrategy GamingBrute-force processingFirst computer system to defeat a reigning world chess champion (Garry Kasparov).
1997LILIPUTIANSDavid CopeMusicGenetic programmingIteratively evolved musical compositions; won the Prix Ars Electronica Golden Nica for Interactive Artistry in 2001.
1999VoyagerGeorge E. LewisMusic / Interactive ImprovisationReal-time algorithmic improviserAutonomous improvising system that listens to and responds to live musicians, pioneering human–computer interaction in jazz performance.
1999BRUTUSSelmer Bringsjord and David A. FerrucciPoetryFirst-order logic and production rulesDesigned to write stories specifically about betrayal based on detailed thematic knowledge and logical models.
1999Electric SheepScott DravesVisual Art/Generative ArtFractal Flame Algorithm / Distributed computingA screensaver that evolves animations based on user votes; functions as a distributed ‘cyborg mind’ network.
1999MEXICARafael Pérez y PérezPoetryEngagement-reflection cognitive modelModeled the creative writing process through cycles of reflection to produce short stories about early Mexican inhabitants.
2001BotFightersIt’s AliveGamesCell-ID positioning (Mobile telephony)Pervasive game for mobile phones where real urban locations became combat zones between players.
2001The Lord of the RingsPeter Jackson / Weta DigitalFilm ProductionMotion capture and AI crowd simulationIntegration of live-action with hyper-realistic digital creations like Gollum and photorealistic autonomous battle crowds.
2002Particle-based Crowd EffectsIndustrial Light & MagicCGI/Digital EffectsAI and Particle PhysicsArena sequence in Star Wars: Episode II used AI for 30,000 individual actions.
2005The Dark Knight / The HangoverLegendary EntertainmentFilm ProductionAI for user preferencesDeveloped audience behavior data and user preferences to inform production strategies.
2012Flow MachinesSony CSL ParisMusicMachine learning and signal processingProject started to achieve augmented creativity in music composition.
2012SkyfallMGM / Eon ProductionsFilm ProductionBig Data AnalyticsUtilized AI-driven big data to analyze audience demographics and inform targeted marketing/distribution.
2013Cinelytic LicenseCinelyticFilm ProductionMachine learning and historical dataLos Angeles startup that cross-references movie performances to match key talent for production.
2014Conversations with Bina48Stephanie DinkinsVisual ArtSocial robotics and interactive AIRecorded ongoing conversations with BINA48 to explore the culture of people of color in artificial intelligence.
2014Ex MachinaA24CGI/Digital EffectsAI-driven character animationUtilized advanced animation techniques to bring the humanoid character Ava to life; sparked ethical discussions.
2014GANs (Generative Adversarial Networks)Ian GoodfellowVisual Art / Multi-domainNeural networks (Generator vs. Discriminator)New architecture where two networks compete; a catalyst for modern AI art enabling highly realistic synthetic content.
2015DeepDreamAlexander Mordvintsev (Google)Visual ArtConvolutional neural networkPopularized AI-generated surrealism by amplifying patterns in data to create psychedelic, dream-like images.
2016AlphaGoGoogle DeepMindStrategy GamingDeep Reinforcement LearningDefeated world Go champion Lee Sedol; showcased ‘unconventional’ and ‘creative’ play style.
2016Daddy’s CarSony CSL (François Pachet / SKYGGE)MusicFlow Machines (Recombinant AI)Milestone AI song composed in the style of The Beatles; highlighted tensions regarding training on intellectual property.
2016Morgan (Trailer)IBM WatsonFilm ProductionAI editing softwareThe world’s first movie trailer edited using artificial intelligence.
2016SunspringOscar Sharp and Ross GoodwinFilm Production / PoetryLSTM (Long Short-Term Memory)First short film written entirely by an AI algorithm (Benjamin) after analyzing sci-fi screenplays.
2018DioBen SnellVisual Art / SculptureMachine Learning (3D modeling training)The first AI-created sculpture sold at Phillips; cast from the ground-up remains of the computer that designed it.
2018Portrait of Edmond de BelamyObvious (Art Collective)Visual ArtGenerative Adversarial Networks (GANs)First AI-generated artwork sold at a major auction (Christie’s) for $432,500, signaling market recognition.
2018Transformer ArchitectureGoogle / Vaswani et al.PoetrySelf-attention mechanismRevolutionized NLP by allowing parallel processing of data, enabling modern Large Language Models.
2019Avengers: EndgameDigital Domain / DisneyCGI/Digital EffectsMachine Learning and facial captureUsed AI to recreate facial expressions for Thanos and for digital de-aging of actors.
2019Human Allocation of SpaceScott EatonVisual Art / SculptureCustom ‘shape’ neural networkA sculptural work drawn by the artist and translated into 3D form by a neural network trained on a synthetic dataset.
2019Mosaic VirusAnna RidlerVisual Art / Video InstallationGANs trained on custom datasets3-screen installation where AI tulips change based on Bitcoin prices; critical engagement with financial speculation.
2019The IrishmanNetflixCGI/Digital EffectsDe-aging technologyDigitally rejuvenated actors De Niro, Pacino, and Pesci for flashback scenes across several decades.
2020GPT-3OpenAIPoetryLarge Language Model (LLM)State-of-the-art model with 175 billion parameters capable of generating text that closely resembles human-authored work.
2021DALL·EOpenAIVisual ArtDiffusion models / Multimodal learningRevolutionized art creation by generating high-quality images from natural language text descriptions.
2022Stable DiffusionStability AIVisual ArtLatent Diffusion ModelOpen-source release that democratized high-quality image generation for the broader creative community.
2022Théâtre D’opéra SpatialJason M. AllenVisual ArtMidjourney (Text-to-Image)Won an art prize at the Colorado State Fair, sparking global debate on AI and authorship.
2022UnsupervisedRefik AnadolVisual Art / Digital MediaMachine Learning on museum archivesInstallation at MoMA featuring ever-shifting abstractions derived from the museum’s collection.
2023GANStrumentFlow Machines Team (Sony CSL)Music / Sound DesignGenerative Adversarial Networks (GANs)Application that blends features of two sounds to generate unique soundscapes and instrument tones.