Those names in order of decreasing highbrowness and increasing financial viability.
Either way, it means, more or less, “using algorithms to make pretty things.” If you’ve seen a CGI film in the last 20 years, you’ve seen this. Flocking, L-systems, agents, evolutionary systems, a-life, pattern formation and so on. My interest here reflects my High Art, pontifical sensibility. But video games are totes sick too.
Examples of praxis
- Discretization in Geometry and Dynamics has some sweet mathematical graphics. See the various sub-projects. There are also image collections:
- Bridges >The goal of the Bridges Organization is to foster research, practice, and new >interest in mathematical connections to art, music, architecture, education >and culture.
- The American Mathematical Society Math Imagery Gallery
- populist procedural design is lead by the computer games people, e.g. the procedural design reddit.
- the 1998tastic generativeart.com and its attendant 1999tastic generative art forum
- make art not apps
- abandoned art by zenbullets
- precious forever
- Creative applications
- Daniel Jones
- Jonathan McCabe
- Ollie Bown
- Bob Jarvis
- runme is also an echo from another time: “…a software art repository, launched in January 2003. It is an open, moderated database to which people are welcome to submit projects they consider to be interesting examples of software art.”
- (mostly) textual state of the art: emily short
- Data is nature
- Mitchell Whitelaw and his amazing teeming void
Praxis yourself why don’t you?
I praxis myself
feral, my generative iphone app for imaginary mechanicotropical jungles
Maybe I should also do generative art with neural networks.
Boden, Margaret A., and Ernest A. Edmonds. 2009. “What Is Generative Art?” Digital Creativity 20 (1-2): 21–46. https://doi.org/10.1080/14626260902867915.
Boulanger-Lewandowski, Nicolas, Yoshua Bengio, and Pascal Vincent. 2012. “Modeling Temporal Dependencies in High-Dimensional Sequences: Application to Polyphonic Music Generation and Transcription.” In 29th International Conference on Machine Learning. http://arxiv.org/abs/1206.6392.
Bown, Oliver. 2009. Ecosystem Models for Real-Time Generative Music: A Methodology and Framework. Ann Arbor, MI: MPublishing, University of Michigan Library.
———. 2011. “Experiments in Modular Design for the Creative Composition of Live Algorithms.” Computer Music Journal 35 (3): 73–85. https://doi.org/10.1162/COMJ_a_00070.
Brown, Paul. 2003. “Generative Computation and the Arts.” Digital Creativity 14 (1): 1–2. https://doi.org/10.1076/digc.188.8.131.5209.
Ha, David, Andrew Dai, and Quoc V. Le. 2016. “HyperNetworks,” September. http://arxiv.org/abs/1609.09106.
Holtzman, S. R. 1981. “Using Generative Grammars for Music Composition.” Computer Music Journal 5 (1): 51–64. https://doi.org/10.2307/3679694.
Lomas, Andy. 2014. “Cellular Forms: An Artistic Exploration of Morphogenesis.” In SIGGRAPH Studio, 1–1. ACM Press. https://doi.org/10.1145/2619195.2656282.
Monro, Gordon. 2009. “Emergence and Generative Art.” Leonardo 42 (5): 476–77. https://doi.org/10.1162/leon.2009.42.5.476.
Rohrmeier, M. 2011. “Towards a Generative Syntax of Tonal Harmony.” Journal of Mathematics and Music 5 (1): 35–53. https://doi.org/10.1080/17459737.2011.573676.
Sorensen, Andrew, and Henry Gardner. 2010. “Programming with Time: Cyber-Physical Programming with Impromptu.” In ACM Sigplan Notices, 45:822. ACM Press. https://doi.org/10.1145/1869459.1869526.
Steedman, Mark J. 1984. “A Generative Grammar for Jazz Chord Sequences.” Music Perception: An Interdisciplinary Journal 2 (1): 52–77. https://doi.org/10.2307/40285282.
Whitelaw, Mitchell. 2005. “System Stories and Model Worlds: A Critical Approach to Generative Art.” Readme 100: 135–54. http://art.runme.org/1140026085-5226-0/system_stories.pdf.
———. 2006. Metacreation: Art and Artificial Life. The MIT Press.
———. 2010. “Space Filling and Self-Constraint: Critical Case Studies in Generative Design.” Architectural Theory Review 15 (2): 157–65. https://doi.org/10.1080/13264826.2010.495451.
Whitelaw, Mitchell, Mark Guglielmetti, and Troy Innocent. 2009. “Strange Ontologies in Digital Culture.” Computers in Entertainment (CIE) 7 (1): 4. http://dl.acm.org/citation.cfm?id=1486512.