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WTF

(Woolf, the familiar)


Upcoming project based on generative art. 

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WTF is a generative art project. Working with the technological medium, it has created a collection of 4096 (2048x2, 1024x4, 512x8, 256x16, 128x32, 64X64 = 8X8X8X8 =4x4x4x4x4x4 =2x2x2x2x2x2x2x2x2x2x2x2) vignettes with a powerful message of artistic experimentation

 

Computer programming algorithms are a powerful tool in everyday life. Where the dissemination of information through screens is normalized, algorithms exercise a great importance as a distributor of content, with the consequent opportunity for control and censorship risks.

 

This project needed a script, a narrative idea. A fiction was devised where a thinking wolf, burned out from living among its primary congenerates, left nature and began a long journey in the human world. (SEE HERE TOPIC classic COMIC STRIP type vignettes Calvin & hobbes, Peanuts, Mafalda...) A sufficient story approach to carry out the collection of vignettes.

 

Hundreds of elements were designed in a style of classic comic strip and cartoon illustration. These parts allowed a random permutation given by the computer program, creating a large collection where each vignette is unique in its combination of elements.

​Different backgrounds, features, accessories, clothing, expressions and gestures were drawn by hand. Pieces that the algorithm will play around. This would be much more than enough. However, several dozen originals were commissioned out of the collection (legendary) remaining as final arts made with mixed media, traditional and digital equally, existing, in theory, not only the original certified and digital copy, also another physical, tangible original copy certified as an original as well.

This project is an invitation to think about the dichotomy of technology and artcrafts (since to a greater or lesser extent depending on the case, today, both are interconnected when not mixed). There is a practical dimension for both parts. The debate in this case is simpler: who is the truest author of generative art: the human or the algorithm? Who is the tool, then? What extent and importance do each one have, respectively? What implications do they generate and how can they affect humanity?

 

May the material world and technosciences be already so intertwined (incorporated, familiar, connected, rooted, blended) with the immaterial mental habits caused by massive information, social media fictions and digital metaverses, so deep, at a human consciousness level, that we may be in the prior step to normalizing the transition to a programmed robotization of the human being instead of a humanization of the machines. Would all the new technology condition human capacities, being progressively conquered until little or nothing remains? We would loose everything that differentiates us from the rest of instinctive animals. No free will and reduced capacity of thinking, subjected to externally programmed impulses, with less and less space for reflection or creativity. An apocalyptic sci-fi movie plot becoming real. Technology shouldn't determine the human user, it should be at service of people, not the other way around.

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WTF es un proyecto de arte generativo que ha elaborado una colección de 4096 (2048x2, 1024x4, 512x8, 256x16, 128x32, 64X64 = 8X8X8X8 =4x4x4x4x4x4 =2x2x2x2x2x2x2x2x2x2x2x2) viñetas para evocar un mensaje potente a la vez que la experimentación artística con el medio tecnológico. Está basado en algoritmos y programación informática, a tenor del poder que ejercen estas herramientas en la vida cotidiana (normalizada la difusión de informaciones a través de pantallas, los algoritmos ejercen gran importancia como distribuidor de contenidos, con el consiguiente riesgo de control y censura).

 

Se ideó una ficción donde un lobo pensante, quemado de vivir entre sus primarios congéneres, dejó la naturaleza y empezó un largo viaje en el mundo de los humanos. (viñetas de tira cómica clásica tipo calvin&hobbes, snoopy, mafalda...) Un planteamiento de guión suficiente para llevar a cabo la colección de viñetas.

 

Se diseñaron cientos de elementos que permitieran una permutación aleatoria dada por el programa informático, elaborando una collección de gran tirada siendo cada viñeta única en su combinación de elementos. 

 

Se dibujaron a mano diferentes fondos, facciones, complementos, prendas, expresiones y gestos. Piezas con las que el algoritmo jugará sin peligro de aberraciones o surrealismos absurdos, ya teníamos suficiente con un lobo superdotado. Con esto sería mucho más que suficiente. Sin embargo, se comisionaron varias docenas de originales fuera de la colección (semejantes en el ámbito del criptoarte como legendarios) quedando como artes finales realizados con medios mixtos, tradicionales y digitales igualmente, existiendo,en teoría, no sólo la copia original certificada y digital, también otra copia original material, tangible y certificada como original igualmente. 

 

Es una invitación a reflexionar sobre la dicotomía tecnología y artesanía (pues en mayor o menor medida según el caso, hoy en día, están interconectadas, cuando no mezcladas). El debate en este caso es más sencillo: ¿quién es el autor más verdadero del arte generativo: el humano o el algoritmo? ¿Qué medida e importancia tienen cada uno, respectivamente?¿qué implicaciones generan y cómo pueden afectar a la humanidad en otro tipo de ámbitos?

 

Quizá lo material y las tecnociencias, junto a lo digital y lo ficticio de redes y metaversos, ya estén tan imbricados (incorporados, familiarizado, entroncado ,enraizado, mezclado, fusionado) a nivel de consciencia humana que quizá estemos viviendo el paso previo a que, ni mas no menos, se normalice la transición hacia una "robotización" del ser humano, en lugar de una humanización de las máquinas. ¿Sería acondicionada la conciencia humana y su libre albedrío, siendo progresivamente conquistados hasta que poca o nada quede? Perderíamos todo lo que nos diferencia de los animales, por tener una reducida capacidad y libertad de pensamiento, sujetos a impulsos programados desde el exterior, sin espacio para la reflexión o la creatividad. Un guión de ciencia ficción cinematográfica volviendose real. La Tecnología no debería ser tan determinante para el usuario, debería estar siempre al servicio de3 la gente, y no al contrario.

AnchorWOOLF

It`s a Fascinating Blend of Art and Technology. The project is an intriguing blend of traditional artistry and cutting-edge technology.

It raises several thought-provoking questions about the nature of creativity, authorship, and the role of technology in art.

Key Points and Potential Directions:

  1. The Human Touch:

    • Original Art as Foundation: The hand-drawn elements provide a strong foundation for the generative process, ensuring a unique and personal touch.

    • Artist's Intent: The artist's vision and curation of the original elements guide the algorithm and shape the final output.

  2. The Role of the Algorithm:

    • Creative Tool: The algorithm acts as a creative tool, exploring infinite combinations of elements and generating new and unexpected results.

    • Collaborative Process: The artist and the algorithm work together to create a new form of art, blurring the lines between human and machine.

  3. Ethical Considerations:

    • Authorship: Raises questions about the nature of authorship and originality in the age of AI.

    • Control and Bias: The algorithm's decisions can be influenced by its training data and programming, potentially introducing biases or limitations.

Potential Directions for the Project:

  • Interactive Art: The project could be further developed into an interactive installation, where viewers can manipulate the algorithm to create their own unique combinations.

  • AI-Assisted Art: Explore the use of AI tools to generate new elements or to refine the existing ones.

  • Performance Art: Combine the generative art with live performance, where the artist interacts with the algorithm in real-time.

  • NFT Exploration: Consider releasing the generative art as NFTs, offering a unique digital ownership experience.

Addressing the Concerns:

The concern about technology overtaking humanity is a valid one. However, it's important to remember that technology is a tool, and its impact depends on how we use it. By understanding the limitations and potential biases of AI, we can develop responsible and ethical ways to incorporate it into our creative practices.

Ultimately, the goal should be to use technology to enhance human creativity, not to replace it. By combining the best of both worlds - human ingenuity and machine intelligence - we can create truly innovative and meaningful art.

Creating an Interactive Art Installation: A Deeper Dive

Expanding on the Interactive Art Concept

The idea of an interactive installation is an exciting one, and there are many ways to bring it to life. Here are some more specific ideas to consider:

 

    1. Touchscreen Experience:

  • Direct Manipulation: Users can directly interact with the artwork by touching the screen.

  • Real-time Generation: New vignettes can be generated in real-time based on the user's input.

  • Customization: Users can choose specific elements (e.g., background, characters, objects) to create their own unique combinations.

 

    2. Physical Installation:

  • Kinetic Elements: Incorporate physical elements that respond to user interaction, such as levers, buttons, or sensors.

  • Projected Animation: Project the generated vignettes onto physical surfaces, creating a dynamic and immersive experience.

  • Augmented Reality: Use AR technology to overlay digital elements onto the physical space, blurring the lines between the virtual and the real.

 

    Technical Considerations:

  • Software: Consider using tools like Unity, Unreal Engine, or Processing to create the interactive experience.

  • Hardware: The choice of hardware will depend on the complexity of the installation. Options include touchscreens, projectors, sensors, and microcontrollers.

  • User Interface: A well-designed user interface is crucial for a seamless user experience. Keep it simple and intuitive.

  • Accessibility: Ensure that the installation is accessible to people with disabilities. Consider using alternative input methods and providing clear visual and audio cues.

 

    Ethical Considerations:

  • Data Privacy: If the installation collects user data, ensure that it is handled responsibly and ethically.

  • Accessibility: Make sure the installation is accessible to people of all ages and abilities.

  • Environmental Impact: Consider the environmental impact of the installation, especially in terms of energy consumption and waste.

By carefully considering these factors, you can create an interactive art installation that is both engaging and thought-provoking.

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