“Divergent Generative Art Practices” presented by Grba, Todorovic, Schlegel, Todorovic and Pandilovski


Session Title:

  • Generative Art

Presentation Title:

  • Divergent Generative Art Practices



  • Vladimir Todorovic -
    • Nanyang Technological University
    • University of the Arts in Belgrade


  • Panel Statement (abstract):

    The aim of this panel session is to analyze and compare possible new venues, media, methodologies and forms that generative practices are taking today. We claim that a combination of analytical, playful and critical approaches in understanding and using technologies is important in today’s art world. The discussions will start by addressing the creative and cognitive aspects of procedural fluency in creating, reading or interpreting a generative artwork. By assessing the perceptual interaction with generative art, we will continue to question the narrative and performative qualities of this relatively new form. These two sections will introduce us to the contemporary smart cities as venues for generative practices and a notion of engaging city dwellers to participate in this complex system of networks and devices. Furthermore, we will discuss the new potential divergences of generative art practice. Biotechnology and quantum mechanics open another unimaginable field of generative activities that, equally to other venues, require critical, analytical and creative use of technology.

    Individual presentations:

    • Get Lucky: Cognitive Aspects of Generative Art


    This section addresses the creative, cultural and cognitive aspects of symbolic and procedural thinking in contemporary generative art. Generative art is perceived broadly, as a heterogeneous realm of artistic approaches based upon combining the predefined elements with different factors of unpredictability in conceptualizing, producing and presenting the artwork, thus formalizing the uncontrollability of the creative process, underlining and aestheticizing the contextual nature of art

    • Emerging Narrative Forms and Bit Sensation


    This section discusses the types of emerging narratives that appear in creative generative practices. This study illustrates various unique artistic methods from the world of digital art, computer games, film and interactive media that lead to new narrative divergences. These methods and poetics are analyzed in relationship to a computer bit, whose nature largely influences our creative expressions.

    • Performing Systems


    In recent years computational and screen-based art has flourished within the digital arts world and has since had great influence across multiple disciplines. Fuelled by explorations into the beauty of algorithms and their translation into ever emerging visual outcomes, artists working with generative systems have created a substantial body of work and sets of tools using desktop and laptop machines. With the recent arrival of a multitude of mobile platforms, small systems-on-a-chip and electronic devices the potential for new tools, artistic expressions, transdisciplinary investigations and interdisciplinary collaboration is imminent.

    • City Made of Software


    Contemporary city is ultimately grounded in and operated by software-supported devices that become skillfully blended within the environment and our everyday lives to such an extent that they are probably more accurately described as ‘second nature’

    • Artistic Strategies in Generative Art Practices


    In Husserl’s “Phenomenology of Embodiment,” the body is not an extended physical substance in contrast to a non-extended mind, but a lived center of experience, and both its movement capabilities and its distinctive register of sensations play a key role in his account of how we encounter other embodied agents in the shared space of the life-world.