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In Unit 1, I have identified three research directions: the relationship between AI and humans, the process of gamification, and posthumanist theories. These three domains are interconnected with a larger theme that originates from the development of humanity. We commonly refer to this theme as the technological revolution. Let us consider a hypothesis: if you were living in the era when James Watt invented the steam engine, could you have imagined that within the next 100 years, humans would be capable of manufacturing automobiles, trains, and even airplanes, all based on mechanical principles? Similarly, due to well-known reasons, the progress of human civilization has never followed a linear trajectory. This implies that we are currently living in an era of rapid technological revolution, characterized by high-speed development.

James Watt's invention of the steam engine revolutionized the common means of transportation for humanity. This change was disruptive and transformative. Similarly, the potential changes brought about by the development of digital technology may be even more disruptive to human society. It can be foreseen that this change will be comprehensive and profound, as digital technology fundamentally encompasses almost every field. Numerous examples already exist, such as the website system I am currently developing, which perfectly replaces the once-used promotional materials or handwritten letters. People can now access it from anywhere on Earth simply by entering keywords, and the amount of information it can convey is several times or even tens of times greater than before. The widespread use of computers, smartphones, and other electronic devices further reinforces this point and continues to expand and deepen its impact.

These developments have fundamentally changed people's daily lives, and with the continuous progress of high-tech advancements, the ongoing development and application of technologies such as AI and VR will bring about even more radical and unpredictable changes. This has given rise to many concerns, with many arguing that the widespread application of high-tech advancements, led by AI, will disrupt the existing social order and introduce instability. However, the overall trend of technological development is irreversible. Therefore, experts in the field of sociology have begun to contemplate and study ways to mitigate these disruptions and explore new models of existence for future human societies. This is the ultimate goal pursued by emerging sociological theories such as posthumanism.

As a result, imaginative writers, artists, sociologists, and entertainment industry professionals have created numerous visions of future societies based on various driving forces. Due to their inherent unpredictability, these visions are presented before humanity like parallel worlds. As a member of this group, the creation of another "parallel world" serves as the driving force behind my completion of Unit 2 and my future works.

New Tools In The Digital Age

I don't know if anyone can distinguish which artist created the artworks above, but the definite answer is that they were all produced by an AI drawing software called Midjourney. You may be surprised by the level of intricacy and craftsmanship achieved by this software, comparable to that of skilled artists. However, this has now become a reality. In fact, AI technology has only been in existence and development for less than 10 years. In the past, we tended to believe that AI technology could only replace the physical labor component of human work, while artistic achievements, which lean more towards intellectual labor, were considered to be an advantage and irreplaceable by AI. However, the rapid development of AI technology has proven this naive notion wrong.

 

Starting with the earliest chess AI, AlphaGo, AI gradually took over and even surpassed the intellectual achievements that humans prided themselves on. Today, a multitude of deep learning AIs, led by OpenAI's ChatGPT, have reached a significant level of intelligence. This process is the result of continuously collecting and learning from vast amounts of information, with humans as the creators and gatherers of this information. This means that the artworks created by Midjourney are not simply fabricated without any basis. Instead, they are "synthesized" works based on references and imitations of numerous masterpieces in the field. Without delving into their underlying artistic spirit, the level of artistic achievement that AI drawing can attain is already comparable to that of masters in the field. Does this imply that artists will be eliminated by AI technology, just like workers on an assembly line? Or, how should artists confront the numerous issues brought about by AI drawing?

This question has been troubling me ever since I started using AI drawing. In traditional scenarios, artworks often emphasize their originality, and behaviors such as imitation, replication, and reuse have always been rejected. This creates an irreconcilable opposition between traditional art and AI drawing, where using AI drawing would mean losing its artistic value. However, with the development of digital technology, replication and being replicated have become inevitable facts. So, should we abandon traditional thinking and follow the trend of digital technology development? This is something I couldn't determine in Unit 1, which indirectly resulted in my works in Unit 1 lacking the intended sense of thematic coherence. But in Unit 2, I found answers to this question through my reflections.

Inspiration came from an article “The Work of Art in the Age of Digital Reproduction” written by Douglas Davis in 1994, which now seems prophetic. Xxx accurately predicted the predicament of artistic development today, and I will provide a detailed introduction to its content in the "contexts" section. In the article, Davis's views on new tools in the digital age gave me a sense of clarity:

 

                    "new tools always give people imagination rather than rationality"

This led me to reflect on the core of my own creations, that is, whether the exploratory goals I pursue truly align with my creative core. In simple terms, am I truly contemplating and utilizing these new tools while focusing on themes of high technology and the future? The resulting conclusion became clear. I need to break free from the inherent concepts of art forms held in Unit 1 and even in the past, and make use of AI drawing and other mediums from different fields.

Refik Anadol: Refik Anadol is a Turkish new media artist who utilizes AI technology to create breathtaking interactive art installations and digital media works. His works combine big data, deep learning, and computer vision techniques to create visually immersive experiences infused with emotion and imagination.

Mario Klingemann: Mario Klingemann is a German artist who extensively utilizes machine learning and neural network technologies in his artistic creations. Through the use of AI-generated algorithms and image processing techniques, he produces astonishing digital artworks that explore the boundaries between artificial intelligence and creative expression.

Robbie Barrat: Robbie Barrat is an American artist and programmer who creates abstract artworks using machine learning and deep learning algorithms. He trains neural networks to generate unique painting styles, blending traditional art with computer science.

These artists employ AI painting techniques in diverse ways, exploring the intersections between artificial intelligence and art. They push the boundaries of art and offer viewers new visual experiences. This signifies that AI painting is not in opposition to art but rather a new tool that can be harnessed. By utilizing AI painting appropriately, it can serve as an aid to creation, enhance efficiency, and foster innovative developments.

Visual Sources And Game Design

Similar to AI-generated art, artists often utilize the tool of gaming to gamify their own artworks. Art gamification typically combines elements of art and gaming to create an interactive and entertaining artistic experience. It offers the following advantages:

  1. Increased engagement: Art gamification can attract active audience participation, making them a part of the artwork. Through gamified elements, viewers can interact, explore, and create with the artwork, enhancing their interest and engagement.

  2. Personalized experience: Art gamification provides viewers with a personalized experience. Viewers can make choices and decisions based on their interests and preferences within the gamified environment, shaping a unique artistic experience.

  3. Enhanced interactivity: Art gamification strengthens the interaction between viewers and the artwork through interactive design. Viewers can engage in real-time interaction, feedback, and collaboration with the artwork through gamified mechanisms, deepening their understanding and emotional resonance with the art.

  4. Creation of immersion: Art gamification can create immersive experiences. By combining visual, auditory, tactile, and other sensory stimuli, as well as technologies like virtual reality (VR) or augmented reality (AR), viewers can immerse themselves in the virtual environment created by the artwork, obtaining a sense of presence.

  5. Broadening the audience: Art gamification can attract a wider range of audiences. By incorporating gamified elements and entertaining designs, art works can appeal to younger people, non-art backgrounds, and those less interested in traditional art forms. This opens up new markets for art creators.

Considering the advantages brought by art gamification, aside from my personal interests, the purpose of focusing my actual works on game production is to achieve the desired effect of creating an infinitely amplified concept of an immersive "parallel world." However, gamifying artworks is not an easy process. Traditional artworks typically convey emotions through singular visual information. However, games, due to their unique characteristics, encompass multiple ways of conveying information, including audio, visual, and interactive experiences. Based on this characteristic, the gamification of art can be divided into two parts: game design and artistic resources.

From its essence, game design does not belong purely to the realm of art but leans more towards design and computer science. However, the challenges between digital technology and traditional media have proven that cross-disciplinary integration is reasonable and necessary. To achieve successful art gamification, the fun factor in game design is crucial. Here, I must mention a video interview I watched during my exploration of game design. The interviewee was the creator of the popular turn-based strategy game "Into the Trench." I will provide specific details of the interview in the accompanying context. The core theme expressed in the interview guided my methodology for game design, which is to emphasize limiting factors. In simple terms, it focuses on how to make choices in game design within limited resources and maximize the most interesting aspects of the design. Following this guidance, I have developed the game design part based on the established worldview background.

In the realm of science fiction, there is an abundance of artistic resources with various influences. In general, the punk styles are often associated with science fiction and posthumanism. Among them, steampunk and cyberpunk are the most representative. Steampunk combines industrial elements from the Victorian era with futuristic imagination. Typically set during the industrialization period, steampunk works are characterized by steam power and mechanical devices. Common features include:

  1. Industrial Elements: Steampunk works often feature gears, steam engines, clocks, and mechanical contraptions, representing the development of mechanical engineering and the Industrial Revolution.

  2. Victorian Era Style: Steampunk works often draw inspiration from the fashion, architecture, and cultural style of the 19th-century Victorian era. These elements imbue the works with a classical and romantic atmosphere.

  3. Technological Fantasies: Steampunk works frequently involve imaginative applications of technology, such as flying machines, steam-powered robots, and retro-style electronic devices. These fantastical elements showcase the imagination and exploration of technological progress.

  4. Adventure and Exploration: Steampunk works typically revolve around adventures and explorations, delving into unknown worlds and mysterious technological enigmas.

 

There are numerous games and films based on the steampunk style, such as the "Bioshock" series, which combines steampunk with a post-apocalyptic setting to create a fantasy world filled with floating cities and steam-powered technology. "Castle in the Sky" is an animated film by Hayao Miyazaki that incorporates steampunk elements into a tale of fantastical adventure, featuring elements like airships, robots, and high-tech cities.

Note: The translation provided above aims to capture the academic tone and content of the original text.

Computer game "BioShock" game screenshots.

Illustrations of "Castle in the Sky."

Cyberpunk is a science fiction subculture and artistic style that explores a future world characterized by high technology, information overload, and societal collapse. I classify its main features and elements as follows:

  1. High Tech, Low Life: Cyberpunk is set in a highly technologically advanced world where social systems have collapsed, resulting in severe wealth disparity and the majority of the population living in crime-ridden, decadent, and marginalized conditions. This stark contrast between high technology and low quality of life creates a repressive and dark atmosphere.

  2. Information Technology and the Internet: In Cyberpunk, computer technology and information networks play a crucial role in society. People communicate, access information, and wield power through virtual reality, network connections, and electronic devices. Cybercrime and hacking activities are also common themes in Cyberpunk stories.

  3. Biomechanical Enhancements and Artificial Intelligence: In the Cyberpunk world, individuals enhance their abilities through biological and mechanical modifications, including implants, cybernetic limbs, and genetic enhancements. Artificial intelligence also plays a significant role in Cyberpunk narratives, appearing as assistants, adversaries, or sentient beings.

  4. Class Division and Social Rebellion: Cyberpunk works often focus on the class division and abuse of power within society. The extreme wealth disparity, corruption of rulers, and social injustice become major societal issues. In such a backdrop, Cyberpunk stories often depict characters such as rebels, anti-heroes, and criminal organizations who attempt to change the social order.

  5. Dark, Futuristic Visual Style: Cyberpunk works are renowned for their unique dark and futuristic visual style. This includes elements such as towering skyscrapers, neon lights, shadowy alleyways, mechanical devices, electronic screens, and complex urban architectures, creating an atmosphere filled with high technology and urban decay.

 

Representative Cyberpunk works include "Blade Runner," "The Matrix," and "Snow Crash." These works explore the complex relationships between humanity and technology, power and freedom, and individuals and society through their distinctive storytelling, visual style, and social critiques.

Apart from Cyberpunk, other science fiction artistic styles include post-apocalyptic punk, vacuum tube punk, and icepunk.

Movie stills from "Blade Runner" and "Blade Runner 2049."

It is evident that these science fiction artistic styles mostly fuse existing styles with specific worldviews to depict distinct "parallel worlds." This has inspired me with a valuable insight: I can simultaneously utilize two or more science fiction artistic styles to establish different factions. In this context, factions represent "parallel worlds," and the struggles between them depict the competition among different societies resulting from varied choices made by humanity in the future. This competitive relationship can be effectively presented through gamification. Consequently, while determining the direction of gamification, I have also established the specific artistic style and worldview background.

Starting from the initial punk style, I have sought inspiration from various sources in establishing specific artistic resources. For example, in the setting, one faction needs to create a sense of cruelty and malevolence. After determining the visual representation, I need to convey this feeling through color schemes. Thus, I draw inspiration from games with dark themes, such as "Dark Souls" and "Bloodborne".

Game screenshots from the Souls-like game "Wo Long:Fallen Dynasty "

The image above displays the commonly used color schemes in the "Dark Souls" series and other similar games, where vibrant red is combined with black or deep purple. This color combination has been effectively utilized in "Bloodborne."

Red and deep purple are widely applied in game scenes and monster designs. The use of these colors creates a bloody, twisted, and sinister atmosphere that aligns with the game's horror themes.

Similarly, I have sought inspiration from the following aspects based on the requirements of the work:

  1. Sacredness and religious motifs (e.g., "StarCraft II," "Stellaris"): The use of symmetry and arcs with bright yellow as a predominant color scheme has been established.

  2. Technological and experimental identity (e.g., "Resident Evil" movies, "Command & Conquer"): The use of light gray (or white) as the primary color scheme, combined with small amounts of bright blue, has been established.

  3. Retro-futurism (e.g., "BioShock," "They are billions," "Frostpunk"): The core focus has been established as steampunk style.

  4. Technological and mechanical motifs (e.g., "Blade Runner," "Star Wars," "Star Trek"): Based on the cyberpunk style, the core characteristics include geometric polyhedra, a sense of suspension, and abundant blue light effects to emphasize the technological aspect.

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